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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 16 Oct 2011 :  23:04:25  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Devouring Gullet (Conjuration) [Creation]
Level: 9
Components: V, S, M
Casting Time: 1 round
Range: Medium (100ft. + 10ft./level)
Duration: 1 round/level
Saving Throw: Reflex avoid
Spell Resistance: No

This spell creates a large sack-like gullet of flesh, the open end of which is filled rows of teeth similar to that of a shark. Within the gullet are hundreds of pods that release caustic digestive fluids. The gullet can grapple and swallow whole a number of creatures according to the following chart:

Size/Level 18th 24th 30th 36th
Fine 2048 4096 8192 16,384
Diminutive 1024 2048 4096 8192
Tiny 512 1024 2048 4096
Small 128 512 1024 2048
Medium 32 128 512 1024
Large 8 32 128 512
Huge 2 8 32 128
Gargantuan - 2 8 32
Colossal - - 2 8
Colossal+ - - - 2

Grapple +40 +60 +75 +96
Damage +20 +30 +40 +50

Victims are allowed a Reflex save (DC 20) to avoid the gullet. Once swallowed, creatures must cut their way out (individually) by attacking AC 20 and causing 25 points of damage with a single attack. The gullet automatically regenerates any damage caused to it, thus each creature must cut its own way out and must be able to cause the damage with a single attack to escape. The gullet cannot be destroyed by damaging it, only by dispelling it or by the end of the spell’s duration. Any creatures still living when it is gone remain in the space the gullet occupied upon its end.
The material component is a piece of the gizzard of a purple worm.

EDIT: Sorry I cant seem to get the chart to work correctly.

I have a dream that one day, all game worlds will exist as one.

Edited by - The Arcanamach on 17 Oct 2011 01:17:28
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 16 Oct 2011 :  23:05:16  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Cataclysm (Evocation) [Earth]
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No

When cataclysm is cast, an intense but highly localized tremor rips the ground. The shock knocks down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground cannot move or attack. A spellcaster on the ground must make a Concentration check (DC 25 + spell level) or lose any spell he or she tries to cast. The cataclysm affects all terrain, vegetation, structures, and creatures in the area. The specific effect of a cataclysm spell depends on the nature of the terrain where it is cast.
Cave/Cavern/Tunnel: The spell collapses the roof, dealing 12d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 20 for half) and pinning that creature beneath the rubble (see below). A cataclysm cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris of the ceiling.
Cliffs: The cataclysm causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. A cataclysm cast at the top of a 100ft. cliff would sweep debris 100ft. outward from the base of the cliff. Any creature in the path takes 12d6 points of bludgeoning damage (Reflex DC 20 half) and is pinned beneath the rubble (see below).
Open Ground: Each creature standing in the area must make a DC 20 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 50% chance to fall into one (Reflex 25 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure: Any structure standing on open ground takes 120 points of damage, enough to collapse a typical wooden or masonry building, though not the typical structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. (See the DMG for information on hit points for walls and the like). Any creature caught inside a collapsing structure takes 12d6 points of bludgeoning damage (Reflex DC 20 save for half) and is pinned beneath the rubble (see below).
River/Lake/Marsh: Fissures open underneath the water, draining away the water from the area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 20 Reflex save or sink down in the mud and quicksand. At he end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned Beneath Rubble: Any creature pinned beneath rubble takes 1d12 points of non-lethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 20 Constitution check or take 1d12 points of lethal damage each minute thereafter until freed or dead.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 16 Oct 2011 :  23:06:40  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Blackhole (Transmutation)
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Area: 80ft. radius spread
Duration: 1 round
Saving Throw: None
Spell Resistance: No

This spell opens a rift into Spacetime affecting all within a 40ft. radius. A large black hole is formed above the targeted area. All within the area must succeed on a Strength check (DC 10 + caster level) or be sucked into the hole through its powerful vacuum effect and be completely annihilated. There is no save against this effect and spell resistance offers no protection from this powerful spell.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 16 Oct 2011 :  23:07:27  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Blackout (Necromantic) [Dark]
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Area: 80ft. spread
Duration: 1 round (draining), 1 turn/level (darkness)
Saving Throw: None
Spell Resistance: Yes

This spell manifests an impenetrable darkness out to an 80ft. radius. All creatures in the area gain concealment (50% miss chance). Even creatures that can normally see in such conditions (such as those with darkvision or starvision) are unable to do so (and suffer the same miss chance). Normal and magical lights are incapable of penetrating this darkness (such as torches, candles, and lanterns, as well as spells such as light, dancing lights, even daylight). This spell also snuffs out the source of any light created by a spell (though not other effects of such a spell unless they be dependent upon the light itself).
This spell also sends out a wave of negative energy in an 80ft. spread, inflicting 24d6 points of damage to all within its radius.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 16 Oct 2011 :  23:08:14  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Bodyheat (Alteration)
Level: 1
Components: V
Casting Time: 1 standard action
Range: Touch
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell causes the recipient’s body to radiate a palpable heat. This heat is not enough to damage others in close proximity to the caster, but the caster’s unarmed attacks and weapons he carries causes an extra point of fire damage.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 16 Oct 2011 :  23:09:13  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Arkblast (Evocation) [Fire]
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Area: 80ft. radius spread
Duration: 1 round
Saving Throw: Reflex half
Spell Resistance: Yes

This spell unleashes a storm of lightning bolts in the targeted area. All those in the area sustain 24d6 damage with a Reflex save for half. The lightning repeatedly arcs between creatures in the area thus causing massive damage.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 16 Oct 2011 :  23:09:49  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Ruin Impendent (Abjuration, Evocation, Necromantic) [Acid, Air, Cold, Earth,
Electricity, Fire, Force, Negative, Positive, Sonic, Water]
Level: 10
Components: V, S, M
Casting Time: 1 hour
Range: 0ft.; see text
Duration: See text
Saving Throw: None
Spell Resistance: Yes; see text

This spell was specifically designed to link several other specific spells (which the caster must also have) together and creates a protective triggering spell on a specific item or place. If anyone touches the item other than the caster or those he attunes to it a series of powerful spells begin to take effect. Note that the listed effects still occur to the caster and those attuned to it if they are within the area when an unattuned individual touches the item. However, this does not happen if an attuned individual touches someone with the item, in which case none of the effects will occur. All listed effect occurs within an 80ft. spread with each lasting for one round. The effects listed below have a percentage chance of occurring with no effects taking place after one has failed.
Fulminating Darkness/Luminescence (100%) (Both of these effects occur simultaneously with fulminating darkness only affecting the living and luminescence only affecting undead), Raging Inferno (90%), Torrent (80%), (80%),Arkblast (70%), Whiteout (60%), Windburst (50%), Waterburn (40%), Soundblast (30%), Hammerthyst (20%), and Cataclysm (10%).
If all of the above effects take place, a devastating and ruinous concurrent power is unleashed, the Blackhole.
If all of these effects occur, the area affected by this spell permanently becomes a magic dead zone.
The material components of this spell are the remnants of magic items that have been destroyed by each of the first 10 (actually 11 effects).

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 16 Oct 2011 :  23:10:39  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Final Fantasy XII fans will note that many of these spells are from that game!

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 16 Oct 2011 :  23:33:14  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Everlight
Alteration [Light]
Level: 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft.+5ft./2 levels)
Target: 1 object or empty space
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell creates a permanent light source upon any object within range or in empty air. The caster sets the brightness (from completely out, to barely visible, to bright as daylight in a 60ft. radius) and the hue of the light (any color imaginable-even shadowy or dark/out). The caster may change the brightness at will and may even set it to pulsate, flash randomly or at set intervals (including 'strobe') and may likewise cause the color to fluctuate/change in a similar fashion.
The material component is a piece of pure crystal of any color.

I have a dream that one day, all game worlds will exist as one.
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 18 Oct 2011 :  17:14:14  Show Profile Send LordXenophon a Private Message  Reply with Quote
If these are based on Final Fantasy spells, shouldn't Blackhole just take 10% of the target's remaining HP?

Disintegration is in the eye of the Beholder.
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 20 Oct 2011 :  23:05:04  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Heartseeker
Price: 52,320
Cost: 26,160
Caster Level: 18th (keen edge, symbol of death)

Description: Heartseeker is a rapier of elven design. The unusually thin mithril blade has a faint pink tint with a black adamantine hilt shaped in the form of a bat clutching a deep red ruby in its claws with its wings forming the crossguard. It is a +4 weapon with the keen and heartseeker properties.
Lore: Heartseeker was first wielded by its creator, Athelas Vaunthalar, a warrior, mage, and rogue...and avid adventurer who traveled the Sword Coast and the Frozen North over two centuries ago. It was said that he was obsessed with exploring every tomb, lost city, and spell-guarded tower he came across, moreso for the thrill of the unknown than for the acquisition of treasure. He went through many companions in his century of travels and, in the end, few would travel with him. He cared not a whit and continued his travels until he fell at the hands of a nameless lich he literally stumbled across in an ancient burial-tomb. He managed to slay the creature and staggered outside, only to die of his wounds in the bitter cold of the Spine (of the World). He was discovered many years later, still well preserved by the frost, his blade driven into the ground beside him. Dorin Aungmar of The Risen Blade claimed the sword. The Risen Blade was massacred by an orc war party two winters later, the blade presumably claimed by the orcs.

Heartseeker weapon ability: This potent ability allows the weapon to pierce the hearts of those its strikes. Upon a natural roll of 20 (followed by a confirmed critical), the weapon pierces the creatures heart, slaying it instantly. Creatures that do not have hearts or that are immune to critical attacks are immune to this effect. This quality can only be placed upon a slashing or piercing weapon. The DM may rule that some slashing weapons (such as the great axe) cannot have this quality.

Strong necromancy and tranmutation; CL 18th; Craft Magic Arms and Armor, symbol of death, keen edge; Price +5 bonus.

I have a dream that one day, all game worlds will exist as one.
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 24 Oct 2011 :  18:03:46  Show Profile Send The Arcanamach a Private Message  Reply with Quote
AEGIS-FANG

Note: With the recent transition to 4e, it occurs to me that this item would no longer be in Wulfgar's hands, so I decided to offer my rendition of it. Since I refuse to play 4e, it is written as a 3.5 legacy item.

Price: Priceless
Cost: NA
Caster Level: NA

Description: Aegis-fang's head is made from pure mithril with a diamond coating magically adhered during the forging and an adamantite shaft. Its head is engraved with the magical inscriptions of Clangeddin, the dwarven god of battle, as well as the symbols of Moradin, the dwarven god of creation, which covers the symbol of Dumathoin, "keeper of secrets under the mountain".

History: Aegis-fang was forged by the dwarf Bruenor Battlehammer for his adoptive son Wulfgar. In life, Wulfgar was the only person who could make full use of the weapon as the hammer was attuned to him. Wulfgar's first real test with the weapon was against a clan of giants. He and his mentor, the famous Drizzt Do'Urden, made excellent progress until they reached Biggrin, the clan's frost giant leader (Giantsfall, DC 15). In that battle, the giant was able to sustain two strikes from the hammer before falling.
Later, Wulfgar engaged in battle with the white dragon Icingdeath (whom he actually challenged to single combat) and yet again against the shadow dragon Shimmergloom. He and his fellow Companions of the Hall were successful in both trials (Dragon Doom, DC 18).
Wulfgar is also famed for his battles against the balor Errtu and against a yochlol who captured him. He suffered horribly at the hands of demons for several years before escaping (Trial of Pain, DC 25). This trial scarred him emotionally, but his strength of character was enough to allow him to recover.

Legacy Rituals: These are the Legacy Trials needed to unlock the full potential of Aegis-fang.
Giantsfall: You must land the killing blow against a creature with the giant type. It is highly recommended that this be one of the 'true' giants (such as hill, stone, frost, fire, or cloud giants). It must have a challenge rating equal to or greater than your own. Cost: 2,000gp. Feat Granted: Least Legacy.
Dragon Doom: You must challenge a creature with the dragon descriptor to combat (it need not be single combat, but it must be alert/awake) and defeat it. The challenge rating of the dragon must be at least 5 levels higher than the group's average. Cost: 12,000gp. Feat Granted: Lesser Legacy.
Trial of Pain: You must be captured and tortured to the brink of death (10 or fewer hit points) without breaking. Cost: 40,000gp. Feat Granted: Greater Legacy
Wielder Requirements: Only the strongest warriors can hope to use Aegis-fang to its fullest potential. Likewise, only warriors of strong character will be granted the hammers powers.
Base Attack Bonus: +2
Strength: 16
Alignment: Any good

Nonlegacy Powers: Greathammer +3, damage 2d8+3, critical x3, weight 20lbs. Aegis-fang is not only a larger version of a warhammer, but it is also exceptionally heavy
Legacy Powers: The following powers are available through Aegis-fang. As such, it may only be used as a two-handed weapon by medium creatures with Strength 16 or better. Large creatures may use it one-handed but must still have the requisite strength.

Level...............Atk Penalty.........Save Penalty..................HP Loss...............Abilities
5.......................--........................--...................................--........................Giantsbane
6......................--........................--....................................4.........................Throwing
7.......................--.......................--....................................--.........................Distance
8.......................--......................-1....................................--.........................Returning
9......................-1.......................--....................................2.........................Thundering
10....................--.......................--....................................--..........................Dragonsbane
11....................--.......................--....................................--..........................Speed
12....................--.......................--.....................................2........................+4 greathammer
13....................--.......................--.....................................--.........................--
14....................-2......................--.....................................--.........................Impacting
15....................--.......................--.....................................2........................+5 greathammer
16....................--.......................-2....................................--.........................Fiendsbane
17....................--.......................--.....................................--.........................Fire Resistance 10
18....................--.......................-3.....................................2........................Cold Resistance 10
19....................--.......................--......................................2........................Acid Resistance 10
20....................--.......................--......................................2........................Lightning Resistance 10

Sorry about the cheesy looking chart, I can never seem to get them set up properly when I submit a reply

I have a dream that one day, all game worlds will exist as one.

Edited by - The Arcanamach on 24 Oct 2011 18:05:09
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MalariaMoon
Learned Scribe

324 Posts

Posted - 26 Oct 2011 :  12:30:08  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
The Black Sun’s Scream

Description: This wicked little weapon is sacred to the Church of Cyric. A dagger forged from an unidentifiable metal mined only in the howling tunnels of Pandemonium, its blade looks perpetually dull, black and pitted, every though it keeps its edge without the aid of a whetstone. Its hilt is wrapped in the cured skin of a priestess of Mystra – the dagger’s first victim, sacrificed on its blade whilst it was still cooling from the forge fires. The pommel is fashioned in the likeness of Cyric’s holy symbol, the skull upon a sunburst motif.
The Black Sun’s Scream was forged in his Shattered Keep on the plane of Pandemonium. Some say its creator was Cyric himself, but it seems more likely one the Mad God’s unholy minions was the true architect.
It first appeared in the Realms in the Year of the Helm (1362 DR), and has been wielded by several champions of Cyric. It is currently in the possession of Krailleir Arygalt, a master thrower operating out of the Twin Towers of the Eclipse in Amn.

Powers: If used in melee, the Black Sun’s Scream functions only as a dagger+1. It true powers are revealed when it is used as a throwing weapon. When thrown, the Black Sun’s Scream functions as a screaming returning dagger+4. The screaming ability is described in Faiths and Pantheons – if the dagger strikes, it inflicts 1d6 points of sonic damage unless the victim is protected by a silence spell. The Black Sun’s Scream also has a further ability. If the wielder stabs the blade into his own flesh, the Black Sun’s Scream unleashes a horrific howl. The wielder loses 1d4+1 hit points and 1 temporary constitution point, but all in earshot (typically a 30’ radius) of the howl are shaken for five rounds unless they make a Will save. Those that succeed in their Will save do not hear the howl at all, and may be confused by the sudden fear afflicting their companions. The wielder of the Black Sun’s Scream can use this effect as many times as he likes, so long as he has sufficient hit points and constitution.
The Black Sun’s Scream only works to its full power if its wielder is a worshipper of Cyric. In other hands, the screaming ability and the horrific howl ability do not work. A good aligned character can use the dagger, but if he uses the Black Sun’s Scream to inflict the killing blow on a sentient, humanoid opponent, he is cursed. His sleep is haunted by nightmares, the content of which are unremembered except for the final image of the Black Sun, at which point the unfortunate character awakes screaming. This happens several times per night. The character is permanently fatigued. The break the curse, the Black Sun’s Scream must no longer be in his possession, and he must receive the benefit of a remove curse spell.

Attributes: Moderate aura of evil and transmutation, CL 14th
Creation: Craft Magic Arms and Armour feat, Shout, Telekinesis
Cost: 90, 000 GP
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 30 Oct 2011 :  00:34:46  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Shattered Arms
Lore: Queen Helmma. All dwarves know the tale, as do many bards and sages. Her story is told as an example of what a dwarf, and more especially, a dwarven leader should be. The Last Monarch of fallen Ammarindar, Queen Helmma sacrificed herself to buy time for her people to escape their kingdom ere it fell to the legions that overtook Ascalhorn (known as Hellgate Keep today). Their final battle at Oghrann, she and many volunteers remained behind as the rear guard and fell to the last man...and woman. Queen Helmma is upheld in dwarven society as a paragon of what it means to be a dwarf, but the story is also told as an example of the many hardships they have endured and tends to be told in fatalistic overtones as dwarven society continues to dwindle. What comes next is a legend originally told by a child and was, until recently, discounted as this child's vivid imagination. The child's name was Grorn Fellhammer.
Grorn was an unusually active and willful child, so it was that when it came time to leave his mother had difficulty finding him and later ushering him along the clan's escape route. They were forced to take cover on a nearby ridge when Queen Helmma's warriors met the enemy in battle. During the fray, his mother (Dala) was slain by an errant bolt or arrow. Her death, along with what Grorn witnessed afterwards, changed him. Helmma's soldiers fought and died valiantly, and the enemy paid for every dwarven life a dozen times over. Helmma was the last to fall, but her sacrifice would have been in vain had it not been for her strength...and her faith. Grorn watched as she finally succumbed to her wounds, and watched her rise again as a pair of twin axes, glowing with silver flames, streaked from the sides of the ridge and struck her corpse. Restored and invigorated, Helmma continued to slaughter her enemies and was confronted by a fiend who managed to match her blow for blow. He burned her with fire and acid. Again she fell. Again she rose, this time her armor was damaged and scorched and a fire burned in her eyes as the fury in her consumed all vestiges of life from her. She was undead and she continued to slaughter the fiends that drove her people from their home. The great fiend fell to her axe, and many more thereafter, but when she fell again she did not arise. Their numbers depleted, the remaining fiends did not pursue their quarry.
Grorn returned to his people and told them the tale of Helmma but was rebuffed. The clan knew he was given to wild tales and besides, they were demoralized and in no mood for tales of glory. But Grorn knew the truth of it. Many years later he returned to the site of the battle in search of proof. He found none. The body of Helmma was gone. Grorn told the tale to his son, but it would be his grandson, Dorngrym, who would find the proof of his story. In 1366 DR, Dorngrym braved the ruins of Hellgate Keep and returned with Helmma's personal arms (each item held her personal seal). He dubbed them the Shattered Arms due to their state of repair. Oddly, he found that he could not repair or clean them in the slightest fashion and soon discovered they held powerful enchantments.
Appearance: Each of these items bear the signature traits of Ammarindar's smiths. They are all of adamantine make with both everbright and blueshine treatments. These facts are noticeable to any dwarf or worthy smith. However, all of them are blackened by flame, dented, and cut through in many places. Dried blood can be found on each (both interior and exterior). To the naked eye, these items do not appear serviceable. This, of course, is not the case. None of these items may be used by non-dwarves.

Battered Plate
Powers: Adamantine Full Plate Armor +3 (AC +11); heavily fortified
Special: If dwarf is LG, this armor becomes +5 (AC +13)

Broken Helm
Powers: Protection +3 (AC +3)
Special: If dwarf is LG, protection becomes +5 (AC +5)

Dented Shield
Powers: Adamantine Shield +3 (AC +5); arrow catching, arrow deflection, bashing
Special: If dwarf is LG, this armor becomes +5 (AC +7)

Scarred Gauntlets
Powers: Bestows +2 strength
Special: If dwarf is LG, bestows +6 strength

Bloodied Axe
Powers: Dwarven waraxe +3 (Dmg 1d8+3+2d6/1d10+3+2d6, crit 19-20/x3); defending, keen, mighty cleaving, holy
Special: If dwarf is LG, waraxe becomes +5

NOTE: Something of Helmma and her clan may be found on page 52 of the 2e accessroy Dwarves Deep

I have a dream that one day, all game worlds will exist as one.

Edited by - The Arcanamach on 30 Oct 2011 00:48:00
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 21 Nov 2011 :  17:28:22  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
A little spell reseached by Melcar Silverdragon.

Melcar’s Final Solution
Evocation
Level: Sor/wis 10
Components: V, S, M
Casting Time: 10 rounds
Range: Medium (100ft. + 10ft./ level)
Area: 5ft. /spell level, radius sphere
Duration: Instantaneous
Saving Throw: Reflex ½
Spell Resistance: Yes

When casting this powerful evocation, the caster channels all of his memorized spells into the Weave Sphere thus charging it with raw magical energy. When fully charged, the sphere is cast at the target, exploding in a 5 ft. per spell level channelled, radius spherical blast. Dealing 1d6 points of damage for every spell level channelled into the weave sphere. Being raw magical energy, the spell is not subject to elemental resistance or immunities. Due to the power of the spell it is not subject to Evasion or Improved Evasion can.

Material: One Weave Sphere
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MalariaMoon
Learned Scribe

324 Posts

Posted - 05 Dec 2011 :  16:42:39  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
The Dagger Reins of Drollus

Description: These paired daggers are virtually identical, and seem to be of elven design. Their leaf-shaped blades demonstrate a subtle curve and a razor’s edge. The hilts are carved from duskwood deadfalls and ensorcelled so that they have shown no indication of wear over seven centuries of use. They’re bound with thin strips of wyvern hide and most curious of all, around the pommel and lower haft of each dagger is a tightly woven chain of gold. Each chain is made from 1,892 minute links, about as thin as three strands of hair, a full 10’ long when unravelled, and virtually unbreakable. At the end of each chain is a small gold ring, which fits neatly the little finger of an elf.
These are the reins for which the daggers are named, and they never become tangled, even when unravelled. Even the most clumsy wielder finds it effortless to wind the reins back around their hilts in a matter of moments, they lie so flush against the handle they don’t remotely affect the comfort of one’s grip. An engraving of a tree with long sinuous branches graces the blade of each dagger; tiny differences in the positioning of the snaking limbs are the only way to distinguish one knife from the other.
The Dagger Reins of Drollus were created in the Year of the Shattered Sceptre (614 DR) in the city of Myth Dyraalis – they were last of the Three Keyleaf Forgings made by the legendary trio of weaponsmiths Faelranduil Larkshyr of the elves, Ardelve Deepdaunt of the dwarves, and Gwithian Runeroot of the gnomes. For three centuries heroes of Myth Dyraalis wielded the Dagger Reins in defence of their city; it was instrumental in fending off a flight of dragons in the Year of the Last Hunt (722 DR) which somehow found its way through the cloaking mythal, and in the hands of the half-elven ranger Alosrin Fernsong it defeated Maso the Treacherous (a doppelganger agent of the beholders) in the Year of the Empty Throne (850 DR).
Eventually the Dagger Reins were lost after being smuggled out of the city by the Calishite master-thief Nilezzim in the Year of Waiting (907 DR). A few months after the theft, agents of Myth Dyraalis found Nilezzim’s pulverised remains on the rocky flanks of the Small Teeth Mountains. He had clearly fallen from a great height. No trace of the Dagger Reins were found.
As the years turned, Myth Dyraalis existence drifted from fact into legend in the realms of men. Its name was corrupted to Drollus, and periodically a tale of someone wielding the Dagger Reins of Drollus would surface. Conversely, these latter stories always saw the weapons in the hands of villains and their magic subverted to the cause of evil. Notable names on this wicked roll call of wielders have been Vitan Ren of the Twisted Rune, the necromancer Ramic Gravenquill, and the assassin Grenneth Redgard.
The current whereabouts of the Dagger Reins of Drollus are unknown. Myth Dyraalis thrives still, but its existence is a secret known only to a few elves and gnomes. The insular community no longer seeks the lost Keywood Forgings, so the Dagger Reins of Drollus are free for the taking – should anyone discover them.
Powers: The power of the Dagger Reins of Drollus is only really evident when they are used together. A single dagger functions merely as a dagger+1, but when dual-wielded they are equivalent to daggers+2.
Their true potential becomes apparent when hurled simultaneously at a single opponent. As thrown weapons, they have a range of 10’. When the wielder hurls the daggers, their chains unravel, maintaining their connection to the wielder with the finger rings at the end of the chains. Thanks to the chains, the wielder can return the daggers to his hands with a sharp tug, regardless of whether they strike or not. This action is considered equivalent to drawing a weapon. The powerful enchantments woven into the reins mean they cannot be sundered. The wielder of the Dagger Reins of Drollus can be disarmed, although this is only momentary, as the wielder can use the chains to return a lost blade to his hand.
If both daggers strike a creature of the humanoid or giant type, that creature must make a Will save (DC 15+the combined damage inflicted by both daggers, including magical bonuses and Str modifiers) to resist the blades’ domination enchantment. Failure indicates the creature immediately becomes docile. It takes no further action whilst the Dagger Reins of Drollus are embedded in its flesh – it cannot attack, cast spells, communicate or even defend itself. It can move, but only in a stumbling, lethargic fashion (half its standard movement rate) as directed by the wielder of the Dagger Reins of Drollus, who is holding the chains connected to the daggers’ hilts. If the first save fails, the victim remains in this state indefinitely. The enchantment is broken if the victim loses hit points (this must be lethal damage), or if one or both of the daggers are removed from its flesh (the victim cannot do this for itself, but another can as a standard action).
The Dagger Reins’ wielder is also restricted. He must continue to grip the chains in order to exert his will over his victim. He cannot wield another weapon, and any spell requiring a somatic component can only be cast following a DC 20+spell level Concentration check. He must also remain within 10’ of the victim – as this is the extent of the chains’ reach. He can end the domination effect by using the reins to yank the daggers out of his victim’s body.
Against animals and magical beasts the Dagger Reins of Drollus are more powerful. The wielder attacks in the normal way, but should the target fail its save its will is wholly dominated by the magic of the Dagger Reins. The wielder can direct it as he sees fit, including instructing it to attack or use special abilities. The creature remains dominated even if injured; removing the daggers is the only way to end the enchantment. However, the wielder is limited by the length of the reins. In many cases, the most successful tactic for the wielder is to leap astride the dominated creature and ride it (the wielder gains a +10 bonus to ride checks). The DM may rule that the short length of the reins or an unaccustomed rider impedes or prevents a dominated creature from using some its abilities.
Finally, once in the wielder’s lifetime, the domination effect can be used against a true dragon. The wielder can make any number of attempts until the dragon fails it save, at which point it is controlled as if it was an animal or magical beast. Once the domination effect on the dragon ends, the Dagger Reins of Drollus become inert and seemingly non-magical to that wielder. They function as nothing better than a pair of masterwork daggers, their magic can never be employed again, even if the wielder dies and is later resurrected. However, a new wielder can use the Dagger Reins’ full abilities as normal.
Against other creature types, or any creatures of tiny size or smaller (regardless of type), the Dagger Reins of Drollus have no special powers beyond their combat enchantment.
Attributes: Strong enchantment, CL 17th
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Wolfhound75
Learned Scribe

USA
217 Posts

Posted - 14 Dec 2011 :  22:52:19  Show Profile Send Wolfhound75 a Private Message  Reply with Quote
As you are perusing the wares of this quiet shop, the door opens and you feel a warm breeze carrying a small amount of minute grit caress your exposed flesh. As you gaze at the figure that enters, your eyes feel gritty; you have trouble making out the exact details. It appears as though he, at least you think it's a he, shimmers and wavers as if distorted by a heat reflection. As the figure enters and approaches, you can hear the soft chink of chainmail and notice the fluid balance of the newcomer's gait.

The figure stops and, as it reaches toward a cloth completely wrapped around its head, speaks in a distinctly male voice, "Salaam Sahib!"

You're mildly surprised and amused to hear such an obviously exotic phrase uttered in an accent that is distinctly from Faerun.

As the figure unwraps the headcloth, the fine grit carried by the air seems to dissipate. You rub gently at your eyes to remove the last of the gritty feeling and when you remove your hands, realize he is now removing a strange set of goggles which had been concealed by the headcloth.

"Greetings and Salutations! I am Phelan Wolfkin and long have I been absent from Faerun."

The shimmering and wavering stops as he throws back what you originally thought was a robe of some sort but, is now revealed to be a cloak.

"Where can I find the proprietor of this shop? Many years and many leagues have I travelled the road which now brings me to this place. Years spent in the strange lands of Zakhara, fighting a war that I never asked for."

"However,"
- at this he thrusts two gloved hands into the air - "TO THE VICTOR GOES THE SPOILS!"

"I have returned and I have heard that the Sages of Candlekeep are amongst the most learned men of the Realms. Thus, I thought there may be an interest for the exotic and arcane items I have acquired in my journey."

Phelan looks at the goblin, then meets the eyes of the dwarf expectantly. Upon receiving no immediate response, shrugs indifferently as though he can't decide which to address with his next question; then continues.

"Well proprietor? What say you? Have you any interest in, or shelf space available to display these items?"


"Firepower - if it's not working, you're not using enough." ~ Military Proverb

"If at first you do succeed, you must've rolled a natural 20!"
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 07 Jan 2012 :  17:15:23  Show Profile Send LordXenophon a Private Message  Reply with Quote
Lord Xenophon looks over Phelan's shoulder as he unpacks his arcane treasures.

"I don't suppose you have any Potions of Protection From Sunburn in there? I've been considering a trip to Zakhara (for research purposes, of course) and one of my travelling companions refuses to wear much more than her chain mail bikini."

Disintegration is in the eye of the Beholder.
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 08 Jan 2012 :  01:20:14  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by LordXenophon

"I don't suppose you have any Potions of Protection From Sunburn in there? I've been considering a trip to Zakhara (for research purposes, of course) and one of my travelling companions refuses to wear much more than her chain mail bikini."

I think there may have been similar potions of kind in the 3e Sandstorm supplement. I'll have to check.

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
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Wolfhound75
Learned Scribe

USA
217 Posts

Posted - 09 Jan 2012 :  18:28:12  Show Profile Send Wolfhound75 a Private Message  Reply with Quote
"Greetings yourself." Phelan looks toward the unknown speaker and smiles a toothy smile. "I don't know how to make most of these or what they'll bring on the markets up here but, given the cost of goods from Zakhara in the South, they ought to be worth that and a little more besides."

"I've returned with many items from that far away land. I'm sure I will have something in my collection that will assist your friend in her folly. Though if she's striking, I completely understand why she would wish to show off her wiles but...." He shrugs, leaving the sentence hanging.

"Pray that she will learn from the wisdom of others or she will perish in the wastes. They are unlike anything here in Faerun, including the great deserts of Anauroch or the Calim. For the foolish or unwary, death will surely find you. If you are lucky, it will take you quickly. If not...." Again, he leaves the sentence hanging.

"But we can discuss preparing for your journey later, if you wish. For now, I have a small item I wish to show you."

With a flourish, he reaches into a hidden pocket in his kaftan and produces a small box; laying it onto the proprietor's counter top. As you glance at it, you think it's made from some sort of wood that has been polished to a low ivory-like sheen but, you're not entirely certain. You figure its size to be roughly three fingers wide by two hands long and about a finger width deep.

"This first item is small and relatively mundane looking but, very important in their culture. Since you're going for research purposes, it may even be useful to you. Come and take a look."

He gestures you closer and flips a small catch on the box's long side, flipping open a lid. As he does so, a slightly pungent smell wafts into the air.

Inside the box are a bunch of thin, stick-looking items. As you move closer, he plucks one up and with a flick points it at your forehead. You flinch involuntarily expecting the worst but he merely chuckles and says, "Boo!"

"In the Land of Fate, religion playes a huge part in the daily lives of the people. It doesn't really matter what you believe, as long as you believe in something. With so many differing beliefs, I suppose it's no surprise that even the most learned Imams need a little help sometimes."

"They call these little sticks Imam's Incense." He closes the box and inserts the tip of the stick into a small hole you didn't notice earlier.

"Gotta warn you though, they stink like a carrion crawler's arse when lit, at least to anyone with pretentious aires about smell." At this, he produces a flint and steel and deftly strikes a spark onto the tip of the stick. It quickly flares into a small candle-like flame which he blows out. The tip continues to glow, emitting a small trail of smoke and increasing the effect of the pungent smell considerably.

You wrinkle your nose as the strengthened scent assaults your sense of smell but otherwise don't feel any ill effects. As you continue to inhale the the smoke-tinged aroma, you begin to think about your own religious understandings and experience the glimmering of a small epiphany on the question you'd been puzzling over for some time.

Phelan pinches the end of the stick with his thumb and middle fingers, extinguishing the glowing ember. As you come out of your reverie, you realize he is speaking to you.

"Told you they stink when lit." You can't help but agree.

"Useful items though. They help you feel closer to the gods and understand their will better. In a land as tied to their religion as Zakhara, getting a little boost can help you keep your head about you." He chuckles dryly. "Sometimes, my new friend, literally."

He removes the remainder of the stick from its holder and returns it to the case, snapping the catch closed when finished. "Here." He slides the case down the counter toward you. "Consider this a gift to help on your expedition in gratitude for my amusement when I played my little joke at your expense. They should come in handy."



DM's Information

Item Name: Imam's Incense
Properties: When lit, fills an area 10 feet cubed with a pungent smell that grants +5 on Knowledge-Religion checks after thirty minutes spent inhaling the scent and meditating. Because of the trance-like state induced by these sticks, individuals entering the area and inhaling the fumes for more than 10 minutes suffer a -2 penalty on all Spot & Listen checks while in the area of effect of the burning stick. If an individual leaves the area of effect after incurring the penalty but before the stick burns out, the penalty is reduced to -1 immediately and remains for 10 minutes after departure (SAVE DC15 WILL Negates). If the individual remains in the area of effect for the entire burn time, all bonuses and penalties remain for one hour after burnout. Each stick burns for one hour. A case contains 1d20 sticks when found.

"Firepower - if it's not working, you're not using enough." ~ Military Proverb

"If at first you do succeed, you must've rolled a natural 20!"

Edited by - Wolfhound75 on 10 Jan 2012 07:18:58
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 22 Jan 2012 :  23:09:56  Show Profile Send The Arcanamach a Private Message  Reply with Quote
More of Xarthalion's (aka, The Arcanamach) research:

Buried Chest, Xarthalion's
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 minute
Range: 10ft.
Target: N/A
Area: 1 square
Duration: Permanent until opened
Saving Throw: N/A
Magic Resistance: No

This spell creates a cube of force 5 square feet in size that can be filled with anything the caster desires. Once the contents are put in, the caster may then cause the cube to sink into the earth (or even into a cave wall if desired) where it will remain until the caster returns to claim it. The cube sinks 10ft. (the top being 5ft. from the surface), its contents kept in suspended animation indefinitely. It is possible to store a cadaver within it with no chance of decomposition. The spell also creates a link with the caster, allowing him to remember its location by simple concentration. This link does not allow for teleportation to its location but does act as a beacon for such a spell (there will be no chance of failure). There is no limit to the number of buried chests that the caster can create.
The material component is a small hinged box of fine quality (50pg) and a piece of glassteel.

Dweomermerge, Xathalion's
Alteration, Enchantment
Level: 7
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: 2 items
Area: 1 square
Duration: Permanent
Saving Throw: N/A
Magic Resistance: No

This spell allows the wizard to merge the enchantments from one item with another. It can be used to transfer the enchantment from a magic item into a non-magic item as well (in this case the recipient item needs to be capable of accepting an enchantment). In order to succeed, the wizard must succeed on a DC of 20+the minimum level required to make the transferred item. For instance, the minimum caster level to enchant a suit of +3 armor is 9th, therefore, the DC to transfer the bonus into another item is 29. This transfer is permanent and renders the transferred item inert and incapable of holding an enchantment ever again. The spell will only work on permanent items, not on potions, scrolls, or similar items.
The material component is the sacrificed magic item, powdered dragon bone, and 1,000gp worth of gems per point of the necessary DC.

I have a dream that one day, all game worlds will exist as one.
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Lady Shadowflame
Learned Scribe

115 Posts

Posted - 15 Feb 2012 :  11:15:23  Show Profile Send Lady Shadowflame a Private Message  Reply with Quote
::The black-robed woman who enters carries a bulging bag of oddly assorted items:: I feel that perhaps I might present a first sample of the miscellaneous magic items I've found myself in a position to supply...


Elenna's Calling Hand

This item bears the shape of a beckoning hand, carved in stone, hanging from a chain or cord. The Calling Hand was first devised by a young half-elven wizard. Having inherited her master's tower, with all of its attendant clutter, she grew heartily sick of searching for small objects such as keys, notes and combs. (This last item, as evidenced by the magnificently scruffy beard her late master once sported, only began to lurk amongst the mess once the half-elf took up residence in the tower.) Since its invention, the Calling Hand has become a much-desired item for those who find themselves constantly losing small possessions.
The wizard had only to hold the Calling Hand and speak the command word, focusing upon the lost object, and it would be first located and then, if desired, carried to her waiting hand.

(Locate Object, Mage Hand)

Elenna's Superior Calling Hand

This improved variant upon Elenna's Calling Hand functions as its lesser counterpart, but can also lift larger or magical items.

(Locate Object, Mage Hand, Telekinesis)



I'm... not quite sure on the hard stats for these - prices, CL to make, all that jazz. But hopefully they'll be considered interesting anyway, and perhaps someone might like to suggest stat-bits.

Save a lizard... Ride a drow.
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Wooly Rupert
Master of Mischief
Moderator

USA
36804 Posts

Posted - 15 Feb 2012 :  13:04:03  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
I like that one.

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I am the Giant Space Hamster of Ill Omen!
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MalariaMoon
Learned Scribe

324 Posts

Posted - 28 Feb 2012 :  16:34:49  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Figurative Stamina
Transmutation
Level: Bard 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One figurine of wondrous power
Duration: As per figurine (see below)
Saving Throw: None
Spell Resistance: No

This specialised spell was created by the half-orc wizardess ‘Lonely’ Maugil. A crafter of and expert in the magical items known as figurines of wondrous power, Maugil designed this spell to increase the functionality of her creations.

The spell doubles the length of time a figurine of wondrous power can be used before it reverts to statuette form. The spell does not increase the number of times a figurine of wondrous power can be used per day or per week. For example, a bronze griffon can normally be used twice a week for a period of six hours. If figurative stamina is cast upon the bronze griffon, it can still only be used twice a week, but each period of use can last up to twelve hours rather than six.

The spell’s duration matches the time period in which a figurine’s uses are given. Figurative stamina cast upon a bronze griffon would have a week’s duration. A marble elephant can be used four times a month, so the spell’s duration is a month, golden lions can be used once a day so the spell’s duration is a day and so on. Additional castings of figurative stamina within this time period have no further effect.

Figurative Stamina can only be cast upon an inert figurine in statuette form. If cast whilst the figurine is in use (i.e. in creature form), then the creature immediately reverts back to statuette form and is cannot be used again for 1d6 days.

The material component of this spell is a clay replica of the figurine which is crumbled to dust and scattered over the figurine when the spell is cast.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 28 Feb 2012 :  16:36:55  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Eldritch Kiss
Necromancy
Level: Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: Touch
Targets: Living creature kissed
Duration: Instantaneous / 1 day
Saving Throw: None, see below
Spell Resistance: Yes

A spell both lauded and vilified, eldritch kiss can give or steal life as per the whim of the caster.

The spell is only effective against creatures of humanoid type that are within one size category of the caster (thus a medium sized caster can use eldritch kiss against small, medium and large creatures). The spell must be delivered in the form of a kiss, thus creatures without discernible mouths are immune. In order to use the spell against an unwilling victim, the target must be grappled and pinned by the caster, who must also make a successful concentration check. An eldritch kiss can be held as a charge as per the standard rules for touch spells.

An eldritch kiss can be used to exchange hit points or ability points between caster and target. The caster can determine exactly how many hit points are transferred, but the total cannot exceed 1d6 hit points per level of the caster (maximum 10d6), nor can it exceed the target’s current hit points +10, which is enough to kill the target. Hit points taken can be healed normally, but hit points gained are considered temporary hit points and are lost after 1 day.

For example, Jarilyn is a 14th level caster with a full complement of 35 hit points. He successfully casts eldritch kiss on Lyeil, who has only 3 hit points left. His player rolls 7d6 and gets 29. Depending on his feelings about Lyeil, he could steal up to 13 hit points from her, gaining them as temporary hit points, or could lose up to 29 of his own hit points and transfer them to Lyeil (who gains them as temporary hit points).

Instead of hit point transferral, an eldritch kiss can also transfer 1d4 ability points from a single ability of the caster’s choosing. Unlike hit point transferral, the caster has no control over how many points are transferred. Ability points gained are temporary, and are lost after 1 day. Ability points lost are temporary, and can be recovered at the rate of 1 point per day.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 29 Feb 2012 :  04:03:43  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Svaerinyl’s Sinister Shadow
Illusion (Shadow)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25’ +5’ per 2 levels)
Targets: One creature
Duration: 1 round per 2 levels of the caster
Saving Throw: Will disbelief
Spell Resistance: Yes

Although now becoming increasingly popular with Shadow Weave users across the Realms, this spell was created centuries ago by the Red Wizardess Svaerinyl of the Obsidian Staves.

The spell causes the target to be attacked by his own shadow for the duration of the spell, which animates and turns against him. The target must cast a shadow for the spell to work, and thus does not work in conditions where no shadows form, such as complete darkness, grey, overcast weather, or at night (unless the moon is strong). In addition, if the target moves into an area where such conditions prevail, the spell immediately ends.

The sinister shadow attacks once per round, using a shadowy representation of whatever weapon the target was holding on the round the spell was cast. This weapon does not change, even if the target changes weapons during the spell’s duration. If the target is unarmed when the spell is cast, the shadow can only deal nonlethal damage (unless it possesses natural weapons). If the target is holding some mundane item such as a torch or a cooking pot, the shadow attacks with this improvised weapon. The shadow can use ranged weapons, with unlimited shadowy ammunition.

The shadow attacks using the base attack bonus of the target. If the target has multiple attacks per round, the shadow uses the highest attack bonus, but additional bonuses due to magic, feats or high ability scores are discounted. However, it need only make a successful touch attack to damage the target. Damage is dealt as per the weapon, without any additional bonuses. Any additional damage types or effects, such as fire or poison are also ignored (for example, a shadow attacking with a torch deals no fire damage). The sinister shadow cannot use magic, even if its target is a spellcaster. Thus, casting this spell against an opponent wielding a wand would be a fruitless exercise.

The target’s shadow can only attack the target, and lies as a normal shadow would in the existing illumination. The target herself cannot attack her own shadow, but can make a Will save to disbelieve it on the round the spell is cast and any subsequent round the sinister shadow damages her.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 29 Feb 2012 :  04:46:24  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Spell Lottery
Enchantment (compulsion)
Level: Bard 7, Sor/Wiz 6,
Components: V
Casting Time: 1 standard action
Range: Medium (100’ +10’ per spell level)
Targets: 1 spellcasting creature
Duration: Permanent until discharged (see below)
Saving Throw: Will negates
Spell Resistance: Yes

This curious spell can be cast on any creature capable of casting divine or arcane spells. It causes the next 1d4 spells that the target attempts to cast to be randomly exchanged with a different spell the target has prepared. In the case of sorcerers, bards and other classes who do not have to prepare their spells before casting, the substituted spell can be any from their spell list. The spell has no effect upon spell-like abilities or psionics.

The substituted spell can be selected by a dice roll or chosen by the GM and needn’t be of the same level as the intended spell. Substituted spells of equal or lesser casting times as the intended spell are cast normally, but if the substituted spell has a longer casting time than the intended spell, then the spell is lost; the caster does not have enough time to complete the spell.

The target of a spell lottery can make a spellcraft check (DC 10+level of the substituted spell) to identify the spell he’s about to cast. If he’s successful, he can change the target of the spell if necessary, but he’s unable to prevent himself casting the spell (although he is able to direct it at a neutral point in space, such as firing a magic missile at a wall rather than at an ally). If he fails his spellcraft check, he casts the substituted spell against his intended target. If that target is out of range of the substituted spell, the spell takes effect at the maximum possible extension of its range (in the direction of its target). Spells with a range of personal take effect on the caster, and touch spells are cast normally (furthermore, the charge can be held at the target’s whim).

The spell lottery remains in effect until the target has cast all of his 1d4 random spells. It can also be negated with dispel magic. Of course, someone other than the target will have to do the casting!
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MalariaMoon
Learned Scribe

324 Posts

Posted - 01 Mar 2012 :  00:35:41  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Encircling Blast Fireball
Evocation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400’ +40’ per level)
Area: 20’ radius spread
Duration: 1 round per level
Saving Throw: Reflex half
Spell Resistance: Yes

This spell combines the qualities of two of the most common magicks in any spellhurler’s arsenal, fireball and wall of fire. First the caster sends a tiny bead of flame shooting towards his enemies. With a low roar, this explodes, dealing 1d6 fire damage per level of the caster (maximum of 10d6). As a standard fireball, the encircling blast fireball can ignite flammable objects as well as damaging unattended objects.

However, when the fireball detonates, it does not dissipate, but instead forms a circular wall of fire at the extension of its blast radius. This barrier is not as hot or as powerful as a standard wall of fire, causing 2d4 fire damage to creatures within 5’ of the wall but no damage to those further away. However, any creature attempting to pass through the wall of fire suffers 2d6 +1 per caster level (maximum +20) fire damage. Creatures struck by the initial fireball can save for half damage, but enjoy no saves from damage incurred by passing through or proximity to the wall of fire. Creatures standing directly in the path of wall of fire when it forms receive damage as if trying to pass through it, but are entitled a reflex save for half damage. If foolish enough to remain in the fire’s path on subsequent rounds they no longer receive a save.

If a solid impediment, such as a solid stone wall or cliff face prevents the encircling blast fireball from forming a perfect circle, the wall of fire fails to form. Furthermore, if any 5’ section of the wall takes more than 30 points of cold damage in a single round, the entire wall of fire collapses (do not divide cold damage by four, as normal for objects). Unlike a standard wall of fire, cold damage cannot open gaps within the wall.
Material Component: A circular band of magnesium.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 01 Mar 2012 :  00:37:33  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Immaedin’s Impertinent Purloinment
Transmutation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard item
Range: Personal
Area: 30’ radius
Duration: Instantaneous
Saving Throw: No (see below)
Spell Resistance: No

Immaedin the Ignored of Suzail is a conundrum to many who dwell in Cormyr. Quite why this infamous arcane trickster, thief of spells and general troublemaker is tolerated by the Forest Kingdom’s normally intractable War Wizards is the source many an idle, inaccurate theories and rumours. This spell is attributed to him, although the fact that a number of War Wizards have been seen to use it only fuels speculation.

The spell instantly summons the most powerful magic item (as calculated by gp cost) in its area of effect into the hands of the caster. Furthermore, the spell also serves to identify the nature of the item, and any command words required to operate it. The caster need not be aware of the presence of the item to summon it to his hands (which can lead to surprises if the enchanted chamber pot under the bed is more magically powerful than the wand in the enemy caster’s hands!). Artefacts are not affected by Immaedin’s Impertinent Purloinment, and if no magical items are within the spell’s area of effect when cast then the spell is lost.

A summoned item travels through the air to caster’s hands with sufficient force to drag swords from scabbards, wands from holsters or potions through the thin, glass fronting of a cabinet. However, firmly secured items or items inside a sturdy container (such as a chest or well-fastened backpack) cannot be summoned. If an item is held in another creature’s hand, the caster makes an opposed disarm check with a +5 bonus to wrest the object from the creature’s grasp. Worn items such as rings or cloaks can be summoned if their possessor fails a Reflex save.

If a failed disarm check, successful reflex save or other factors mean the most powerful item cannot be summoned, then the next most powerful item within the spell’s effect is summoned and so on. If the caster fails to summon any of the items within the spell’s radius, the spell is lost. If two items of equal worth are within the spell’s radius, determine randomly which one is summoned.
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MalariaMoon
Learned Scribe

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Posted - 02 Mar 2012 :  05:15:38  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Filmeriel’s Fickle Fireflies
Conjuration
Level: Bard 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100’+10’ per level)
Effect: Eight lights, all within a 10’ area, all within a 10’ radius area
Duration: 10 min/per level
Saving Throw: No
Spell Resistance: Yes

Superficially resembling the spell Dancing Lights, this incantation summons eight tiny sparks from the Quasi-Elemental Plane of Radiance. These strange lights resemble fireflies and even seem to display a strange degree of contrary sentience.
The sparks must remain together within a 10’ x 10’ area and shed the same amount of light as a torch. If their numbers are reduced to three or less, they only shed light equivalent to a candle. As long as they stay together, the sparks can move as the caster desires within the limits of the spell’s range. They can travel up to 100’ per round in any direction, including straight up or down, and can turn corners and travel out of the caster’s line of sight as long as he has a clear mental picture of where they are travelling. If they move into an area the caster has no knowledge of they remain motionless. The caster can summon them back to his side by a silent act of will.
However, in order to control the sparks the caster must concentrate upon them. If his concentration is broken, they remain in place, but for each round not under the caster’s control there is a 50% chance one of the sparks demonstrates its fickle nature by returning to the Positive Energy plane (60% chance) or wandering off (40% chance). Sparks that return to their home plane instantly vanish. The caster cannot regain control of sparks that wander off, and they drift aimlessly in a random direction as determined by the DM, although they do not expire until the end of the spell’s duration. Breaks in concentration do not extend the duration of the spell in any way, but the caster can regain control of the sparks by resuming concentration after some other action (such as casting a spell or winning a battle).
The sparks are also quite protective of their caster. Any time the caster suffers lethal damage from an attack from an attacker within the spell’s range, there 50% chance that one of the sparks shoots towards the attacker in a manner similar to a magic missile. The spark causes a single point of damage (no saving throw, but spell resistance applies) and is itself instantly destroyed. Sparks can only retaliate against attackers the caster is aware of, but the caster himself has no control over their response.
Characters that use the Shadow Weave cannot utilize this spell.

Edited by - MalariaMoon on 02 Mar 2012 13:16:59
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