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Kezghan
Acolyte

Canada
25 Posts

Posted - 16 Feb 2004 :  20:53:38  Show Profile Send Kezghan a Private Message  Reply with Quote  Delete Topic
Has anyone converted these magnificent Rings into 3.5 format?

If not perhaps i'll take a crack at them.

I am toying with the idea of using them in my next campaign.

After some minor research, i think i need to update a few spells that haven't been brought to 3e or 3.5e for the realms yet:

Shroud of Flame L5, Flamsterds Flamestrike L4, Icelance L3 and Jhanifer's deliquescence L5, Quimby's enchanting gourmet L2, Spendelarde's chaser L4, Tulrun's tracer L4, Fire Gate but i see Fire Stride from FRCS is the same.

Also need to create the Firetail(Tshala) beastie and the Stone Guardian. If anyone knows if any of these things have already been updated officially or non please direct me to the source.

The Rings are listed and detailed in Volo's Guide to All Things Magical.

Availible as a free download from the WotC site here :

http://www.wizards.com/dnd/files/2/fr_downloads/tsr9535.zip

Is it wrong to name your first son Artemis?

Edited by - Kezghan on 22 Feb 2004 11:19:02

The Sage
Procrastinator Most High

Australia
31799 Posts

Posted - 17 Feb 2004 :  04:35:31  Show Profile Send The Sage a Private Message  Reply with Quote
I'm glad you actually mentioned where these Rings come from, because I was beginning to get a little worried that this was going to be one of those rare moments when I didn't have any idea what somebody was talking about...at least in terms of Realmslore.

Now as to a conversion, I've never actually seen or read anything that has ever brought these rings into 3e...although that doen't mean that there is anything like that...

IIRC (since I don't have my books with me at the moment) every one of the seven rings was detailed, each with some different kind of elemental based magic (fire, ice etc.). I also think there was a Ring of Night, or something that offered the wearer a special form of infravision and it also turned into a creature that could be commanded by the telepathic commands of the wearer.

Anyway, given the stats that were presented, I don't think it would be too difficult to convert them. So why not give it an attempt...I'd be interested to see what you come up with. I think the only problem you'll encounter is when the conversion of those special Ring spells comes up...

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Kezghan
Acolyte

Canada
25 Posts

Posted - 17 Feb 2004 :  05:25:11  Show Profile Send Kezghan a Private Message  Reply with Quote
Yeah im gonna start converting them soon, and the spells involved and create the monsters involved as well. Ill most likely post the progress on various boards and see what happens. take some feedback and then build a pdf of the Rings and subsequent creatures and spells, I suppose they could post it on this site somewhere if it gets approval.

Definatly an interesting project, im thinking one of the characters of my next game will be blood related to Mhzentul, and will first seek out his tower and then look for the rings and his book Mhzentul's Runes (Pages from the Mages).

Im liking this idea as a 10 level story arc type thing.. we shall see, its up against my skullport based campaign idea.. Players Guide to Faerun will swing the vote once i aquire it.

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The Sage
Procrastinator Most High

Australia
31799 Posts

Posted - 17 Feb 2004 :  08:38:07  Show Profile Send The Sage a Private Message  Reply with Quote
I'm sure that if you ask him real nice, the wise Alaundo would be happy to host your finished 3.5e 'Rings of Mhzentul' here at Candlekeep. In fact, Alaundo just recently put out a Request for Realmslore, which you might want to take advantage of...

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Edited by - The Sage on 17 Feb 2004 08:39:58
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Alaundo
Head Moderator
Admin

United Kingdom
5701 Posts

Posted - 17 Feb 2004 :  09:12:26  Show Profile  Visit Alaundo's Homepage Send Alaundo a Private Message  Reply with Quote
quote:
Originally posted by The Sage

I'm sure that if you ask him real nice, the wise Alaundo would be happy to host your finished 3.5e 'Rings of Mhzentul' here at Candlekeep. In fact, Alaundo just recently put out a Request for Realmslore, which you might want to take advantage of...




Well met

Thank ye, Sage. Indeed Kezghan, we would be honored to display your works up in the library. I'm especially looking forward to seeing this piece of Realmslore research myself

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Kezghan
Acolyte

Canada
25 Posts

Posted - 18 Feb 2004 :  09:52:32  Show Profile Send Kezghan a Private Message  Reply with Quote
First spell converted.. questions, comments and critisms please.

Flamsterd’s Flamestrike
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or Permanent until Discharged
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

This specialized fire spell can be used both as a direct attack and
as a guardian trap. In either case, it affects one creature only, and
its flames appear in a roaring spiral around the victim. A Flamsterd
‘s Flamestrike does 2d6 points of damage plus 1 point per caster level (maximum +20). Unlike a fireball, a Flamsterd’s Flamestrike does not
explode outward to affect all beings in an area.

When used as a trap, a Flamsterd’s Flamestrike must be cast
on a small piece of metal (typically a copper piece is used)
and a series of specific triggering conditions equivalent
to those of a magic mouth spell uttered over it. The trap is then set to
activate when the conditions are met. The conditions typically involve disturbing
the focal item, and the Flamsterd’s Flamestrike can wait indefinitely
until the conditions are fulfilled. The conditions cannot include
anything involving detection of actions at a distance-in other words,
casting a specific spell or entering an area-if the coin is not disturbed
by doing so. If a dispel magic is cast on the focal object before it is disturbed
or other conditions triggering the Flamsterd’s Flamestrike are
fulfilled, the flamestrike is dispersed without taking effect.
There is no time limit between casting and activation if a Flamsterd
‘s Flamestrike is set as a trap. If one or more beings fulfill the
conditions of a set Flamsterd’s Flamestrike, the first one to do so is
affected. If they do so simultaneously, the spell still affects only
one being, and its target should be determined randomly.

Note: Magic traps such as Flamsterd’s Flamestrike are hard to detect and disable. A rogue (only) can use the Search skill to find a Flamsterd’s Flamestrike
and Disable Device to thwart it. The DC in each case is 25 + spell level.

Material Components: A pinch of saltpeter,
a pinch of iron filings, a piece of phosphorous, and a pinch of
ashes.


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Kezghan
Acolyte

Canada
25 Posts

Posted - 18 Feb 2004 :  10:11:01  Show Profile Send Kezghan a Private Message  Reply with Quote
Shroud of Flame
Evocation [Fire]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: Yes

Also called the “trollkiller” spell, casting this spell causes a
single creature to burst into flames. A successful Reflex save negates
the spell’s effect entirely. If the initial saving throw
is missed, however, the target takes 2d6 points of fire damage per
round. Each round thereafter the target can make
another Reflex save. As soon as one of these saves succeeds,
the flames die out, inflicting no damage that round.
The shroud of flame shoots off gouts of fire as it burns. All
those within 10 feet of the burning target take 1d4 points of
fire damage. Flammable objects near the flame
will ignite and bum as well.

Material Components: A pinch of saltpeter,
a small piece of phosphorus, and a small scrap of lace
cloth or spider web.


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Bookwyrm
Great Reader

USA
4740 Posts

Posted - 18 Feb 2004 :  10:11:40  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
I like this. It's a quick way for a spellcaster to prepare a trap. I've never liked the fact that zap trap (a cantrip from Dragon) takes a minute to cast and costs 1gp of silver, but only deals one point of electricity damage, which can be negated by a Reflex save -- or, for someone with Improved Evasion, doesn't do anything at all.

Hell hath no fury like all of Candlekeep rising in defense of one of its own.

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Bookwyrm
Great Reader

USA
4740 Posts

Posted - 18 Feb 2004 :  10:13:05  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
By the way, before we get carried away . . . shouldn't we move this topic over to the Magic Shop?

Hell hath no fury like all of Candlekeep rising in defense of one of its own.

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Kezghan
Acolyte

Canada
25 Posts

Posted - 18 Feb 2004 :  10:25:05  Show Profile Send Kezghan a Private Message  Reply with Quote
Icelance
Alteration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes

This spell will function only if there is sufficient ice present,
usually no less than 10 lbs., though the remnants of an
ice storm spell will suffice. The spell causes the shards of ice to
reform into a long, magical lance of ice, which then spirits off
in the direction dictated by the caster against a particular target
of the caster.s choice.
The lance strikes with a +4 competence bonus and
inflicts 5d6 points of damage. In addition, the target must
make a Fortitude save or be stunned for 1d4 rounds.
The icelance travels in a straight line. It will crumble to its
component shards if it misses its target or if it strikes some
other target before hitting the intended one. The spell creates
only a single icelance.

Material Components: Various ice of no less than 10lbs.

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Kezghan
Acolyte

Canada
25 Posts

Posted - 18 Feb 2004 :  10:28:41  Show Profile Send Kezghan a Private Message  Reply with Quote
oops, yeah sure move it over, ill track it down. Sorry about that.

im just gonna slowly add the spells then the creatures then the Rings them selves all in this thread, then ill formulate them into a comprehensive PDF.

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Alaundo
Head Moderator
Admin

United Kingdom
5701 Posts

Posted - 18 Feb 2004 :  12:10:14  Show Profile  Visit Alaundo's Homepage Send Alaundo a Private Message  Reply with Quote
quote:
Originally posted by Bookwyrm

By the way, before we get carried away . . . shouldn't we move this topic over to the Magic Shop?



Well met

It may be better to leave Kezghan to detail such items herein to keep them together as theyre all related. Once the project is complete we can arrange to display the work in the library

Alaundo
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The Sage
Procrastinator Most High

Australia
31799 Posts

Posted - 18 Feb 2004 :  13:16:28  Show Profile Send The Sage a Private Message  Reply with Quote
I agree, since the spells are actually tied to the 'Rings' Kezghan is talking about.



Anyway Kezghan, these spells are great so far...your conversions have worked really well. However, looking over you conversion for the 'Icelance' spell made me realise that I've read something like this before. The last elemental magic issue that Dragon had (before #314), had a number of elemental-based spells which were converted from 2e settings (one of them being FR), and I believe the ever popular 'Icelance' spell was among them. I'll see if I can't track down the issue...

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Maecenus of Westgate
Learned Scribe

USA
111 Posts

Posted - 18 Feb 2004 :  14:12:03  Show Profile  Visit Maecenus of Westgate's Homepage Send Maecenus of Westgate a Private Message  Reply with Quote
This sounds like a great project and after you've finished converting them, i'd like to add these rings to the Forgotten Realms Magic Item Database which can be found here, with your permission. Sooner or later I plan on adding most or all officially published magic items to the list, though many of them may be updated to 3.5 edition rules. Take a look at the website and let me know what you think. It seems that many of these spells were also originally mentioned within some of the grimoires found in the DM's Sourcebook of the Realms which was included with the original FRCS boxset.
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Kezghan
Acolyte

Canada
25 Posts

Posted - 19 Feb 2004 :  09:41:14  Show Profile Send Kezghan a Private Message  Reply with Quote
Ahh thank you wise Alaundo, definatly i think keeping everything in its own thread is handy, i hope to do more converting this weekend. Time is tight this moment.



Maecenus, that is one hell of a list, once I complete this conversion anyone can put it anywhere they'd like.

I'll have to keep that list handy. Good work. Be nice to see all of the previous items of past editions remade in the 3.5 mold.

Thanks for your interest fellow scholars and mystics.

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Faraer
Great Reader

3308 Posts

Posted - 19 Feb 2004 :  14:07:16  Show Profile  Visit Faraer's Homepage Send Faraer a Private Message  Reply with Quote
This little knot of Realmslore -- Mhzentul, Whisper, Seven Lost Rings of Mhzentul, Mhzentul's Runes -- originated in the early Knights of Myth Drannor campaign as they uncovered Whisper's Crypt, and gradually unfolded in published sources: Dragon #62, the 1987 campaign set, FRQ1, FOR4, VGATM, to name some. I wonder if the Knights novels will continue the tradition...
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Kezghan
Acolyte

Canada
25 Posts

Posted - 19 Feb 2004 :  20:53:36  Show Profile Send Kezghan a Private Message  Reply with Quote
Yeah, I have all of those but for the Dragon mag. I will be having the players first going to the Temple of Lanthander i think it is and trying to get the rings from them legally. Should be a challenge.

Definatly plan on having the players track down some of the members of said group.

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Kezghan
Acolyte

Canada
25 Posts

Posted - 22 Feb 2004 :  11:18:17  Show Profile Send Kezghan a Private Message  Reply with Quote
Jhanifer’s Deliquescence
Alteration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Touch
Area: up to one 10-ft.cube/ level
Duration: Permanent
Saving Throw: None; see text
Spell Resistance: No

This spell enables a wizard to instantly melt ice, frozen liquids,
and other substances that freeze within 10 degrees of
water’s freezing point (32° F.). Such melting does not involve
heat, steam, or the consumption of fuel. A wall of ice, for instance,
could be turned into water that falls to the ground, a
frozen lock or sleigh runner could be freed.

Repeated applications of this spell can turn solids into liquid
form, and 10 deliquescence spells equal the effects of a
transmute rock to mud spell. (The details of this use of the spell
are little known and poorly understood. The DM should
sharply limit the combat effectiveness of dissolving solids, although
a mage might use the spell repeatedly to make digging
a tunnel easier.)

Animated or enchanted creatures of stone receive a Fortitude Save
and a stone golem practically shrugs off the effects. Success negates the spell.
Living creatures, even if stony, are unaffected by Jhanifer’s deliquescence.

Material Components: a tiny piece of amber and a piece of ice.


Quimby’s Enchanting Gourmet
Conjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: One invisible, mindless, shapeless servant
Duration: 1 hour + 10min./ level (D)
Saving Throw: None
Spell Resistance: No

This specialized version of the unseen servant was developed
with one particular task in mind, cooking and cleaning
in the kitchen while its creator is otherwise occupied.

The enchanting gourmet is a magical force under the control
of the mage. It can perform simple kitchen actions like
stirring, carrying, measuring, cutting, and minding the fire. It
is no stronger than an unseen servant and no more dexterous
than its creator. The enchanting gourmet can be left to cook
on its own, provided that it is cooking a meal that the mage
himself has prepared at some point in his life. If something
disrupts the smooth flow of the meal (such as the arrival of a
dragon or an explosion in the kitchen), the enchanting
gourmet will seek the advice of its creator.

The enchanting gourmet can be dispelled by the caster at
will. It cannot be killed, but it dissipates if it takes 6 points
of damage from area attacks. (It gets no saves against attacks.)

The enchanting gourmet cannot be used to brew potions
and other magical drinks, but has been used to generate simple
poisons and in one case to serve as a bartender. The creator
of this spell, Quimby of Procampur, was an impatient
cook but a lover of fine food in quantity. The spell is not one
normally studied by adventuring mages but is often used by
retired sages and other sedentary types.

Material Components: are a block of wood and some string.


Spendelarde’s Chaser
Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Permanent or See Text (D)
Saving Throw: None
Spell Resistance: No

This spell was created originally in order to facilitate mental
recovery from brewery research expeditions (in other
words, as a hangover cure). However, it was discovered to
have a beneficial side effect in regard to protection against inhaled,
ingested, and contact poisons.

Cast upon an individual, it negates the adverse effect of
drugs (including alcohol) on the system, restoring the individual
to mental coherence and relieving hangovers or other
ill effects. Real damage (to body or to mind) is not healed by
this spell--it only aids the body in purging the chemicals
within it. The chaser will not affect insanity or magically-induced
effects.

If the individual was poisoned, the spell allows a second
Fortitude Save vs. the poison. The spell can be cast as a preventive
measure, and if so, its protection lasts for 10 min. per level of the caster.
If the individual is poisoned while under the effect of the chaser, the
individual is permitted a +4 resistance bonus to the Fortitude Save.

Material components: A drop of holy water.



Tulrun’s Tracer
Divination
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: Special; See Text
Duration: 4 rounds/ level
Saving Throw: None
Spell Resistance: No

When this spell is cast, the a continuous, luminescent
pathway comes into being within 10 feet of the caster. It
shows the most recent path of any single creature described
verbally by the caster. If the creature hasn’t been in the initial
10-foot radius within one day per caster level, the spell fails.
If two or more identical creatures are indicated, the caster
must focus on one path within a round or the tracer will follow
all paths, with a proportionate decrease in spell duration.

The tracer shoots a luminous line at a rate of 60 feet per
round along the route taken by the creature. Once beyond
the initial 10-foot radius, the tracer only shows the path of
the creature where the creature remained in physical contact
with the ground, or rode a living mount that remained in
contact with the ground. Pass without trace and similar spells
of 4th level or less do not confuse the tracer, and it will follow
the creature’s route through physical barriers and across gaps
of up to 15 feet. It will not otherwise show aerial travel, but it
will trace into and under water.

The tracer is intangible-it can be passed through or traveled
within without harm. It does not activate magic upon
contact nor does it distort magical or physical phenomena
passing through it.

The tracer path ends when the target creature is reached,
the spell duration expires, or at any place from which the target
creature teleported, left the plane of the caster, or embarked
upon a conveyance such as a cart, ship, or carpet of flying.
In the case of teleportation or plane shifting, the caster,
upon reaching the path’s end, receives a clear mental picture
of the creature’s destination. If the creature took a conveyance,
the mental picture is only of that act and not of the
eventual destination. When the spell expires, the path slowly
fades into nothingness; if it has not reached the target creature,
there is no mental picture of the target’s destination.
Portions of the revealed path can be destroyed or concealed
by dispel magic, deeper darkness, and the like, but the
pathway cannot be physically disturbed (a gust of wind would
not shift it).

Material components: A pinch of phosphorus or a
glowing life form such as a fungus or glowworm, over which
the caster verbally describes the creature to be traced.


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The Sage
Procrastinator Most High

Australia
31799 Posts

Posted - 22 Feb 2004 :  13:11:03  Show Profile Send The Sage a Private Message  Reply with Quote
These are all great conversions Kezghan, and they're all completely balanced in terms of what the 2e spells represented.

I'd like your permission to use two of these conversions in my campaigns...?

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Kezghan
Acolyte

Canada
25 Posts

Posted - 22 Feb 2004 :  17:14:08  Show Profile Send Kezghan a Private Message  Reply with Quote
no need to ask my permission, take what ever you wish. Yes i think they have turned out pretty good, ive looked at alot of spells in the PHB to make sure these stack up balance wise etc, boring as hell though heh.

Now its on to detailing the Firetail and Stone Guardian creatures, never done any of that before either.

THanks Sage.

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Kezghan
Acolyte

Canada
25 Posts

Posted - 02 Mar 2004 :  01:10:10  Show Profile Send Kezghan a Private Message  Reply with Quote
huff, well finally converted the Firetail(Tshala), im not sure about the CR of it, its gots some nasty spell-like abilities so if anyone has an opinion on what the CR should be please let me know, or of any other complaints, its my first monster conversion. This creature was originally printed in the Monstrous Compendium MC 11 - Forgotten Realms Appendix. Thank you.

Firetail, Tshala
Medium Elemental (Fire, Extraplanar)
Hit Dice: 9d8+18 (58 hp)
Initiative: +9
Speed: Fly 60 ft. (good) (12 squares)
Armor Class: 18 (+5 Dex, +3 natural), touch 13, flat-footed 15
Base Attack/Grapple: +6/+7
Attack: Slam +11 melee (1d6+1 plus 1d6 fire)
Attack: 4 Slams +11 melee (1d6+1 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn, spell-like abilities
Special Qualities: DR 5/magic, Darkvision 60 ft., elemental traits,
immunity to fire, vulnerability to cold, spell resistance 29
Saves: Fort +5, Ref +11, Will +5
Abilities: Str 12, Dex 20, Con 14, Int 18, Wis 14, Cha 18
Skills: Concentration +14, Intimidate +16, Listen +14, Move Silently +17,
Sense Motive +14, Spot +14
Feats: Dodge, Improved Initiativeâ, Hover,
Mobility, Spring Attack, Weapon Finesseâ
Environment: Elemental Plane of Fire
Organization: Solitary,
Challenge Rating: 9
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 10–17 HD (Medium); 18-27 HD (Large)
Level Adjustment: —

The nature of this creature has made it a being of awe and legend
in the Realms. The Firetail appears as a frolicsome fey creature of
living flame, that loops and darts dazzlingly in the air, bewitch-those
who gaze upon it.

Usually solitary, they prefer the company of their own kind to
that of other creatures. Occasionally they may take a companion,
which may be almost any sort of creature. Firetails have accompanied
others of their own kind, pegasi, sylphs, elves, and
even humans. Although they never forget friends, firetails may
suddenly ignore a familiar being, depart for a time, and return
without good reason. They never allow a friend to be harmed if
they are present. Likewise, they never forget an enemy, and if
they encounter one, do all in their power to ensure that their rival
goes down in flames. Because of their independence and flighty
nature, most other creatures cannot depend on a firetail in times
of need.


Combat
Firetails tend to take sides in conflicts, and may wreak
havoc or do much good. They hate salamanders and attack them
on sight. Firetails and fire elementals tend to ignore each other,
for neither race has done anything to deserve the enmity of the
other.

Burn (Ex): A firetail’s slam attack deals bludgeoning damage plus fire damage from the firetail’s flaming body. Those hit by a firetail‘s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the firetail’s size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the firetail’s attack, and also catch on fire unless they succeed on a Reflex save.

Size Height Weight Burn Save DC
Medium 6ft 2 lb. 14
Large 12ft 4 lb. 17


Spell-Like Abilities: 1/minute—fireball (DC 17); 1/day—planeshift (DC 21), remove curse (DC 18), Heal (DC 20), feelbemind (DC 19), maze (DC 22), fire trap (DC 18). Caster level 14th. The save DCs are Charisma-based.




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Kezghan
Acolyte

Canada
25 Posts

Posted - 02 Mar 2004 :  02:30:05  Show Profile Send Kezghan a Private Message  Reply with Quote
Stone Guardian
Medium Construct
Hit Dice: 4d10+20 (42 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 19 ( –1 Dex, +10 natural) touch 9, flat-footed 20
Base Attack/Grapple: +7/+7
Attack: Slam + 7melee (1d6+4)
Full Attack: 2 slams +7 melee (1d16+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Construct traits, damage reduction 5/bludgeoning,
darkvision 60 ft., immunity to magic, low-light vision, resistance to cold 20,
fire 20, and electricity 20
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5–8 HD (Medium); 9–12 HD (Large)

The Stone Guardian has a humanoid body made from stone. A stone golem is 6 feet tall and weighs around 600 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on
the breastplate, or have designs worked into the stone of its limbs.

Combat
In combat, a guardian slams opponents with its massive arms. In addition to the standard construct traits the Stone Guardian has damage reduction 5/bludgeoning and resistance of 20 to cold, fire and electricity. A Stone Guardian can be instantly destroyed by a stone to flesh, transmute rock to mud, stone shape or move earth spell; it is not entitled to a Save.

Construction
A Stone Guardian’s body is chiseled from a single block of hard stone, such as granite, weighing at least 800 pounds. The stone must be of exceptional quality, and costs 1,000 gp. Assembling the body requires a DC 12 Craft (sculpting) check or a DC 12 Craft (stonemasonry) check.
CL 14th; Craft Construct, antimagic field, geas/quest, resist energy, caster must be at least 14th level; Price and Cost : im not certain how this is exactly worked out, so consider all this construction part as half assed finished.


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Kezghan
Acolyte

Canada
25 Posts

Posted - 02 Mar 2004 :  09:40:06  Show Profile Send Kezghan a Private Message  Reply with Quote
The Seven Lost Rings of Mhzentul

The Seven Lost Rings of Mhzentul contain magics of great power.
Legends have spoken often of them since the death of their maker,
but their locations have rarely been more than a matter of colorful
rumor. Mhzentul was a powerful, respected mage who perished at
the battle of the River Rising, where he became a pillar of living
flame and blazed across the battlefield, destroying many foes.
Mhzentul is remembered for his works: the seven Lost Rings of
Mhzentul and a book, Mhzentul’s Runes, said to contain the process
for making a ring of spell storing, information on the construction
of rings that become guardian creatures on command, and much
research into fire magic. The Zhentarim mage Whisper is known
to have found the book and some of the rings, but when he was
slain by Doust Sulwood and his companions (the future Knights of
Myth Drannor) in his subterranean home, Whisper’s Crypt, north
of Eveningstar, only two of the rings were found.

The highest-ranking Zhentarim agent in northern Cormyr at
the time, Whisper was cruel and coldly calculating. A man of relatively feeble magic, he possessed a cunning mind and gargantuan
ambition. His duties were to arrange the ambush of selected merchants
and king’s messengers, to watch and listen to Cormyrean trade and troop movements, and to pass what he learned on to Darkhold. Whisper did this quietly and well, but at the same time
he hatched plans to become far more than a minor Zhentarim
wizard by creating a sinister force loyal only to him. He was establishing strongholds of his brigands in the Stonelands when his
attacks on Doust’s band provoked them to hunt him down, overcome
his guardian enchantments and creatures, and destroy him.

Whisper proved to hold two of the Seven Lost Rings. The Knights
gave both of these to the House of the Morning, a temple of Lathander
in the village of Eveningstar in Cormyr. They did not find any of the other five rings or Mhzentul’s Runes.

Four of the Lost Rings and the tome Mhzentul’s Runes may still
lie hidden in Whisper’s Crypt in the Stonelands or somewhere in
the Haunted Halls north of Eveningstar. The seventh Lost Ring
may still be in the vicinity of Mhzentul’s destruction, perhaps purloined
by the undead spirit of an enemy commander Mhzentul
fought against. The wizard’s essence may be trapped in the ring,
or may still exist elsewhere — and in either case, may whisper
advice to anyone who puts on the ring.

Each of the Seven Lost Rings of Mhzentul is a simple band,
forged of mithral, treated with everbright. Each ring is
engraved with a complex series of runes believed to be derived
from an ancient elven dialect. The original meanings of these
runes have been lost to passing time (even to lore magic).

Each of the Seven Lost Rings of Mhzentul has set powers, suggested
by its runes, and the rings share the ability to heal a wearer
when she or he wills it, becoming dormant for a day as a consequence.
This power also purges the wearer of poisons, charms, and
unnatural changes in state (invisibility, petrification, shapes not their
own brought about through magic, and so on). Unlike normal rings
of spell storing, all of the seven rings regenerate their stored spells.
All effects are of Caster Level 20th.





Ring of Burning

The runes on this band suggest leaping flames, and it always feels
pleasantly warm. It is reputed to have all the powers of a ring of
spell storing, containing (if legends tell truth) the spells Agannazar
‘s Scorcher(DC 18), Beltyn’s Burning Blood(DC 21), Fire Stride , Flamsterd’s Flamestrike(DC 20), and Shroud of Flame(DC 21). This is
believed to be one of the rings the Knights gave to the House of the
Morning, but I do not know if the temple vaults still hold it.
Strong Evocation. Caster Level : 20th
• Agannazar’s Scorcher (FRCS p.66)
• Beltyn’s Burning Blood (Unapproachable East p.48)
• Fire Stride (FRCS p.69)
• Flamsterd’s Flamestrike (detailed below)
• Shroud of Flame (detailed below)


Ring of Coldfire

The runes inscribed on this band are suggestive of icicles and frost
motes, but little more may be learned from mere visual examination.
The ring is reputed to have all the powers of a ring of spell
storing, containing cold—related magics that include Cone of Cold(DC 21), Icelance(DC 19), Moonbeam(DC 18), Snilloc’s Snowball Swarm(DC 18), and Wall of Ice(DC 20).
Strong Evocation. Caster Level : 20th
• Cone of Cold (PHB)
• Icelance (detailed below)
• Moonbeam (FRCS p.73)
• Snilloc’s Snowball Swarm (FRCS p.74)
• Wall of Ice (PHB)


Ring of Night

The runes on this band have swash ornamentations resembling
feathered wings in flight, and someone has scratched—in common
—the, word or name “Anathas” on the band, but use of this word
seems to have no effect on the ring or its powers. The ring of night is
thought to be one of the rings given to the House of the Morning.
The wearer of this ring has 90ft darkvision for as long as the
ring is worn. In addition, the ring may change into a large gargoyle
once a week. At the wearer’s mental command, the ring of night
leaves the wearer’s finger and transforms into a gargoyle of maximum
might, standing just in front of its summoner (so long as there is empty air to permit it to appear). The creature operates under the telepathic direction of the being who summoned it, responding instantly and with unshakeable loyalty. Upon its destruction, exposure to full sunlight (or equivalent magic), or 24 hours after the ring was transformed, whichever occurs first, the gargoyle reverts to ring form, and the ring reappears on the finger of the being who summoned it. The ring’s magic also ends in
the same manner if the summoner wills himself or herself to
change places with the gargoyle. This power moves the body of
the summoner, as with a greater teleport, to the exact space
occupied by the body of the gargoyle and places the gargoyle
back in ring form on the same finger of the being that it left. This
movement occurs despite any magical barriers, magical compulsions,
or physical restraints or obstacles on either summoner or
gargoyle and does not harm the summoner in any way.
Strong Conjuration. Caster Level : 20th
• Large 7HD Gargoyle w/ maximum hit points


Ring of Scribes

The runes inscribed on this band are characters from various
written tongues of Faerûn, overlaid one upon the other. The ring
has all the powers of a pair of rings of spell storing, containing two
copies each of five commonly known spells that most wizards
(foolishly) do not bother to memorize while adventuring: Comprehend
languages, Erase, Read Magic, Secret Page, True Seeing, and
Arcane Mark. While this ring is worn, its wearer cannot be harmed
by any magical effects caused by the discharge or activation of
runes, glyphs, or symbols, or his or her reading of any writings or
inscriptions.
Strong Divination. Caster Level : 20th
• Comprehend Languages (PHB)
• Erase (PHB)
• Read Magic (PHB)
• Secret Page (PHB)
• True Seeing (PHB)
• Arcane Mark (PHB)

Ring of Stone

This band is graven with seven repetitions of the same rune, presumably
meaning something akin to “earth” or “stone”. Twice per
day, the wearer of the ring of stone can call forth a Stone Shape
spell from the ring. In addition, the ring may also change into a
Stone Guardian once a week. Upon the mental command of its
wearer, the ring vanishes from the finger it is worn on and reappears
in front of the wearer (as close as available open space permits)
as a maximum—strength Stone Guardian under the telepathic
command of the ring wearer who summoned it. This particular
Stone Guardian automatically detects invisibility and reflects back
all fire—related magics 100% at their sources. Upon its summoner’s
mental command, its destruction, or the passage of 24 hours from
the transformation, the guardian reverts to ring form, and the ring
reappears on the summoner’s finger.
Strong Transmutation. Caster Level : 20th
• Stone Guardian w/ full hit points (detailed below)


Ring of the Tshala

The runes on this band are surrounded by flowing outlines that
suggest leaping flames. The ring wearer can call forth each of the
following spells once per day, directing them as if she or he were a
20th level wizard: Flaming Sphere(DC 18), Fireball(DC 19), Wall of Fire, Delayed Blast Fireball(DC 23), and Meteor Swarm(DC 25).

Every time a meteor swarm is called out of the ring, there is a
20% chance that the wearer is transformed into a greater firetail,
known as a Tshala. The transformation lasts for a maximum of 10 rounds and can be reversed at will. However, at the end of each
round or whenever the ring wearer wills himself or herself to
change back, there is a 10% cumulative chance that the ring
wearer is uncontrollably forced back into his or her original form
while suffering the effects of a maximized Shroud of Flame spell
(no Save allowed). This fiery effect continues until a successful
Dispel Magic is cast upon the wearer by another being
against a 20th level caster (while the ring wearer is still alive)
or the ring wearer is reduced to ashes—whereupon the ring teleports
to a random location in Faerûn to await rediscovery. Only a
wish or miracle spell brings anyone destroyed in this manner back to life.

It is believed that Mhzentul destroyed himself while trying to
return from Tshala form while using this ring during the Battle of
the River Rising. The ring was not found after the battle, and
Mhzentul’s corpse was never recovered.
Strong Evocation. Caster Level : 20th
• Tshala (detailed below)
• Flaming Sphere (PHB)
• Fireball (PHB)
• Wall of Fire (PHB)
• Delayed Blast Fireball (PHB)
• Meteor Swarm (PHB)


Ring of Wayfaring

The runes inscribed on this band are joined by a continuous, winding
line, and the ring possesses all the powers of a ring of spell
storing, containing the spells Find the Path, Jhanifer’s Deliquescence(DC 21), Quimby’s Enchanting Gourmet, Spendelarde’s Chaser, Tulrun’s Tracer, and Unseen Servant. These spells can be called upon twice per day each, and operate as if the wearer were a 20th level caster.
Strong Divination, Alteration, Conjuration and Necromancy. Caster level : 20th
• Find the Path (PHB)
• Jhanifer’s Deliquescence (detailed below)
• Quimby’s Enchanting Gourmet (detailed below)
• Spendelarde’s Chaser (detailed below)
• Tulrun’s Tracer (detailed below)
• Unseen Servant (PHB)

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The Sage
Procrastinator Most High

Australia
31799 Posts

Posted - 02 Mar 2004 :  12:51:31  Show Profile Send The Sage a Private Message  Reply with Quote
These are fantastic conversions Kezghan . You've really gone to extraordinary lengths to bring these items into 3e.

Oh, and I finally had the opportunity to track down that 'Icelance' spell I was talking about, although it hardly seems useful now. Still if you're interested, let me know...

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Kezghan
Acolyte

Canada
25 Posts

Posted - 02 Mar 2004 :  17:53:12  Show Profile Send Kezghan a Private Message  Reply with Quote
Thank you Sage, id like to see it, ive also noticed that Icelance will be in the Players Guide to Faerun (did i already mention that?).

A few areas im not completely happy with are the Ring of Stone; This part: This particular
Stone Guardian automatically detects invisibility and reflects back
all fire—related magics 100% at their sources.


Does that still seem too 2eish? I liked the flavour of it, but im not sure if its a 3.5 fit at all, so i still may change that, and im not sure how to work out the cost of building a Stone Guardian as of yet. But im happy overall with the conversion and would use these as is now.

I emailed Alaundo about the PDF ive made of the rings, theres even pictures.. ohhh! heh. and some nice fonts. hehe

its about 220 kb.

if you;d like to see it i can email to you.

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Kezghan
Acolyte

Canada
25 Posts

Posted - 03 Mar 2004 :  07:02:28  Show Profile Send Kezghan a Private Message  Reply with Quote
Okay final PDF completed, hopefully it will be availble on this very site shortly, I've sent Alaundo a preliminary copy, but tonight i finalized the pdf w/ full colour. comes in at around 780kb. 17 pages i think.


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Fellfire
Master of Realmslore

1965 Posts

Posted - 05 Mar 2011 :  17:44:05  Show Profile Send Fellfire a Private Message  Reply with Quote
Sage, Wooly? Did this PDF find its way to the hallowed shelves here at the 'Keep? Could one of the Senior Brothers please direct this humble initiate to the proper section?

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out

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Wooly Rupert
Master of Mischief
Moderator

USA
36996 Posts

Posted - 05 Mar 2011 :  17:55:12  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
I don't recall seeing it... Sage?

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Snowblood
Senior Scribe

Australia
388 Posts

Posted - 05 Mar 2011 :  23:21:41  Show Profile Send Snowblood a Private Message  Reply with Quote
Aren't they in Volo's Guide to All things magical???

Aryvandaar, Ilythiir, Arnothoi, Orva, Sarphil, Anauria/Asram/Hlondath, Uvaeren, Braceldaur, Ilodhar, Lisenaar, Imaskar, Miyeritar, Orishaar, Shantel Othrieir, Keltormir, Eaerlann, Ammarindar, Siluvanede, Sharrven, Illefarn, Ardeep, Rystal Wood, Evereska are all available here for download:http://phasai.deviantart.com/gallery/
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The Sage
Procrastinator Most High

Australia
31799 Posts

Posted - 06 Mar 2011 :  01:02:47  Show Profile Send The Sage a Private Message  Reply with Quote
They're mentioned on several sources.

And Wooly, no. I don't thnk this was ever made available at Candlekeep. I'll contact Alaundo's and see what I can learn about the preliminary copy he received.

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