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Melfius
Senior Scribe

USA
516 Posts

Posted - 20 Dec 2004 :  01:34:32  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote  Delete Topic
I was a bit peeved when Secrets of the Magister came out, a very cool book IMO, only to switch to 3rd Ed and render it useless before I got to really use it. So, being as anal as I am, I began converting spells from this tome into 3e.

It just occurred to me that maybe some of you might be interested in seeing these conversions. So, as a sample, I'll post one here and if you like it, or are interested in seeing a specific spell converted, I'll do more! I have no life, so I'm more than happy to do this leg-work!

Alter Digits
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

This spell affects all fingers and toes on any two extremities of the caster. An alter digits enables its caster to temporarily alter the size, hue, shape, and texture of the digits. Thus, they can appear to be scaled, of a different skin hue, or even fewer or greater in number (thus changing the caster’s apparent race or gender), fingerprints can be altered, and reach can be extended (fingers can be made short and stubby, or up to 2 feet in length and as thin as a half inch in diameter). The actual strength of, and number of joints in, such digits is not altered by the spell.

Digits can be made to exude sticky sweat (to pick up keys or other small objects touched by the fingertips, for example) or slippery slime (to make grasping them difficult). The change in shape can, at the option of the Dungeon Master, improve the recipients ability to catch or hold onto things and to climb walls.

An alter digits can be instantly ended at any time prior to spell expiry by the will of the caster, restoring the digits to their former state.

NOTE: This spell was originally found in Secrets of the Magister, an excellent book by Ed Greenwood. No attempt to infringe on his or anyone else's copyright is intended.

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
"What's in his pockets, besides me?"
Read a tale of my earlier days! - Happiness Comes in Small Packages

Edited by - Melfius on 23 Feb 2005 03:26:44

Lina
Senior Scribe

Australia
469 Posts

Posted - 25 Dec 2004 :  01:41:41  Show Profile  Visit Lina's Homepage Send Lina a Private Message  Reply with Quote
A very good spell to have if you managed to lock yourself out of the house but left your window slightly open.

“Darkness beyond twilight, crimson beyond blood that flows! Buried in the flow of time. In thy great name. I pledge myself to darkness. All the fools who stand in our way shall be destroyed…by the power you and I possess! DRAGON SLAVE!!!”

"Thieves? Ah, such an ugly word... look upon them as the most honest sort of merchant."
-Oglar the Thieflord
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Melfius
Senior Scribe

USA
516 Posts

Posted - 25 Dec 2004 :  01:43:29  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
And here I was beginning to think that no one was ever going to look at this thread!

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
"What's in his pockets, besides me?"
Read a tale of my earlier days! - Happiness Comes in Small Packages
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Kentinal
Great Reader

4689 Posts

Posted - 25 Dec 2004 :  03:24:47  Show Profile Send Kentinal a Private Message  Reply with Quote
quote:
Originally posted by Melfius

And here I was beginning to think that no one was ever going to look at this thread!



I believe I looked at it, just had nothing to comment on it at the time.

In review of it there appears to be compentents of the spell that appear to be vague. How large or small can digits be made? Does the change be permitted for one foot and one hand? Do both extremities have to have the same effect?
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Melfius
Senior Scribe

USA
516 Posts

Posted - 25 Dec 2004 :  03:52:34  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
quote:
Originally posted by Kentinal
I believe I looked at it, just had nothing to comment on it at the time.

In review of it there appears to be compentents of the spell that appear to be vague. How large or small can digits be made? Does the change be permitted for one foot and one hand? Do both extremities have to have the same effect?



Thanks for your interest! While Ed o' the Greenwood was the original author, I believe I can interpret what he intended (and hope he doesn't think me too forward in doing so!)

Digits can be up to 2 feet in length and can disappear altogether if desired. Yes, it can be one foot and one hand, and they do not have to be the same.

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
"What's in his pockets, besides me?"
Read a tale of my earlier days! - Happiness Comes in Small Packages
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Lina
Senior Scribe

Australia
469 Posts

Posted - 26 Dec 2004 :  02:08:31  Show Profile  Visit Lina's Homepage Send Lina a Private Message  Reply with Quote
I saw something similar after reading this thread but in the anime style... Naruto episode 114. A fight against Chouji and one of Orochimaru's henchman. One of Chouji's techniques allowed him to alter the size, flexibility and length of his limbs.

“Darkness beyond twilight, crimson beyond blood that flows! Buried in the flow of time. In thy great name. I pledge myself to darkness. All the fools who stand in our way shall be destroyed…by the power you and I possess! DRAGON SLAVE!!!”

"Thieves? Ah, such an ugly word... look upon them as the most honest sort of merchant."
-Oglar the Thieflord
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Kentinal
Great Reader

4689 Posts

Posted - 26 Dec 2004 :  02:36:05  Show Profile Send Kentinal a Private Message  Reply with Quote
It does have its useful aplications, not sure how often it would be used.

Can see different ways it could be used, so some certainly might take the spell.
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Melfius
Senior Scribe

USA
516 Posts

Posted - 27 Dec 2004 :  23:18:13  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
Plungesoil
Transmutation [Earth]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: Dirt in a 6-foot-deep shaft, 7 inches in diameter
Duration: 3 rounds
Saving Throw: None
Spell Resistance: No

A plungesoil spell digs a cylindrical shaft 6 feet straight down into the earth, beneath the spot touched by the caster (either with his finger or a designated boot). The diameter of the shaft is the length of the caster’s flattened hand (up to 7 inches in diameter). The magic melts a hole through buried stones and bedrock, if such intervene in the making of the hole.

The magic lifts the core of earth smoothly straight up into the air, to a height above the caster’s head (if it strikes a ceiling or other immobile barrier on the way, the spell is broken as described hereafter). The cylinder of earth, mud, sand, and/or stones hangs in shape there for a complete round and then descends to fill the hole again, erasing all traces of digging and disturbance (dead leaves or windblown pine needles are restored to the surface, and so on, though the spot radiates faint magic for 2 hours thereafter). The spell packs its diggings down as firmly as necessary to get them all to fit back into the hole. If this is impossible due to objects being placed in the hole, the excess is carried away on a brief spell-plume of wind and scattered.

The caster can choose to let the spell run its course (peering into the hole during the round in which the diggings hang to look for things or put something into the hole), or choose to break the spell while the earth is out of the hole (in either the second or third round of the spell). This can be done in two ways: Either the earth is allowed to fall in a shower, scattering loosely everywhere within a 10-foot radius except straight down back into the hole (typically it soils items and beings within this area), or the caster can direct it to rush, in a cloud, in a specific direction. If used against an opponent, a successful ranged tounch attack roll must be made to strike the opponent. If a strike is successful, the opponent suffers no direct damage, but is dazed for 1 round (unable to advance, cast spells, or launch accurate missile weapon attacks), and any fragile exposed items (such as glass) in the path of this cloud, including carried on the body of a being, must make a saving throw vs. “fall”.

In any case, the caster is free to work other magic during the second and third rounds of a plungesoil spell without harming its operation in any way.

Plungesoil spells are often used to find water, search for buried treasure, swiftly hide small treasures, or simply to dig latrine-holes. The spell will not function if cast on a bare stone surface or on earth covered with any depth of standing water, ice, or snow.

The material components of a plungesoil spell are a pinch of earth and a sliver of metal that has in the past been part of a shovel, or a tool used at least once to dig or move earth, mud, or sand.

NOTE: This spell was originally found in Secrets of the Magister, an excellent book by Ed Greenwood. No attempt to infringe on his or anyone else's copyright is intended.

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
"What's in his pockets, besides me?"
Read a tale of my earlier days! - Happiness Comes in Small Packages

Edited by - Melfius on 23 Feb 2005 03:21:16
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Grayequus
Acolyte

14 Posts

Posted - 22 Feb 2005 :  00:01:56  Show Profile  Visit Grayequus's Homepage Send Grayequus a Private Message  Reply with Quote
Hello, Melfius!

Please, good sir -do- convert more from this excellent work <and Dare I hope, from other Realmsian sources from 2e? >! I admire what you've done so far and would love nothing more than to see good Master Greenwood's previous work updated to the current rules! Here's one fan at least chiming in with a hearty 'Aye to that!' for your good work!
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Melfius
Senior Scribe

USA
516 Posts

Posted - 22 Feb 2005 :  00:06:18  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
Well, I'll be! A fan! An here I thought this was a dead topic! Okay, then, here's another one for ye!

Hand of Tentacles
Evocation, Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 9 rounds

This spell temporarily creates a writhing forest of a dozen 3-foot-long, prehensile tentacles extending from the fingers of one of the caster’s hands. These writhing digits can carry items, but have no greater strength than the caster normally possesses. The caster cannot feel any sensation in them (an item being carried must be observed to be properly picked up and later not dropped, as there is no sensation of touch), and thus feels no pain when they are damaged.

In like manner, the caster suffers no hit point damage when the tentacles are harmed; they can therefore be used to handle hazardous substances. If the tentacles collapse, corrosive acid, flesh-devouring or flesh-altering molds, and other harmful substances or processes are not transferred or conducted to the real fingers they stem from. While the tentacles exist, the wizard cannot successfully cast spells that have material or somatic components.

A hand of tentacles can be used to flail foes, try to smother or blind them, or grapple with them and their weapons. All of these activities require successful attach rolls on the part of the caster.

Tentacle flailing deals 1d12+12 hit points of damage per round. There is no save against this damage, and a single attack roll governs all the tentacles, but foes protected by chain mail or better armor automatically suffer only half damage, rounding rolls down. Partial solid cover such as a large shield, door, or bony-plated monster skin will also qualify for half damage.

Smothering requires the wizard wielding the tentacles to strike a foes face (or gills, or other air intake, which must be small or concentrated enough to be covered by the tentacles). If smothering is attempted, half flailing damage occurs, and the tentacle wielding-wizard and his foe both roll 1d10. If the foe rolls higher, smothering does not occur and the foe is considered to have broken free. If the rolls are equal, the foe is smothered but takes no damage until the following round. If the wizard rolls higher, the difference between the two rolls equals the additional hit point damage suffered by his foe, and smothering continues into the next round. On this second round, both combatants roll 1d10 again. A smothered foe who rolls higher than the wizard has broken free. If the wizard rolls higher or equal, smothering continues – and in either case, the wizard’s roll also equals the additional smothering damage suffered by the foe this round. This process continues until the foe breaks free or is slain.

Determine blinding in the same manner, though no damage is suffered by a blinded foe. Smothered and blinded foes cannot speak, see, or cast spells, and can attempt only one attack or other movement (such as getting out a weapon or throwing an item away) per round while fighting against the tentacles. Attacks made by a creature fighting tentacle blinding or smothering are launched at a –2 penalty. The same penalty is also applied to their ability checks.

A wizard with a hand of tentacles can always grapple a weapon, but can only grapple the body of an opponent who has no wings, prehensile tail, or tentacles of his own, and who is no more than 50 pounds heavier than the grappling wizard. Too-heavy opponents that are not obviously too large will be discovered only when the successful attack roll for grappling ends in no grappling at all. To determine the results of grappling attempts that succeed, both wizard and opponent roll 1d10. If the foe rolls higher, he breaks free of the grappling at the beginning of the following round. If the wizard rolls higher, grappling is successful for the round in which it began and the entire following round, unless and until the wizard desires to end the grappling. During that following round, rolls of 1d10 are made and compared again, this process continuing until the wizard desires to end the grappling or the foe breaks free.

A tentacle-wielding wizard who successfully grapples a foe can prevent the foe from moving in a desired direction, or prevent him or her from getting out a weapon or item or manipulating it in any way. The foe’s Armor Class is worsened by 5, and the wizard can choose to attack with a one-handed weapon (such as a dagger). A tentacle-wielding wizard who successfully grapples a foe’s weapon can prevent all attacks from it, and force the foe to relinquish it if they wish to move the limb they are holding it with.

A hand of tentacles can be used to try to deflect (successful wizard attack roll by the wizard is required) incoming missile weapons, preventing then from doing damage to the wizard. They can only defend against one incoming missile per round. The tentacles cannot successfully wield missile weapons, but can wield any weapons the caster usually employs, with an attack roll penalty of –1. The caster of a hand of tentacles suffers no damage from damage done to the tentacles, but all the tentacles disappear instantly (dropping any held items) if the tentacles, which are considered Armor Class 13, suffer as much as one more hit point of damage than the caster’s own hit point total.

A hand of tentacles spell can only successfully be cast by a mage whose normal body possesses fingers. Mages who have lost a hand or the fingers of a hand can cast the spell so as to replace their missing hand or digits, but the presence of the tentacles still prevents them from properly casting spells with their other hand, because it twitches – very slightly – in response to their attempts to control the tentacles.

The material component of a hand of tentacles is a piece of the tentacle of an octopus, squid, or other tentacled creature (which may be fresh or pickled, but the spell will not work if it is dried out).

NOTE: This spell was originally found in Secrets of the Magister, an excellent book by Ed Greenwood. No attempt to infringe on his or anyone else's copyright is intended.

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
"What's in his pockets, besides me?"
Read a tale of my earlier days! - Happiness Comes in Small Packages

Edited by - Melfius on 23 Feb 2005 03:24:26
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Grayequus
Acolyte

14 Posts

Posted - 22 Feb 2005 :  03:02:16  Show Profile  Visit Grayequus's Homepage Send Grayequus a Private Message  Reply with Quote
Excellent! A wonderful conversion, as always! What else are you working on converting/have converted? I, for one -really- appreciate your efforts..You're quite good at this!
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Melfius
Senior Scribe

USA
516 Posts

Posted - 22 Feb 2005 :  03:07:43  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
Well, thank you! Currently, I have just been doing Secrets of the Magister, but was planning on converting The Seven Sisters and Cult of the Dragon as well.

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
"What's in his pockets, besides me?"
Read a tale of my earlier days! - Happiness Comes in Small Packages
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Grayequus
Acolyte

14 Posts

Posted - 22 Feb 2005 :  04:16:18  Show Profile  Visit Grayequus's Homepage Send Grayequus a Private Message  Reply with Quote
I look forward to seeing what you make of those two books, friend. They're my favorites as well, after SotM.
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Melfius
Senior Scribe

USA
516 Posts

Posted - 22 Feb 2005 :  04:19:26  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
Irithra’s Spelltouch
Evocation
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 standard action
Range: Personal
Target: One item (of less weight and volume than caster’s body)
Duration: See text

When cast on a nonliving item, this spell allows another spell (priest or wizard magic of 3rd level or less) cast on it in the following round to hang fire, not taking effect until the item touches a target creature. The caster of the spelltouch can specify what race and sex, and type (i.e. undead, summoned, living, avian) of creature triggers and is affected by the second spell. The second spell (which need not be known to, or castable by, the caster of the spelltouch) is unleashed by contact between the item and a specified triggering creature, but need not be a spell that affects only that creature. It is a literal “unleashing,” not a directable casting: No spell that requires active intent or direction to operate during or after casting (such as magic jar, wizard eye, or even magic missile, which involves caster selection of a specific target) can be successfully unleashed via spelltouch. It will simply be stored, untriggerable – and thus wasted. No wild magic spell can be stored by means of a spelltouch. Regardless of the triggering conditions specified, neither the caster of the spelltouch nor the caster of the stored spell (if they are different beings) can trigger the stored spell; to the spelltouch, they are invisible.

For example, a gem sent into a throne room could be the focus of an unleashed fireball when triggered by the touch of a courtier (“a living human” and “male” or “female” can be specified, but not “a guard,” “a wizard,” or “the king”). If any being in the area of effect of such an unleashed spell is of a type specified as immune in the spelltouch casting, the being gains a +4 bonus to all applicable saving throws. If the enchanted item is touched by an immune being, either the second spell is not triggered by that touch, or the being escapes all harm from the spell thus triggered (whichever is specified by the spelltouch caster). The spelltouch storage item radiates a faint dweomer. Attempts to magically identify its enchantments will never reveal more than “one to-be-triggered magic stored by another, underlying enchantment.” If the item is thrown at an intended target, the hurler (who need not be the caster of the spelltouch or of the stored spell) must make a successful attack roll to hit the target and unleash the stored spell. If the item misses, the magic is undisturbed (unless the fragility of the item and the situation causes the item to be fractured).

If the spelltouched item is shattered, or a major portion of it is broken away, the stored spell is lost, silently and harmlessly dissipating without changing the appearance or nature of the storage item. This also occurs if the spelltouched item comes into an area of effect of a dispel magic or within 10 feet of any other spelltouched item (i.e. another item upon which this spell has been cast, to store another spell). Spelltouch storage otherwise lasts for 1 turn per level of the spelltouch-caster (this duration is unaffected by the level, type, or level of caster of the second, stored spell).

If a spelltouch storage item is touched by another spell of the exact sort it is storing (e.g. a coin storing a fireball is caught in the blast of another fireball, but not if caught in a meteor swarm or the path of a rolling flaming sphere), the result is a violent but contained explosion: Within a 20-foot-diameter sphere centered on the storage item, all beings instantly suffer 6d12 hit points of damage, and all items must save vs. disintegration, but destructive effects stop at the boundary of the sphere. No flames or shockwaves pass, or hurled matter continues, outward. The spelltouch storage item is vaporized in the blast. An identical explosion occurs the instant a second spelltouch spell is cast on an item already storing a spell by means of an earlier spelltouch.

The material components of this spell are a pinch of powdered gemstone (of any type and value) and a pinch of ash left by any fire created or augmented by a spell, combined with a drop of water and touched to the item during casting.

This spell is often used by mages who must take magic into a place or situation where they cannot bring material components or openly engage in spellcasting, or send it (via a nonspellcaster) where they cannot go. Unamundass “the Butcher,” an early king of Westgate, was slain by means of this spell when he took hold of a plate of food, and a fireball stored in the plate by a spelltouch ignited. The entire city knew that Unamundass surrounded himself with exclusively female slaves and courtiers. He was the first male to touch the plate after it received the enchantment.

NOTE: This spell was originally found in Secrets of the Magister, an excellent book by Ed Greenwood. No attempt to infringe on his or anyone else's copyright is intended.

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
"What's in his pockets, besides me?"
Read a tale of my earlier days! - Happiness Comes in Small Packages

Edited by - Melfius on 23 Feb 2005 03:17:11
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Grayequus
Acolyte

14 Posts

Posted - 22 Feb 2005 :  04:46:52  Show Profile  Visit Grayequus's Homepage Send Grayequus a Private Message  Reply with Quote
Excellent! I only wish I were so good at conversions!
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Melfius
Senior Scribe

USA
516 Posts

Posted - 23 Feb 2005 :  03:06:02  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
Keep up the praise and I shall have to get a larger helmet (if I wore one, that is!)

Here's another spell, from the same source (and I will keep inserting the 'disclaimer' at the bottom to cover my nethers!), Enjoy!

Shield of Chains
Evocation [Force]
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 10 rounds
Range: Medium (up to 40 yards)
Effect: Length of chain filling a 5-by-10-foot area
Duration: Permanent
Saving Throw: Reflex half
Spell Resistance: Yes

This spell brings into being a shieldlike upright rectangular field in midair, in which a long length of chain whirls and flails endlessly. The chain looks like a gleaming silver metal, but is actually a solidified construct of magical force. The shield of chains moves as the caster wills, at a fly speed of 16, so it can be thrust at foes like a weapon, left to fill a corridor or doorway, and moved with the caster like a real shield. A shield of chains has often been used against large numbers of skeletal undead in battle.

Any creatures (including the caster) who try to charge through a shield of chains takes an entire round to do so and suffer 3d6 hit points of battering and bludgeoning damage. This increases to 4d8 hit points per round if the shield is moved to envelope them, or their circumstances prevent them from breaking contact with it.

A shield of chains survives contact with cold-, heat-, fire-, or electricity-based spells without harm. Contact with electricity or magical fire causes a shield of chains to do greater damage (and additional 1d10) for all contacts on the round that follows, and no lightning bolt or other electricity-based or focused energy-discharge magic (i.e. all bolts, rays, and beams) can pass through a shield of chains. All will be stopped at its surface. A shield of chains is destroyed by any contact with the surface of an antimagic shell or more powerful magic scouring effect, but a dispel magic spell has its normal chance to affect the shield.

The material components of a shield of chains spell are a single link of real forged chain that has seen some use (or two linked metal rings from chain mail or anything, even wire twisted together by the caster), and two hairs or threads (of any size and source) tangled together.

NOTE: This spell was originally found in Secrets of the Magister, an excellent book by Ed Greenwood. No attempt to infringe on his or anyone else's copyright is intended.

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
"What's in his pockets, besides me?"
Read a tale of my earlier days! - Happiness Comes in Small Packages

Edited by - Melfius on 23 Feb 2005 03:27:27
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Melfius
Senior Scribe

USA
516 Posts

Posted - 23 Feb 2005 :  03:10:56  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
And one more for the road!

Gutsnake
Transmutation
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 6 rounds (D)

This spell causes a 14-foot-long, prehensile tentacle to sprout from the caster’s midriff (if his stomach is not bared to the world, torn clothing will be involved). The eellike protuberance has no eyes, but ends in a set of snapping jaws (which bite for 2d4+2 hp damage). The tentacle is supple, responsive, and communicates no sensation of pain to the caster, though the gutsnake (which is Armor Class 14) vanishes if delt more than 33 hit points of cumulative damage.

A gutsnake strikes once per round, operating in addition to any attacks or spells launched by the wizard it is attached to, and though its formative magic makes it seem weightless (so that its caster is unlikely to overbalance), the clumsiness caused by its unfamiliar presence reduces the caster’s movement by 3 and worsens his Armor Class by 4.

A gutsnake can be directed to bite, bludgeon (flailing for 1d8 hp damage), or constrict. Biting and constricting require the same successful attack roll as the caster needs to hit in combat. Bludgeoning will be successful with an attack roll that is 2 points less than the caster needs to land an attack.

To constrict, a gutsnake must strike and try to wrap around a foe. Its impact does only 1 hit point of damage, and then 1d20 is rolled for both the caster and the foe. If the foe’s roll is higher, the attempt to constrict fails. The foe is prevented from readying any new weapon or tool, and the next round then begins with both wizard and foe free to act as they please. If the wizard’s roll is higher, constriction occurs, for an additional 1d4 hp damage, and the foe is prevented from moving from the spot or using his arms (if any). On the following round, constriction causes 1d6 hp damage, the foe and the wizard then make fresh 1d20 rolls to determine if the foe escapes (with a higher roll), and the foe then makes second 1d20 roll to see if he can free a limb or item (if still constricted) or attempt some other action in the remainder of the round (if freedom was gained). To succeed in either, this second 1d20 roll most be higher than the foe’s first 1d20 roll in the same round. This process can continue until the spell expires or freedom is gained.

The caster can will his own gutsnake out of existance at any time, ending the spell. The material components of a gutsnake spell are a piece of snakeskin and a fang of any size, from any sort of reptile.

NOTE: This spell was originally found in Secrets of the Magister, an excellent book by Ed Greenwood. No attempt to infringe on his or anyone else's copyright is intended.

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
"What's in his pockets, besides me?"
Read a tale of my earlier days! - Happiness Comes in Small Packages
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Melfius
Senior Scribe

USA
516 Posts

Posted - 23 Feb 2005 :  03:25:36  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
FYI - I took the liberty of cleaning up some of my posts and adding italics where they should be. Hope this doesn't irritate anyone!

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
"What's in his pockets, besides me?"
Read a tale of my earlier days! - Happiness Comes in Small Packages
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Lina
Senior Scribe

Australia
469 Posts

Posted - 23 Feb 2005 :  04:01:41  Show Profile  Visit Lina's Homepage Send Lina a Private Message  Reply with Quote
That Gutsnake spell sounds horribly complicated. Why have a snake sprout from your gut when its more accessible to have one or even two transmuted from the casters arms. You could even have them coming from his hair like a medusa and his gaze could turn enemies into stone.

“Darkness beyond twilight, crimson beyond blood that flows! Buried in the flow of time. In thy great name. I pledge myself to darkness. All the fools who stand in our way shall be destroyed…by the power you and I possess! DRAGON SLAVE!!!”

"Thieves? Ah, such an ugly word... look upon them as the most honest sort of merchant."
-Oglar the Thieflord
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Grayequus
Acolyte

14 Posts

Posted - 23 Feb 2005 :  05:09:03  Show Profile  Visit Grayequus's Homepage Send Grayequus a Private Message  Reply with Quote
Melfius, a wonderful conversion as always! I bow thrice, deeply.. Have you ever considered converting some of the spells from say 'Ruins of Myth Drannor'? Perhaps the items from 'Cormanthyr' and the spella and items in 'Fall of Myth Drannor'? I love your touch with this..

As to Lina's comment..well, I agree it perplexed me too..but thats how Ed chose to write it!

Here's to your keenly-anticipated Seven Sisters work..I can't wait to see whay you come up with, friend! Cult of the Dragon too.

As a postscript, will you be attempting the 'Mantle' and 'Baldric' spells in SotM?
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Melfius
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Posted - 23 Feb 2005 :  13:05:18  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
Well, now, interesting you should mention the Mantle and Baldric spells. I haven't converted the yet, but I did come up with a priest version of the Mantle spell for 2nd Ed. Took me two weeks to get it right! Unfortunately, it's not for general priests. I was running a Priest of Akadi at the time, so it's more geared towards him. If you're interested, I could post it. You could change it to reflect other priesthoods. Mostly, it would involve just changing a few spells around.

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
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Grayequus
Acolyte

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Posted - 28 Feb 2005 :  03:06:44  Show Profile  Visit Grayequus's Homepage Send Grayequus a Private Message  Reply with Quote
Hi Melfius!
Sorry for the delay. I fear some tests at the hospital took up much of my attention for the last few days. As a word to the wise, CT scans make stairclimbing VERY unwise for the rest of the day. :)

Once I'd recovered from being dizzy and addled I -thought- I'd seen a web bboard where someone was working on the Mantle and Baldric spells. As it turned out, I was right.

Here is the url, if you're curious: http://www.angelfire.com/rpg/drowcampaign/

Its in the forums.

I'd be VERY interested in seeing your priestly version..and anything else you care to share, <as ever> :)
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Melfius
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Posted - 28 Feb 2005 :  03:42:37  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
Thanks for the link, Grayequus. I took a peek at the Mantle spell there, and, well, not to be elitist or anything, I wasn't impressed. I got as far as the schools and discovered that whomever had put it there placed it in the school of Alteration, which doesn't exist anymore. I think that's just sloppy. Also, the 19th-Level ability lists Teleport without Error, which we all know was changed to Greater Teleport in 3e. Not to be nitpicky, like I said, but I spend ALOT of time making sure that when I convert a spell, little things like that get weeded out early.

Wow, do I sound like a snob or what?

In any event, you expressed interest in my priest version of the Mantle spell, so here it is. Mind you, it is still a 2nd Edition spell and was designed for a Priest of Akadi (Goddess of the Air).

Mantle
(Clr 5; Abjuration, Alteration, Evocation)

Sphere: Protection
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: Caster
Saving Throw: None

This spell brings into being an aura, visible only as a momentary shimmering in the air, around the caster. The material components are a dried, empty cocoon casing (from any insect), a drop of the caster’s blood, seven gems or mineral crystals, each of which must have been changed in some way by a spell of a different level (one affected by a 1st-level spell, one by a 2nd-level spell, and so on), and the caster’s holy symbol.

The mantle moves with the caster, persisting about all parts of his or her body (even if some become separated from the main body) regardless of wakefulness or slumber, consciousness or damage or even feeblemindedness, and lasts until the caster either dies or wills the mantle to collapse. It extends to cover all items the caster wears or directly carries, but does not remain with items that are dropped or left behind. A mantle drinks 1 hit point from the caster when its casting is complete, and another point every 24 hours thereafter, so long as the mantle is maintained. The drain “pays for” the day until the next draining, but is not regained if the caster wills the mantle out of existence soon after the draining takes place. A mantle can withstand nine or more attempts to magically alter, smash, or dispel it. Consider each mantle to have 9 hit points of its own, and subtract 1 whenever it faces such challenges. It can also gain hit points, as seen hereafter. Other spells do a mantle no harm, whether passing into or out of it.

A mantle increases in power and price as its caster gains levels. The base mantle, the 5th-level spell, confers the following protections upon its caster:
Magical vestment
A bonus of +1 on all saving throws.

A 9th-level priest can cast the base mantle spell. For every level above that, casters gain additional mantle powers. There are also greater costs to such greater mantles. Every time a priest rising in power gains access to a new level of spells, memorizing a mantle requires a spell slot at the next level (in other words, a priest able to use 5th-, 6th-, and 7th-level spells who memorizes a mantle loses a slot at each of these levels). Failure to leave these empty before the mantle casting results in a mantle that has only the base powers of the 5th-level spell, and attempts to fill them after the mantle has been cast causes its loss, whether operating or hung. Moreover, mantles for priests of 12th level and above require 3 rounds of casting time. The extra round is used to choose and “set” the spells to be negated or boosted. Note that this makes a single mantle of the level described simultaneously a 5th-, 6th-, and 7th-level spell. Whenever other magical activity forces the mantle-caster to lose a (random) memorized spell, the mantle will be the very last to be lost, thanks to the stability these multiple levels give its memorization.

Many priests have tried to alter the incantation of a mantle spell to allow them to cast an intermediate mantle - that is, one not of the maximum power for their experience level (and hence not needing to occupy upper level spell slots), but greater in power than the base mantle. All of these attempts have failed. One either gets everything or the base version. It should be noted that all the spells to be negated and boosted by the mantle must be specified during casting and cannot be changed thereafter. Failure to specify each and every one of the results in a base mantle – and if the frustrated priest then tries to fill the upper spell slots that the mantle “is not using,” the mantle collapses and is lost.

The additional mantle powers are described hereafter. Unless otherwise specified, they are identical to priest spells of the same name, functioning as if cast by a priest of the level of the mantle-caster. Only one active mantle power (offensive or translocational spell effect) can operate at a time (though cumulative, related active powers that build from level to level are considered a single active power for this purpose) but protective or caster-altering features can function simultaneously with each other and with an awakened active power.

10th-level caster:
Feather fall
An additional, cumulative +1 bonus on saving throws vs. Charm and Necromantic spells, with saves allowed every round (the first successful one breaks the hostile magic).

11th-level caster:
Complete immunity to forbiddance, to control temperature within the mantle by 10 plus 1d12 degrees either way from the temperature around the mantle, and to quell winds within or acting upon the mantle, including gusts of wind.
All cure/cause spells are cast at maximum effectiveness.

12th-level caster:
The ability to negate (acquire utter immunity to) one specific spell the mantle-wearer can already cast. Each contact of this spell’s effect on the mantle strengthens it, giving it 1 additional hit point against magical attempts to dispel, alter, or shatter it. Spells can be of any level, so long as it is usable by the caster of the mantle.
The ability to boost (unleash at full possible effects) one specific spell of any level, when it is cast by the mantle-wearer.

13th-level caster:
Ride the wind (caster and mantle, together).
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.

14th-level caster:
Fly
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Mantle can be made to glow with faerie fire (hue and intensity of the caster’s choice; cannot be made blinding).

15th-level caster:
An additional, cumulative +1 bonus on all saving throws.
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.


16th-level caster:
Breath of the elements (see Planewalker’s Handbook).
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.

17th-level caster:
Dimensional Folding (caster and mantle, together).
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Mantle burns elementals it touches for 1d4 hit points of damage per contact, or 1d4+1 hp damage per round of continuous contact.

18th-level caster:
Airy water
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Mantle expands to cover another being (plus his or her worn or carried items)touching the caster, only for so long as the being remains touching the caster and the caster desires the protection to extend to him or her.

19th-level caster:
Airy earth (see Planewalker’s Handbook).
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Caster can hang one spell of 4th level or less in the mantle, by casting it into the mantle. Its slot is freed up to allow the caster to memorize another spell, and the hung spell effect, which is invisible but can be felt as a roiling tension in the air, can be called forth at any time thereafter by the caster’s will, or can be set to “go off” with conditions akin to those that govern the operation of a magic mouth spell. Hung spell details given hereafter are not cumulative (different level casters will have different hung spell capabilities) but do not include other mantle spells, which can be hung inside any mantle, regardless of level or other mantle capabilities, as extra hung magic not counted here.

20th-level caster:
True seeing
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Mantle expands to cover a second being (plus his or her worn or carried items)touching the caster, only for so long as the being remains touching the caster and the caster desires the protection to extend to him or her. Two beings is the maximum that any known mantle spell can protect, besides its caster.

21st-level caster:
Caster can voluntarily transfer the mantle to another willing touched being (who is not made a spellcaster by wearing the spell if he or she is not to begin with, but is empowered to unleash any existing hung spells just as if he or she were the casting mage).
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Caster can hang a second spell of 4th level or less in the mantle, by casting it into the mantle. Its slot is freed up to allow the caster to memorize another spell, and the hung spell effect, which is invisible but can be felt as a roiling tension in the air, can be called forth at any time thereafter by the caster’s will, or can be set to “go off” with conditions akin to those that govern the operation of a magic mouth spell.
Mantle can dampen or block sounds passing through it, to give the caster silence or make his activities unheard.

22nd-level caster:
Caster can voluntarily transfer the mantle to up to three willing, touched beings in the same round. Each of these beings receives only the protections of a base 5th-level mantle spell (all hung spells, if any, vanish, and additional properties of the parent mantle are lost).
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Mantle–wearer can voluntarily sacrifice a hung or memorized spell, which vanishes unseen and harmlessly to heal himself, one spell level yielding 1d8 hit points (thus a fireball yields up 3d4 hit points).

23rd-level caster:
Entropy shield
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Caster can hang a single spell of 5th level or less (in addition to any 4th-level spells hung) in the mantle by casting it into the mantle. Its slot is freed up to allow the caster to memorize another spell, and the hung spell effect, which is invisible but can be felt as a roiling tension in the sir, can be called forth at any time thereafter by the caster’s will, or can be set to go off with conditions akin to those that govern the operation of a magic mouth spell. A contingency spell can never be hung.

24th-level caster:
Mantle becomes able to cleave (and dispel instantly) any wall-type of 4th-level or less upon contact, whilst itself remaining unharmed.
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Caster can hang a second spell of 5th level or less (in addition to any 4th-level spells hung) in the mantle, by casting it into the mantle. Its slot is freed up to allow the caster to memorize another spell, and the hung spell effect, which is invisible but can be felt as a roiling tension in the sir, can be called forth at any time thereafter by the caster’s will, or can be set to go off with conditions akin to those that govern the operation of a magic mouth spell.


25th-level caster:
Elemental transformation (caster only, mantle alters to fit, but its operation is unchanged) Caster can become an air elemental with equal HD, or water or fire at half HD.
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Caster can hang a spell of 6th level or less (in addition to any 4th- and 5th-level spells hung) in the mantle, by casting it into the mantle. Its slot is freed up to allow the caster to memorize another spell, and the hung spell effect, which is invisible but can be felt as a roiling tension in the sir, can be called forth at any time thereafter by the caster’s will, or can be set to go off with conditions akin to those that govern the operation of a magic mouth spell.

26th-level caster:
Mantle becomes able to cleave (and dispel instantly) walls of force upon contact, whilst itself remaining unharmed.
Renders mantle-wearer immune to harm.
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Caster can hang a second spell of 6th level or less (in addition to any 4th- and 5th-level spells hung) in the mantle, by casting it into the mantle. Its slot is freed up to allow the caster to memorize another spell, and the hung spell effect, which is invisible but can be felt as a roiling tension in the sir, can be called forth at any time thereafter by the caster’s will, or can be set to go off with conditions akin to those that govern the operation of a magic mouth spell.

27th-level caster:
In addition to the cleaving powers granted to 25th and 26th-level casters, the mantle becomes able to cleave (and dispel instantly) antimagic shells upon contact, whilst itself remaining unharmed.
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.

28th-level caster:
Impervious sanctity of mind
In addition to cleaving powers granted to lower level casters, the mantle becomes able to cleave (and dispel instantly) prismatic walls and prismatic spheres upon contact, being itself destroyed in the process (but leaving the caster unharmed).
Renders mantle-wearer immune to minor miracle.
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Caster can hang a spell of 7th level or less (in addition to any 4th-, 5th-, and 6th-level spells hung) in the mantle, by casting it into the mantle. Its slot is freed up to allow the caster to memorize another spell, and the hung spell effect, which is invisible but can be felt as a roiling tension in the sir, can be called forth at any time thereafter by the caster’s will, or can be set to go off with conditions akin to those that govern the operation of a magic mouth spell. Neither permanency nor miracle spells can ever be hung.


29th-level caster:
Renders mantle-wearer immune to confusion and symbol spells.
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.
Caster can hang a second spell of 7th level or less (in addition to any 4th-, 5th- and 6th-level spells hung) in the mantle, by casting it into the mantle. Its slot is freed up to allow the caster to memorize another spell, and the hung spell effect, which is invisible but can be felt as a roiling tension in the sir, can be called forth at any time thereafter by the caster’s will, or can be set to go off with conditions akin to those that govern the operation of a magic mouth spell. Two 7th-level spells are the maximum that can be hung inside any known mantle.

30th-level caster:
Renders mantle-wearer immune to holy/unholy word and miracle spells.
Caster chooses another specific spell to be negated by the mantle.
Caster chooses another specific spell to be boosted by the mantle.

This version of the mantle spell has no known augmentations beyond this point. Others (not available to any recent clergy, and possibly to no priests alive today) are rumored to continue building in power.

If a mantle is taken down by its caster, or expires, it simply fades silently away, taking any and all hung spells with it unless they are other mantle spells, set to come into being in this very situation (if there are two, one awakens, and the other continues to wait). If a mantle with hung spells is destroyed, and some or all of these hung spells are not waiting replacement mantles, the mantle-wearer must make a successful Intelligence check for each level of augmentation possessed by the dying mantle (for instance, a 13th-level priest uses a mantle having four augmentations above the base spell, and thus must make four checks). If and only if all the checks are successful, the caster retains control over what happens to any hung spells. Otherwise what occurs is chosen at random, regardless of the caster’s wishes. Hung spells can never be controlled by any being other then their original caster.

A caster in control of hung spells can choose to have their raw energy heal himself or a touched recipient creature, each spell level conferring 1d4+1 hit points. This process involves momentary pain (which may cause shuddering, grimaces, and even cries or groans), is usually visible as glowing motes of light gushing from the recipient’s eyes, ears, nose, and mouth (senses and speech are unaffected), and allows the retention of any extra hit points (left over once the being is fully healed) for 2d12 turns. Wisps of glowing light often issue from the eyes or nostrils of a being carrying extra hit points. Any harm taken by the being carrying the extra hit points during this time is taken from the extra hit points only until they are exhausted.

The caster may not divide this flow of raw energy between himself and another recipient, or between two or more touched recipients. One creature receives it all. If the caster touches an elemental creature (successful attack roll required), the flow of raw energy deals the undead creature damage on the same 1d4+1 hit point per spell level basis (with no saving throw to avoid or lessen).

A caster in control can also choose one of three other fates for the dying hung spells. If the caster is not in control, choose one of these results randomly.
The hung spells can dissipate harmlessly with the mantle (a visible swirling glow and crackling sound – both harmless – usually erupt briefly where this occurs).
The hung spells power a wild magic surge (consult Table 2: Wild Surge Results in the Tome of Magic, or the much smaller array of choices offered for the flagon that was once the Magister Kataclath, in the chapter of Secrets of the Magister titled “Mystra’s Choice”), localized but spectacular in effects.
The hung spells go off in random directions, being cast at targets or into areas on all sides of the dying mantle. They produce their usual spell effects.

NOTE: This spell was originally found in Secrets of the Magister, an excellent book by Ed Greenwood, to which I have made some changes to allow play by a different character type. No attempt to infringe on his or anyone else's copyright is intended, nor do I intend to offend him or anyone else by making these changes.

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ijkay
Acolyte

Canada
17 Posts

Posted - 28 Feb 2005 :  22:09:22  Show Profile Send ijkay a Private Message  Reply with Quote
Not to make light of Melfius' hard work, but a 3.0 version of the Gutsnake spell appears in Magic of Faerun.

Please keep your conversions coming. They make an interesting read!


Ian Franks

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Melfius
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Posted - 01 Mar 2005 :  00:26:39  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
WHAT?!? ONE ALREADY EXISTS?!?

Well, now. Color me embarrassed.

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
"What's in his pockets, besides me?"
Read a tale of my earlier days! - Happiness Comes in Small Packages
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Grayequus
Acolyte

14 Posts

Posted - 01 Mar 2005 :  03:18:06  Show Profile  Visit Grayequus's Homepage Send Grayequus a Private Message  Reply with Quote
I apologize for my delay in replying! Preparing for upcoming surgery is more time-consuming than it looks. In any event, I like your Priestly Mantle, Melfius! Good work again! I pointed out the drowcampaign site as a starting point even thought hey admitted they use an odd 2e/3e hybrid. <Though thats to the good int he case of spellpoints IMO..but thats a rant for another eve :) > BTW, pleast take a look at my thread a few down? I tried to convert the nameless spellt he Shrinshee hated from 'El in Mytth Drannor'

Warm regards..
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Melfius
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Posted - 01 Mar 2005 :  18:28:18  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
Well folks, to prevent another embarrasing duplicate like the above mentioned for the Gutsnake spell, I am compiling a list of all FR spells currently in print that I may double-check my conversionas against.

The only problems I have are 1)No copy of Lost Empires of Faerűn as of yet and 2)Not being sure if any 2nd Ed FR spells are reprinted in any core D&D products.

Can anyone give me a list of what (if any) spells are included in Lost Empires of Faerűn, along with their levels?

Also, does anyone know if any FR spells are now in the core books?

Oh, and one more thing - It's kinda nice to know I wasn't way off on that Gutsnake spell conversion!

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
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Read a tale of my earlier days! - Happiness Comes in Small Packages

Edited by - Melfius on 01 Mar 2005 18:32:38
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Melfius
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Posted - 08 Mar 2005 :  01:25:35  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
Okay, hopefully I will no longer be posting anything that has already been updated. I have compiled a list (in Excel ) that contains every spell available to the Forgotten Realms in 3rd Edition (about 34 books, up through Lost Empires of Faerűn) and will reference this before I post. It may not be a big thing, but I'm kinda anal about things like this.

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Wooly Rupert
Master of Mischief
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Posted - 08 Mar 2005 :  02:16:12  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Melfius

Okay, hopefully I will no longer be posting anything that has already been updated. I have compiled a list (in Excel ) that contains every spell available to the Forgotten Realms in 3rd Edition (about 34 books, up through Lost Empires of Faerűn) and will reference this before I post. It may not be a big thing, but I'm kinda anal about things like this.



If your list includes references (page numbers and books and such), then Big Al might be interested in hosting it...

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Melfius
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Posted - 08 Mar 2005 :  03:14:44  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
Well, it has each spell, what class/domain/prestige class has access to it at what spell level and what book it comes from. No page numbers, though.

Melfius, Pixie-Priest of Puck - Head Chef, The Faerie Kitchen, Candlekeep Inn
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Melfius
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Posted - 10 Mar 2005 :  00:18:43  Show Profile  Visit Melfius's Homepage Send Melfius a Private Message  Reply with Quote
Battlestar
Evocation [Force]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (60yds. + 10yds./level)
Targets: Up to 6 creatures within range
Duration: 1 round
Saving Throw: Reflex-half; See text
Spell Resistance: Yes

This spell brings into being a luminous sphere above the caster’s head that bursts to hurl forth twelve magic missiles in six pairs. The caster can send these pairs at up to six separate targets, or hurl them at any lesser number (the pairs cannot be split up). Each missile deals 1d4+1 hp damage, but mobile, unhampered target creatures are allowed Reflex saves (one save for each pair of missiles directed at them). If successful, only one missile strikes home, and the other misses and fades away. If the save fails, both missiles strike.

The material component of a battlestar spell is a glass marble or smooth and spherical translucent stone of any sort.


NOTE: This spell was originally found in Secrets of the Magister, an excellent book by Ed Greenwood. No attempt to infringe on his or anyone else's copyright is intended.

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