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Darkheyr
Learned Scribe

264 Posts

Posted - 24 Oct 2005 :  10:04:41  Show Profile  Visit Darkheyr's Homepage Send Darkheyr a Private Message  Reply with Quote  Delete Topic
Well met fellow scribes,

I have a certain beef with D&D. And that beef is magical servants for a wizard of power. When you read through the Monster Manual or a similar tome, you will find countless creatures whose description mentions that it has been created by wizards. But apart from certain constructs, there is no way presented to actually do the same.

Then there is the Create Wondrous Creature feat. Nice, but just like Craft Construct, it costs too many XP to actually produce something viable. Currently, I'm pondering about creating a small, weak but highly intelligent creature and simply teach him the art of wizardry, looks cheaper, XP wise.

Of course, there's undead. There always is. However, apart from the fact that they do sport the average intelligence of a forest trail, there is that annoying legal issue. Well, and the minor moral issue.

So... I need more ways to create servants. One I might have found, and I need opinions.
That being said, from the spellbook of Chaina "Silverflame" Dawnshimmer of Waterdeep:

Chaina's Elemental Animation
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more elemental sources within range
Duration: Instantaneuous
This spell grants elemental matter within range the semblance of life and sentience, essentially, turning it into elementals of the appropriate type and size category, as defined by its respective entry in the Monster Manual. For example, 750 lb. of earth and stone provides enough elemental matter to animate a medium earth elemental.
The animated elementals remain under the casters control until they are destroyed, banished, or dismissed. However, unless the caster speaks their respective language, communication is rather difficult at best. A dismissed elemental regains its free will, and will treat its former master just as he treated it before - never dismiss an elemental you seriously annoyed over the course of a decade or two without taking the necessary precautions.

A caster may animate one HD of elementals per caster level with a single casting. Regardless how many times he casts the spell, he can never control more than two HD's worth of elemental creatures at the same time. Excess elementals are automatically dismissed, although the caster may decide which ones.

Arcane material component: Gemstone dust worth 100gp per HD of the animated elementals, the specific gem depending on the type of elemental (Air: diamond, Fire: ruby, Water: sapphire, Earth: emerald)

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Wooly Rupert
Master of Mischief
Moderator

USA
36876 Posts

Posted - 24 Oct 2005 :  15:19:57  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Darkheyr

Well met fellow scribes,

I have a certain beef with D&D. And that beef is magical servants for a wizard of power. When you read through the Monster Manual or a similar tome, you will find countless creatures whose description mentions that it has been created by wizards. But apart from certain constructs, there is no way presented to actually do the same.


The 2E boxed set City of Splendors had a spell in there called Duhlark's Animerge. The specific purpose of the spell was to combine two animals into one.

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Kaladorm
Master of Realmslore

United Kingdom
1176 Posts

Posted - 24 Oct 2005 :  15:36:26  Show Profile  Visit Kaladorm's Homepage Send Kaladorm a Private Message  Reply with Quote
GORILOSHARK!

CROCOBEAR!

HAWKORABBIT!

SNAKEAGLE!

Oh the possibilities :D
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tauster
Senior Scribe

Germany
399 Posts

Posted - 24 Oct 2005 :  17:15:35  Show Profile  Visit tauster's Homepage Send tauster a Private Message  Reply with Quote
there was an interesting article in Dragon Magazine #246:
The Wizard's Companion: The Care and Feeding of Homunculi

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Arivia
Great Reader

Canada
2965 Posts

Posted - 24 Oct 2005 :  19:54:42  Show Profile  Reply with Quote
quote:
Originally posted by Darkheyr
Then there is the Create Wondrous Creature feat. Nice, but just like Craft Construct, it costs too many XP to actually produce something viable. Currently, I'm pondering about creating a small, weak but highly intelligent creature and simply teach him the art of wizardry, looks cheaper, XP wise.


Where's Create Wondrous Creature from?

quote:
Originally posted by Kaladorm

GORILOSHARK!

CROCOBEAR!

HAWKORABBIT!

SNAKEAGLE!

Oh the possibilities :D



Anyone else thinking "really bad possible Beast Machines-era Transformers" for this one?
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Kajehase
Great Reader

Sweden
2104 Posts

Posted - 24 Oct 2005 :  20:56:00  Show Profile Send Kajehase a Private Message  Reply with Quote
Nah, reminds me more of pokémon - one of the things I miss the least from working with six-year olds is the arguments about whose pokémon-collection was the best.

Any of the child-rearing scribes who can tell if they're still popular?

There is a rumour going around that I have found god. I think is unlikely because I have enough difficulty finding my keys, and there is empirical evidence that they exist.
Terry Pratchett
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Wooly Rupert
Master of Mischief
Moderator

USA
36876 Posts

Posted - 24 Oct 2005 :  21:25:53  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Arivia

quote:
Originally posted by Kaladorm

GORILOSHARK!

CROCOBEAR!

HAWKORABBIT!

SNAKEAGLE!

Oh the possibilities :D



Anyone else thinking "really bad possible Beast Machines-era Transformers" for this one?



I hadn't really looked at it that way... But that spell, and variations on it, could explain many of the crossbreeds that already exist, like griffons and owlbears.

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Darkheyr
Learned Scribe

264 Posts

Posted - 24 Oct 2005 :  23:41:13  Show Profile  Visit Darkheyr's Homepage Send Darkheyr a Private Message  Reply with Quote
@Arivia: Found it in the Netbook of Feats. Quite an interesting concept:

CREATE WONDROUS CREATURE [Item Creation]
You know how to create Aberrations, Beasts, Magical Beasts, Monstrous Humanoids, and Plant creatures.
Prerequisite: Spellcaster or Manifester level 5th, Knowledge (Arcana or Psionics) 5 ranks, Knowledge (Nature) 5 ranks
Benefit: You can create any Aberration, Magical Beast, Monstrous Humanoid, or Plant creature whose prerequisites you meet. The creature created is not necessarily under your control. To create a creature you need access to a lab, similar to an alchemist's lab, of at least 500 gp value. The creation of a creature involves taking a similar creature or creature(s) and subjecting them to various spells and grafting techniques. There is a chance that the experiment will be a failure. To create a creature you must succeed both a Knowledge (Arcana or Psionics) and a Knowledge (Nature) check (DC 20 + CR of attempted creature). You may not 'take 10' or 'take 20' on these rolls. However, you get a +1 circumstance bonus for every attempt at a specific creature that you have previously made, whether successful or not. If both Knowledge skill checks are failed the creature dies a horrible death. If one Knowledge skill check fails and the other succeeds the resulting creation is horribly deformed in some way and is hostile towards you. The base price of a creature is the challenge rating squared times 1000gp (CR x CR x 1000gp). Creating a creature takes 1 day for every 1,000 gp in its base price. To create a creature, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. The minimum caster level for creating a creature is 2 x CR of the intended creature. The appropriate spells must be used in order to add extraordinary (Ex), spell-like (Sp), and/or supernatural (Su) abilities.
Special: If a Charm Monster spell is cast every day of the creation process, a successfully created creature will be in permanent servitude to you. If a Limited Wish is used in the creation process a successfully created creature will be in permanent servitude to you and will even follow a life goal, determined by you, after you have died. If a Wish is used in the creation process a successfully created creature and its descendants will follow a life goal, determined by you, even after you have died.
Notes: Characters should be encouraged to create their own unique magical beasts and not just create another Owlbear, Tendriculos, Mimic, or Skum. If the creature is a new creature the DM should determine the CR. As failures in the use of the feat can result in tremendous amounts of pain and death for the creature created your DM may restrict the use of this feat to evil, or at least non-good, characters. In games that use the Epic rules this feat may not be available, as to a certain extent it duplicates the effects of Epic Spells based on the Life seed.

@Wooly:

Hmmm. That spell DOES look interesting. I think I'll do a conversion to 3E...

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Darkheyr
Learned Scribe

264 Posts

Posted - 04 Nov 2005 :  08:54:52  Show Profile  Visit Darkheyr's Homepage Send Darkheyr a Private Message  Reply with Quote
It seems that Master Boyd has even created a template related to that spell, the Duhlarkin!

Fascinating, indeed!

*goes back to reading*

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Wooly Rupert
Master of Mischief
Moderator

USA
36876 Posts

Posted - 04 Nov 2005 :  11:37:03  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Darkheyr

It seems that Master Boyd has even created a template related to that spell, the Duhlarkin!

Fascinating, indeed!

*goes back to reading*



... 'Tis based on the monster of the same name from the City of Splendors boxed set.

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Darkheyr
Learned Scribe

264 Posts

Posted - 04 Nov 2005 :  11:48:17  Show Profile  Visit Darkheyr's Homepage Send Darkheyr a Private Message  Reply with Quote
Yep, including a 3E version of the actual spell.

I'm a bit puzzled how to interpret the part about "adding new traits", though...

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Khaa
Seeker

USA
80 Posts

Posted - 04 Nov 2005 :  14:41:51  Show Profile  Visit Khaa's Homepage Send Khaa a Private Message  Reply with Quote
Seems puzzling to me.

Ever want another forum? Well try out www.icewinddale.com
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Darkheyr
Learned Scribe

264 Posts

Posted - 08 Nov 2005 :  08:39:14  Show Profile  Visit Darkheyr's Homepage Send Darkheyr a Private Message  Reply with Quote
Anyone got any comments to the spell I posted up there?

As well, I knitted an improved version of Duhlark's Animerge together... Opinions?

Chaina's Merging of Species
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: Two corporeal creatures within 20 ft. of each other (See text)
Duration: Instantaneous
Saving Throw: Fortitude negates (See text)
Spell Resistance: Yes
A more developed version of Duhlark's Animerge, this spell is able to merge various different creatures into one being. In addition to animals, beasts and vermin, the following creature types can be merged:
Abberation: Abberations are comparably easy to merge. Only a DC 20 fortitude save is required to survive.
Dragon: Merging powerful dragons with another creature is by far the most daunting undertaking as far as this spell is concerned. A spellcraft check of DC 40 is required for every single trait the caster wishes to put upon the dragon, otherwise the dragon traits dominate and the second creature is simply absorbed without any major effects – this includes the new creature type. The fortitude save DC to avoid a gruesome death is 30, which is why this spell usually ends with an angry dragon as sole survivor.
Humanoid: Theoretically it is possible to merge humanoids with other creatures, at a simple save DC of 20. However, performing this spell on unwilling humans or similar civilized beings will almost always cause repercussions in good-aligned societies – if someone finds out. This category includes monstrous humanoids.
Magical Beast: As aberrations, magical beasts are fairly easy to merge, at a save DC of 20.
Plant: Plants are a complicated matter, due to their inherent structural difference to animal or similar life. The required save DC is 26.
Undead: No matter with what the undead is merged, the resulting creature will always be undead and this is utterly unable to procreate by normal means, Permanency or not. The undead does not risk destruction from the transformation shock, but any living creatures involved in the merging need to succeed at a DC 24 fortitude save. In case of failure, the resulting creature is a horrid undead abomination, with limp parts of the formerly living creature dangling about, grasping and feeding on living flesh. In any event, the undead will try to kill or devour the caster if he hasn’t taken necessary precautions.

Unless noted differently in the respective description, the caster can choose the new creature type just as any other trait – as long as the hybrid’s abilities do not exceed it. (Animals with an intelligence of 6, for example, are impossible)
Apart from this change, use the Duhlarkin template as usual.

Remember the moral implications of experimenting with unwilling intelligent creatures in the presented way – it is well possible that good-aligned NPCs or character will hear word of the caster, and try to put an end to his vile “affront against all that is just and good”. If the caster is a PC, an NPC adventurer party might wish to cross blades and wands…

Focus: A black diamond worth 5000gp.

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Edited by - Darkheyr on 08 Nov 2005 09:32:42
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Crennen FaerieBane
Master of Realmslore

USA
1378 Posts

Posted - 08 Nov 2005 :  14:44:45  Show Profile Send Crennen FaerieBane a Private Message  Reply with Quote
That's pretty intense. It gives a chance to creature some pretty unique servants - I am still wondering how you're going to get that Dragon, but I figure most wizards are slick enough to pull it off.

C-Fb

Still rockin' the Fey'ri style.
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Darkheyr
Learned Scribe

264 Posts

Posted - 08 Nov 2005 :  15:02:47  Show Profile  Visit Darkheyr's Homepage Send Darkheyr a Private Message  Reply with Quote
Well, despite being level 24, Chaina is not going to bug one of the older dragons. A younger one, maybe?
What remains to be done is to find a suitable way to ensure the creature's servitude... I'm also toying around with a conversion of the old Evolve spell. (it lets a targetted animal evolve into a sentient species over the course of one day)
However, that too is uncontrolled. So far I'm happy with the elementals as guardians and servants to a degree, but I need mooooore.... :)

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Darkheyr
Learned Scribe

264 Posts

Posted - 29 Nov 2005 :  08:08:04  Show Profile  Visit Darkheyr's Homepage Send Darkheyr a Private Message  Reply with Quote
And here cometh...the Nagakin!

Nagakin - Improved Duhlarkin (Human, Dark Naga)
Medium Monstrous Humanoid
Hit Dice: 8d10 (44hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 dex, +1 natural), touch 12 flat-footed 11
Base Attack/Grapple: +8/+8
Attack: Sting +8 melee (1d6 plus poison)
Full Attack: Sting +8 melee (1d6 plus poison) and bite +3 melee (1d3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Poison, spells
Special Qualities: Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm
Saves: Fort +2, Ref +7, Will +8
Abilities: Str 10, Dex 12, Con 10, Int 17, Wis 15, Cha 17
Skills:
Feats: Eschew Materials(Bonus),
Alignment: Usually lawful evil
Advancement: By character class
Challenge Rating: 8

Poison (Ex): Injury, Fortitude DC 14 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.
Resistance to Charm: Nagakin have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).
Detect Thoughts (Su): A nagakin can continuously use detect thoughts as the spell (caster level 9th; Will DC 15 negates). This ability is always active. The save DC is Charisma-based.
Guarded Thoughts (Ex): Nagakin are immune to any form of mind reading.
Spells: Nagakin cast spells as 7th-level sorcerers. If they take sorcerer class levels, they stack with those gained from racial hit dice.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level):
0 - daze, detect magic, light, mage hand, open/close, ray of frost, read magic;
1st - expeditious retreat, magic missile, ray of enfeeblement, shield, silent image;
2nd - alter self, invisibility, scorching ray;
3rd - displacement, lightning bolt.


Y'know, I think I'll need to write those into my own campaign world...and the realms...*cackles* Nasty critters for any DM...

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