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Melfius
Senior Scribe
USA
516 Posts |
Posted - 10 Mar 2005 : 00:22:02
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Ghosttalk Evocation Level: Clr 4, Sor/Wiz 5 Components: S, DF Casting Time: 1 standard action Range: See text Targets: Caster and another willing creature Duration: 5 rounds; see text Saving Throw: None Spell Resistance: No
This spell allows the caster to continue conversing with (hearing and talking to) a specific creature who is within earshot during casting and with whom the caster has been or is conversing. The magic does not allow the caster to understand languages and terms he is unfamiliar with, but does allow him to continue a conversation normally even when the other creature has moved a great distance away, so long as they remain on the same plane. Translocational magic (such as teleport) and spells cast on either the ghosttalk caster or the other linked creature (such as invisibility, fly, or hostile spell attacks), and spellcasting by either being in the link, do not end the ghosttalk, but are audible as bursts of confused sound.
The voices appear in the ears of the caster and the linked being – that is, their own voices and any other tapping or other noises made by direct contact with their bodies. Background noises and conversations are not transferred by this spell (so a ghosttalk-linked man muttering to himself at a noisy party would be clearly heard by the caster, without any of the revelry, and a ghosttalk-linked man swinging a pick at ice would add no ice-cracking noises to the conversation, but would add crunching noises made by his own boots, or any sounds made by his hands on the pick). A man unable to speak could slap himself, tap his own teeth with a fingernail, or make grunts and squeaks that would clearly be heard by the person “at the other end” of this spell, though they would only have meaning if a code had been worked out beforehand.
If the caster has a second ghosttalk spell, and casts it while still conversing using an active ghosttalk, it extends the conversation for another 5 rounds after the first ghosttalk has run its full length (regardless of exactly when the second spell is cast). A third ghosttalk cannot successfully be added, a ghosttalk cast by another individual cannot be added, and this extension will not work if the first spell has expired before the second takes effect.
This magic is often used by wizards to converse with and direct a companion who is exploring a tomb, tunnel, or flooded area. Its name is derived from wizards using it to speak with someone now far away, who were thought by observers to be “talking with ghosts.”
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 - 10 Mar 2005 : 00:26:40
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Dispel Shunt Abjuration [Force] Level: Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 rounds (D)
When this strange and powerful magic-scouring spell is cast, it creates an invisible aura about its caster that deflects incoming dispel magic spells away from the shunt-caster and all items worn or carried by him. The dispel shunt directs such magic elsewhere (without altering their normal effects) under the direction of the shunt-caster.
The still-active dispel magic can be thrust 10 feet away from the shunt-caster for every experience level the mage possesses, in any direction of his choice, but rebounds from all magical walls and barriers of 4th level and greater it is sent against. If the shunt-caster tries to send it directly back at its source, 1d20 is rolled for each mage. A higher score for the shunt-caster means that the dispel magic does return to affect its caster. A higher score for the caster of the dispel magic results in both dispel magic and dispel shunt spells being destroyed, in a spectacular but harmless, soundless midair explosion of whirling lights, dust motes, and surging magical currents.
Rolls of 1d20 must also be made and matched whenever a dispel shunt comes into contact with an antimagic shell. If the roll for the shunt is higher, the two magics destroy each other in a vivid but harmless explosion. If the roll for the antimagic shell is greater, it survives, but the dispel shunt fades away. The same test is made when a dispel shunt comes into contact with a Mordenkainen’s disjunction, except that 1d12 should be rolled for the shunt, and 1d20 for the disjunction.
A dispel shunt confers a +2 bonus to the 1d20 roll made by items resisting the draining of a rod of cancellation, but confers no other protection against such rod attacks. If the beam from a rod of negation strikes the aura of an active dispel shunt, the shunt is destroyed but protects all items worn or carried by its caster from negation, and sends a backlash along the beam that instantly causes the wand’s powers to go quiescent for 1-2 rounds.
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 - 10 Mar 2005 : 00:30:12
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Scouring Wind Evocation [Air, Force] Level: Drd 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Personal Effect: 10-foot-wide path, 10 yds. long Duration: 4 rounds (D) Saving Throw: None Spell Resistance: Yes
This spell creates a magical gust of wind that has all the powers and properties of that 3rd-level wizard spell, extended to four rounds (for example, it slows the movements of larger-then-man-sized flying creatures seeking to make headway against it by 50% for its entire duration). In addition to these properties, a scouring wind is laced with dagger-shaped, semisolid teeth of force, akin to the material that forms a wall of force, and these hundreds of tiny, tumbling, stabbing, and slicing objects deal 3d4 hit points of damage per round to all living and undead creatures in the wind’s path, and force “crushing blow” saving throws on all fragile items in the path, whether they are borne along on the scouring wind or not.
The material components of a scouring wind spell are a seed of any sort that has in the past been windblown and a pointed piece of glass.
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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Grayequus
Acolyte
14 Posts |
Posted - 16 Mar 2005 : 01:45:52
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Stellar as always! Please, keep up the good work! Sorry for the delay..I've houseguests over for a few weeks. |
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Grayequus
Acolyte
14 Posts |
Posted - 11 Apr 2005 : 08:31:48
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Hi Melfius!
Just dropping a word in. Are you still doing conversions? I, for one hope so!
Regards,
Gray |
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Melfius
Senior Scribe
USA
516 Posts |
Posted - 11 Apr 2005 : 14:12:23
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Yes, I'm still converting!
Just been on a small hiatus whilst I work on another project for my gaming group. I should be getting back to this within the next couple of days. |
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 - 12 Apr 2005 : 03:48:29
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Talking Stone Evocation [Earth] Level: Clr 5, Sor/Wiz 6 Components: V, S, M/DF Casting Time: 2 rounds Range: Unlimited Target: One stone previously touched by the caster Duration: 4 round/level (D) Saving Throw: None Spell Resistance: No
A spellcaster who casts a talking stone spell can then, while touching one stone (with his bare flesh), speak – and his voice emerges from another stone anywhere on Toril that he has previously touched. The stone must be a single piece small enough for him to lift, not bedrock or part of a cliff, and he must be able to visualize it clearly, though he need not know its current surroundings.
The caster of a talking stone can hear out of the remote stone, too, as if it were one of his ears (though the sounds are heard only in his head, not out of the stone he is touching). No visual images, spells, or magical efects of any kind can be sent along a talking stone link in either direction, and the link is broken instantly, ending the spell, if the wizard’s touch on the stone ends.
This spell is often used to call home to a sanctuary, keep, or abode of friends, by speaking through a statuette or other token stone left in a particular spot for this purpose. It can also be used to listen in on a room from far away, to eavesdrop on conversations or to detect illicit entry. The spell will not work (and thus is wasted) if either stone is entirely enclosed in any sort of magical barrier, but will function if even a small opening exists in the intervening magic.
The material components of a talking stone spell are two stones of different sorts of rock, bound together by fine thread or wire. The stone touched by the caster and the remote stone he speaks and hears out of are not altered or harmed by the magic in any way.
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 - 12 Apr 2005 : 03:51:10
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Transcribe Alteration Level: Clr 5, Sor/Wiz 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: One existing glyph, rune, or symbol Duration: See text
When this spell is used, its caster can at any time within 1 turn (if more time elapses, the spell fades and is lost) lay a hand on an existing glyph, rune, or symbol, cast by anyone at any time, and does not trigger it by so doing. The magical character adheres to the hand and can be carried away, to be transferred to another solid surface. Nonmagical writings are unaffected by a transcribe spell and cannot be picked up.
The magical character is not released merely by touching the hand that bears it subsequently touching comething solid. It only adheres to a new surface when the caster wills it to. Any magical character carried about by means of this spell is laid down unaltered and operative, though its movement may have made the conditions of its triggering difficult or impossible to achieve.
If the caster undertakes any other spellcating while a transcribe spell is in effect and he is not holding a magical character, the transcribe magic is lost and wasted. If the caster attempts any spellcasting while holding a magical character, it takes instant effect—on the caster (and the transcribe spell ends). Magic unleashed by silent act of will alone is not considered spellcasting in this context only.
This spell is typically used to clean areas of magical traps, while retaining the magic for later use or study elsewhere.
The material component of a transcribe spell is a piece of slate that has been scoured bare and smooth on at least one of its surfaces.
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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Si
Acolyte
United Kingdom
18 Posts |
Posted - 05 May 2005 : 10:16:58
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Kudos for converting Ed's older spells into a usable form. Particularly since I never did get hold of the magister book. Good work |
'Only the little people suffer at the hands of Justice; The creatures of power slide out from under with a wink and a grin.' Quellcrist Falconer Things I Should Have Learnt by Now |
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