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MalariaMoon
Learned Scribe

324 Posts

Posted - 31 Mar 2012 :  16:22:26  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Windbag

School transmutation Level sorcerer/wizard 0, bard 1
Casting Time 1 standard action
Components V, S
Range Close (25’ + 5’ per level)
Target One humanoid
Duration 1 hour
Saving Throw Fort negates Spell Resistance Yes

This little spell is favoured by pranksters and bullies, and has become a regular nuisance in schools of wizardry across the Realms.

The target is afflicted by a chronic bout of odious and audible flatulence for the duration of the spell. This is very difficult to conceal, forcing the target to take a -2 penalty on diplomacy and stealth checks. Around creatures with the scent ability, this penalty is increased to -4. Furthermore, such creatures gain +2 bonus to survival checks made to track a creature afflicted by the spell. The odours fade with the expiration of the spell, so this bonus only applies during the spell’s duration.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 31 Mar 2012 :  16:39:29  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Dissembling Draught

School transmutation Level sorcerer/wizard 2, bard 2, druid 2
Casting Time 1 standard action
Components S
Range Touch
Target One cubic foot per level of water or drinkable liquid
Duration One minute per caster level
Saving Throw Fort negates Spell Resistance No

This spell causes any normal, drinkable liquid to become a potent alcohol. The transformation is not detectable by taste (although a spell such as detect poison or detect magic will serve), but anyone drinking more than a small amount quickly becomes quite drunk.

A creature must make a Fort save each time it drinks the equivalent of an average sized cup of water. Each failed save indicates increasing drunkenness, with the creature sickened after the first failed save, nauseated after the second, and unconscious after the third. The creature is aware of its increasingly drunken state, and may figure out the connection between its seemingly innocuous beverage and its increasing inebriation. If the creature drinks a large quantity of liquid in a single sitting (such as draining a waterskin), it may need to make all three saves simultaneously (and possibly fall instantly unconscious).

The spell’s duration renews every time the victim fails a save. For example, Furin, an 8th level wizard casts dissembling draught on a jug of orange juice. Orinder drinks a cup of the affected juice, fails his save and is sickened for eight minutes. Not realizing the source of his sickness, Orinder drinks another cup of orange juice five minutes later, fails his save, and is nauseated for a further eight minutes.

Affected liquids must be consumed within an hour of the spell’s casting to have an effect. Casting the spell into a body of water larger than the maximum cubic feet the caster can target causes the spell to dissipate harmlessly.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 31 Mar 2012 :  16:46:12  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Feral Forewarning

School conjuration (summoning) Level sorcerer/wizard 1, druid 1
Casting Time 1 standard action
Components V, S
Range Long (400’ + 40’ per level)
Target One creature
Duration One day/per level
Saving Throw Will negates Spell Resistance Yes

Popular amongst druids, elves and halflings, this spell causes one creature to suffer a commotion made by small, harmless animals. These beasts follow the target, making loud alarm calls as they would if any predator invading their territory.

This effect hinders stealth checks made by the target. In an area full of wildlife, such as a forest or swamp, the target suffers a -4 penalty to stealth checks. In wild areas that support less wildlife, such as mountains or deserts, the penalty is -2. Usually cities and dungeons do not support enough wildlife for the target to incur a penalty (the DM has the final say).

Furthermore, a character with ranks in knowledge (nature) adds those ranks as a bonus to any opposed perception check against a creature affected by this spell.

The animals flee if the target makes any attempt to attack his unwelcome coterie, freeing him from the spell’s effects, but after 1d4+1 rounds the animals return. Likewise, if the target uses some means of transport (such as teleportation or a swift horse) to outdistance the animals, a new assembly of animals gathers in 1d4+1 rounds when the target stops travelling.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 31 Mar 2012 :  16:57:08  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Faithful Thermal

School conjuration (summoning-air) Level sorcerer/wizard 2, druid 2
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 hour/per level
Saving Throw Will negates (harmless) Spell Resistance Yes (harmless)

A spell of the avariels which has become popular with other winged spellcasters (including dragons).

Casting this spell forms an invisible thermal of air that oscillates beneath the caster’s wings, providing lift and allowing the caster to fly for long periods without exertion. When using this spell for long-distance travel, the caster can hustle without taking nonlethal damage (a forced march still requires Constitution checks). Note that this spell is only of use to creatures with wings; other creatures gain no benefit, even if they are able to fly.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 31 Mar 2012 :  17:04:17  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Expeditious Vortices

School evocation (air) Level sorcerer/wizard 1, druid 1
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round
Saving Throw Will negates (harmless) Spell Resistance Yes (harmless)

A swirl of wind catches the caster’s wings, lifting him over the battlefield. This spell allows the caster to move 10’ as if it were a 5’ step and still make a full round action. This move is considered flying, so the caster’s movement is unaffected by terrain (for example, allowing him to fly over an adjacent 5’ crevasse). Equally, conditions which impede flight (such as severe weather) negate the effect of this spell. This spell is only of use to creatures with wings; other creatures gain no benefit, even if they are able to fly.

An opponent with the Step Up feat cannot follow a creature using this spell.
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MalariaMoon
Learned Scribe

324 Posts

Posted - 01 Apr 2012 :  13:53:16  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Staff Sling of Tumbling Tall Ones

Aura moderate evocation; CL 7th
Slot none; Price 18,320 gp; Weight 3 lbs

This item appears to be a normal staff sling of the kind favoured by the Strongheart Halflings of Luirien. Closer investigation reveals tiny carvings of cart wheeling stick men decorating the staff, and similar designs adorning the leather of the sling. Its beneficial magical powers only manifest themselves when it is wielded by humanoid no larger than small. In the hands of any other creature, it is no more than a nuisance, causing clumsiness that translates as a -2 penalty to attack rolls when using the staff sling of tumbling tall ones and a further -2 penalty to all attack rolls, skill checks and saving throws should a halfling be within 30’ of the bearer.

In the hands of halfling, or a humanoid of small size or smaller, the staff sling of tumbling tall ones is treated as a staff sling+2. Ranged attacks have further special abilities:

• A humanoid of medium size or larger struck by the staff must make a DC 15 Reflex save or be knocked prone.
• The staff acts as a bane weapon (+4 enhancement to attack rolls and damage) against tall mothers (six armed aberrations that plague the borders of Luirien). Tall mothers must make a DC 20 Reflex save to avoid being knocked prone.

Requirements: Craft Magic Arms & Armour, grease, creator must be a halfling; Cost: 9,320 gp
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MalariaMoon
Learned Scribe

324 Posts

Posted - 01 Apr 2012 :  14:00:45  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Ring of Alchemical Inertia

Aura moderate transmutation; CL 7th
Slot ring; Price 5,000 gp; Weight -

Only a few of these rings have been found outside of the island nation of Lantan. They are a recent invention, coming on hard on the heels of newest innovation of the Lantanese – smokepowder.

A creature wearing a ring of alchemical inertia is never at risk of a misfire whilst wielding a smokepowder weapon. Furthermore, no smokepowder on his person will ignite unless the wearer of the ring wills it so.

Requirements: Forge Ring, stabilize powder, creator must worship Gond; Cost 2,500 gp
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Lady Shadowflame
Learned Scribe

115 Posts

Posted - 14 Apr 2012 :  14:25:57  Show Profile Send Lady Shadowflame a Private Message  Reply with Quote
[I'm again unsure of the hard stats for this item, like price and so on - or even what spell. But I liked the idea of the item after seeing the sea-longing thing. (Which in AD&D, according to things I've read, affects some others, not just half-aquatic elves.)]




Shell of Aeros

In times now gone, runs the tale of this item's birth, the half-human son of a sea elf fell deeply in love with a mighty and noble paladin. He was much-grieved, however, that he could not join his beloved's quests for righteousness, for the sea itself also held a place in his heart, and he pined for it when too long away.

He sought out a wizard who had great sympathy for the lovers, and that wizard created for him something that would ease his sea-longing - a shell upon a chain. More such shells have been created since, all named for the first, though none now know if Aeros was the name of the wizard, the half-elf, or the paladin. The first is distinguished from the rest in one regard; along the spiral of the shell were carved words in an old elven dialect. When translated, they read simply: I follow the tides of the heart.

A Shell of Aeros, when held close, contains the sounds and scent of the ocean, and tiny, rippling waves can be glimpsed surging and crashing within its depths, though no water comes forth when the shell is tilted. If the shell is closely contemplated for at least half an hour each day, it negates for a day the effects of a sea-longing upon a character thus afflicted. The shell must be immersed in sea-water for four hours each month, or it ceases to function until it can be immersed for the appropriate time.

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

USA
36804 Posts

Posted - 14 Apr 2012 :  16:09:41  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
I'd add that it can, for a limited time, keep critters that need semi-regular dunks in water from drying out.

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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 30 Apr 2012 :  05:10:03  Show Profile Send Dalor Darden a Private Message  Reply with Quote
A quick contribution:

Hendril's Hoarblade

Hendril was a half-elven adventurer who lived long ago in the city of Myth Drannor. He was very skilled with sword, stealth and sorcery all; his adventures were many, but his only true legacy was a finely crafted shortsword that he labored many years to research and create.

Often faced with the perils of fire-hurling wizards, most of whom Hendril provoked into battle with his efforts to rob them blind; the half-elven rogue decided to create a sword that would enable him to better slay his enemies...and thus came to be Hendril's Hoarblade.

Crafted of fine crystal and fiery red rubies, the blade was of course magically treated to ensure it would not shatter; but that was the least of its enchantments. Hendril also bestowed within the blade a power that would protect the wielder against the gouts of fire he was so adamantly out to avoid as well! The shortsword also was rimed in ice, and a touch that brought blood from a foe would also cause icy crystals to penetrate the flesh of one so struck.

So armed, Hendril again set out to his "dungeon delving" within the halls of human wizard towers. His efforts to curb the advancing strength of humanity upon the verges of his forested homeland were cut short however when Hendril finally fell to the powerful spells of Neleskar Phorshialk. Neleskar was a deadly powerful Necromancer who drew Hendril into a well orchestrated web of undead guardians who so weakened the half-elven adventurer, turned wizard assassin, that Hendril died under a withering barrage of icy hail and was then frozen in a maelstrom of cold unleashed by the very man he had hoped to kill.

Hendril's Hoarblade, and a great many of his other magics, fell into the hands of Neleskar Phorshialk who had apparently been hunting for a magical sword that would aid his homeland against the fiery predations of the Red Wizard's of Thay during the Salamander War. The powerful shortsword is next said to have been wielded by an assassin in the employ of Neleskar; but the man is said to have died and the blade was lost into the grinding dirt and mud of the battle-field.

Recently, however, an adventuring company in Thesk sold a blade matching the description of Hendril's Hoarblade to a merchant named Cooristar; a seller of beer! Cooristar has only recently returned to Sembia and has placed the sword for sale to the highest bidder within Ordulin; but in the meantime is said to stir his beer with the blade to chill it before drinking...a rather sad fate for such a blade, but the beer is said to taste much better cold than warm.

3.5 RulesHendril's Hoarblade is a +2 Glassteeled Frost Touch Shortsword that also acts as a Minor Ring of Fire Resistance.

I don't list Gold Piece values for magic items in my campaigns; you'll have to "price it" on your own.

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 30 Apr 2012 05:13:27
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 11 May 2012 :  13:44:14  Show Profile Send Dalor Darden a Private Message  Reply with Quote
A quick spell for your earlier adventures, or as a tool of spying!

3.5 Edition:

Discerning Eye
Transmutation
Level: Drd 1, Rgr 1, Wiz/Sor 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One Person (or self)
Duration: 10 Minutes +1 Min/Lvl
Saving Throw: Yes (Fortitude Neg)
Spell Resistance: Yes

Upon completion of this spell, the target is capable of seeing as much as ten times the normal sight distance of a normal human; but only in a narrow field. The target sees normally, but may focus their vision upon the lips or hands of a person and see all that they say from much farther away. As long as the target of the spell knows the language being used, they can read the lips of the person perfectly. This ability is also useful for reading materials from much farther away, or slowly detailing the close up appearance of an individual without getting so close as would be normally required to see if a guard has a key-ring on their belt or if a person far off is armed or simply a farmer. The spell is too disorienting to enable bowmen to better target a foe, and will actually cause the firer to miss completely.
Arcane Material Component: the eye of any predatory bird.

The Old Grey Box and AD&D for me!
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 11 May 2012 :  13:49:28  Show Profile Send Dalor Darden a Private Message  Reply with Quote
A spell developed long ago to combat the minions of the Lord Orcus! It has served me well many times.

3.5 Edition:

Dalor’s Dark Defeasance
Necromancy/Evocation
Level: Wiz/Sor 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: Will partial; see text
Spell Resistance: Yes
Material Component: bone shards of an evil outsider (consumed in casting)

This spell generates a sparkling cloud of fog that seems to slowly swirl about while all the colors of the rainbow dance within. These vapours will automatically tear apart any undead or evil outsider of 3 or fewer HD (no save). Such creatures with 4 to 6 HD are destroyed unless it succeeds on a Will save (in which case it takes 1d4 points of Will damage on your turn each round while in the cloud). Undead or Evil Outsiders with more than 6 HD take 1d4 points of Will damage on your turn each round while in the cloud (a successful Will save halves this damage). Such undead that have no will are destroyed, while evil outsiders who have lost their will are dismissed to their native plane. Essentially the animating will of such creatures is torn asunder and rent until their essence is swept away.
This cloud of Dark Defeasance moves away from you at 10 feet per round, rolling along the surface of the ground. Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the cloud seeks the depths of evil, it will sink to the lowest level of the land, even pouring down into tunnels or grave pits. It cannot penetrate liquids, nor can it be cast underwater, but will instead move across the surface of water. Also, since the cloud is not truly made of tangible material, it will not be affected by prevailing winds.
Note: if this spell is used upon an evil outsider in its home plane, it will have no effect on that particular creature.

The Old Grey Box and AD&D for me!
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 09 Jun 2012 :  05:19:40  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Dalor's Flaming Juggernaut (AD&D2 spell)
(Evocation)
Level: 6
Range: 60 yards
Components: V,S,M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None

The Flaming Juggernaut is another battle-field spell developed by Dalor Darden in his young years as a War-Wizard for Alphatia. It is a dread combination of the 'Flaming Sphere' spell and the 'Wall of Fire' spell. When cast it creates a horizontal column of flame 6 feet in diameter and up to 2 feet long per level of the caster. Immediately after this it rolls forward to a distance of 30 feet +2 feet per caster experience level. It is not slow moving as is the 'Flaming Sphere' spell, but rolls its full range in nearly an instant. All those caught in its path suffer 2-12 damage, plus 1 additional point of damage for each level of the caster, in fire damage.

If the caster wishes, he may maintain this miniature wall of fire at its ending point as long as he continues to concentrate. it functions then as a normal 'Wall of Fire' (except of course for size). As soon as the caster ceases concentration, or moves more than 100 yards away from the effect, the Flaming Juggernaut fizzles out.

The material compenents of this spell are a small iron juggernaut miniature and a 500 GP garnet (both are consumed in the casting of the spell).

The Old Grey Box and AD&D for me!
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 09 Jun 2012 :  05:26:46  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Dalor's Baleful Dirge (AD&D2 spell)
(Enchantment/Charm)
Level: 7
Range: 50 yards
Components: V,S,M
Duration: 1d4 rounds +1 round/2 levels
Casting Time: 7
Area of Effect: Special
Saving Throw: negates

When this spell is completed, musical notes of the saddest kind fill the air. In a 15 ft. radius of the spells center of effect a total number of Hit Dice, not to exceed the caster's level, of creatures must save versus spell or be affected by this beautifully sad music. Those so enscorcelled will become so outraged at the sad state of the world they will begin to slay every creature within sight, except the spell's caster, in an attempt to avenge whatever wrongs these "miscreants" have infected the world with. The effects are identical to the 3rd level 'Dire Charm' spell.

The material compenent for this spell is a miniature set of bag-pipes made from wood taken from the cottage of a now deceased widow or widower.

The Old Grey Box and AD&D for me!
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 09 Jun 2012 :  05:38:21  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Dalor's Rancorous Word of Rebut (AD&D2 spell)
(Invocation/Evocation)
Level: 9
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: special
Saving Throw: special

This spell was designed to give Dalor breathing room both on and off the battlefield when nearly overcome/surrounded by foes. Starting exactly one inch from the wizard and pushing outwards against any target within 15 foot radius, a malignant force pushes out from the caster to a range of sixty feet. All those within the 15 ft area of effect are pushed to the outermost area of influence and recieve 1d4 points of damage per level of the caster; while those beyond 15 ft are simply pushed outwards to 60 feet. There is no avoidance of this push, but those so struck may save for one half damage. The caster himself, by the utterance of such a vile word of power, is subject to a temporary loss of 1 point of Strength, Dexterity and Constitution. These points only return after a full night's sleep/rest (no less than eight hours, no matter the caster's race).

The Old Grey Box and AD&D for me!
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 09 Jun 2012 :  06:00:00  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Soul Siphon (AD&D2 spell)
(Necromancy/Conjuration-Summoning)
Level: 9
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 3 Turns
Area of Effect: 1 target creature
Saving Throw: Special

This spell was the beginning of Dalor Darden's descent into Evil; but it has kept him alive well beyond his normal years. Made in joint effort alongside his spell-chained "wife" Glasya, the Arch-Mage used the very powers of the devils to model his great magic.

Soul Siphon enables the caster to capture the life energies of those he has defeated/slain in combat. In casting the spell, the caster must have the body of the soul he wishes to capture at hand; essentially the material component of the spell. The spell must be cast within a number of hours equal to the caster's level, minus the targets former level/hit dice; or the chance is lost. A minimum of one hour is allowed no matter the respective levels.

Upon the spells completion, the caster must achieve the following: make a Save vs. Spells with the only modifiers being a +/- difference between the caster's Magical Defense Adjustment and the targets, a successfull System Shock Roll must be made; and if both of these succeed, the caster must then cast (in order) the spells Trap the Soul and Energy Drain.

Success forever destroys the target soul; but the caster gains a period of no aging equal to the target soul's "life" years in months of no aging (the period of time the target would have lived as its maximum age, as determined by the DM; minus the years already lived). During this time the caster's body "feeds" off of the captured soul essence. Only one soul may be so used at a time however.

Failure causes the loss of 1 point of Constitution and effects equal to a Weakness spell. The Weakness wears off after a day of rest, but the constitution loss is permanent.

This spell may only be used against Mortals which would manifest a soul upon their death; and in casting this spell, the Deity of that deceased individual may well seek to mete out punishment upon the mortal daring to take a soul from them. This punishment never involves the direct intervention of the deity, but can be any servant that God might have (including, for dire offenses such as stealing the soul of a High Priest or Paladin, the sending of powerful Devas to forcefully remove the magical object that holds the soul essence and return it to the God).

NOTE: because of the possible ramifications of dealing with the Divine, Dalor often used this spell against The Faithless of the Forgotten Realms.

The Old Grey Box and AD&D for me!
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MalariaMoon
Learned Scribe

324 Posts

Posted - 09 Jun 2012 :  12:59:59  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden variant

Dalor's Baleful Dirge (AD&D2 spell)
(Conjuration/Summoning)
Level: 7
Range: 50 yards
Components: V,S,M
Duration: 5 minutes and 56 seconds
Casting Time: 7
Area of Effect: Special
Saving Throw: negates

When this spell is completed, musical notes of the saddest kind fill the air. A temporary gate summons a band named Radiohead from an alternative prime material plane. They play a song called 'How to disappear completely'. The effects are identical to Dalor's Baleful Dirge.

The material compenent for this spell is a dial from an early, clunky electronic instrument and the lazy eye of a goblin.



Meant in good-natured jest, I'm a fan of both Radiohead and Dalor Darden.
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 09 Jun 2012 :  16:31:10  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by MalariaMoon

quote:
Originally posted by Dalor Darden variant

Dalor's Baleful Dirge (AD&D2 spell)
(Conjuration/Summoning)
Level: 7
Range: 50 yards
Components: V,S,M
Duration: 5 minutes and 56 seconds
Casting Time: 7
Area of Effect: Special
Saving Throw: negates

When this spell is completed, musical notes of the saddest kind fill the air. A temporary gate summons a band named Radiohead from an alternative prime material plane. They play a song called 'How to disappear completely'. The effects are identical to Dalor's Baleful Dirge.

The material compenent for this spell is a dial from an early, clunky electronic instrument and the lazy eye of a goblin.



Meant in good-natured jest, I'm a fan of both Radiohead and Dalor Darden.



LOL..."lazy eye of a goblin"...LOL

The Old Grey Box and AD&D for me!
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 14 Jul 2012 :  19:18:36  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Baleful Banishment (Abjuration, Evocation)
Level: 9
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Targets: One or more extraplanar creatures, no two of which may be more than
30ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell is identical to the 7th level banishment spell in all ways except that those who fail the initial save and are banished are also subject to a blast of magical energy most harmful to the creature so affected. This energy affects only the creatures banished and causes 1d6 points of damage per level of the caster (maximum 25d6). This effect may be maximized and or empowered by the caster. The creature(s) to be affected are allowed a fortitude save for half damage against this effect. This spell is highly useful against outsiders who face a chance of real death as they are banished to their home planes before the attack portion of the spell takes effect.
The material component is some form of material anathema to the creatures to be affected. (Note that this increases the caster level check and the save DC as noted in the original banishment 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 - 14 Jul 2012 :  19:19:38  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Dweomer Assertion (Alteration)
Level: 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: 1 spell reasserted
Duration: Instantaneous

This spell allows any one spell that has been dispelled to reassert itself. The spell must have an ongoing duration (a counterspelled fireball cannot reassert itself). This spell was devised primarily to reassert protective magics brought down through a dispel effect.

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 - 14 Jul 2012 :  19:22:45  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Exigent Magic (Alteration)
Level: 9
Components: V, S
Casting Time: 1 minute
Range: Personal
Duration: Instantaneous

This spell is similar to a wish spell in that it can create nearly any magical effect. The primary differences are that it can mimic any spell up to 9th level and it can create wholly new effects (as adjudicated by the DM). Due to the strain this spell puts upon the wizard this spell automatically causes him to lose one life point.

Life Points: Used in my campaign to represent a character's life force (instead of levels). Undead drain life points instead of applying negative levels. Character's begin play with 1+Cha bonus (minimum of 1) and gain another at each level. Reduction to zero life points causes death.

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 - 14 Jul 2012 :  19:29:47  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Expanding Sphere (Evocation) [Force]
Level: 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 level)
Target: 1 object or creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell creates a rapidly expanding sphere of force within an object or creature within range. The object or creature must make a fortitude save or be destroyed/killed, otherwise sustaining 3d6 points + 1 point/level (maximum +25) of damage.
The material component is a glass marble.

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 - 14 Jul 2012 :  19:30:50  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Fringeward (Abjuration)
Level: 4
Components: V
Casting Time: 1 standard action
Range: 0
Area: 20ft. radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell bestows attack and damage bonuses, armor class, damage reduction, spell resistance, and a bonus to saving throws equal to the caster’s ability score bonus for spellcasting. This bonus includes enhancements due to ability score increases. These enhancements are applied to any ally who is or comes within the boundaries of the fringeward.

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 - 14 Jul 2012 :  19:32:21  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Gravity Well (Alteration)
Level: 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft. + 40ft./level)
Area: 20ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell increases the gravity of an area to 10 times normal. All within the area must make a Strength check (DC 25) in order to remain standing or fall prone instantly. All within the area sustain 1d6 damage per level of the caster (maximum 10d6) with a Reflex save allowed for half 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 - 14 Jul 2012 :  19:33:37  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Imperilment (Abjuration)
Level: 4
Components: V
Casting Time: 1 standard action
Range: 0
Area: 20ft. radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell reduces attack, damage, armor class, damage reduction, spell resistance, and saving throws equal to the caster’s ability score bonus for spellcasting. This penalty includes enhancements due to ability score increases. These enhancements are applied to any enemy who is or comes within the boundaries of the imperilment spell.

This spell is the reverse of Xarthalion's Fringeward 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 - 14 Jul 2012 :  19:36:16  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Instant Defense (Abjuration)
Level: 8
Components: V, S, M
Casting Time: 1 turn
Range: Personal
Effect: Causes precast abjuration spells to take instant effect
Saving Throw: None
Magic Resistance: No

This spell allows the wizard to precast any number of defensive magics in advance for later use during dangerous situations. Only spells that are defensive in nature may be used for this purpose. The wizard begins by casting the Instant Defense spell, followed by any defensive spells desired. Once each of the desired spells are linked, the wizard may activate them by silent act of will as a free action for maximum duration and effect. However, for each level of spell the wizard links he loses one vitality point. These points cannot be restored until the spells are activated (this is not automatic as they must be restored through normal means or magic).
The material component, in addition to the components required of any linked spells, is a link of adamantine chain for each spell linked during the casting of the spell.

Vitality Points: Used in my campaign instead of hit points. They are basically the same thing but I also make use of Wound Points to simulate direct physical 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 - 14 Jul 2012 :  19:37:07  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Intercession (Transmutation)
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Effect: 25ft. radius sphere
Duration: 6 rounds of real time
Saving Throw: Will negates
Spell Resistance: Yes

Upon casting this spell, the wizard causes the flow of time to cease for six rounds within the area of effect. Within the sphere, the caster is allowed to act for six rounds of real time. Spells originating from outside the area halt within its radius but take effect upon the completion of the duration (nothing can enter the area without being stopped in time also, save the caster, of course). All others within the sphere are literally between ticks of the clock.
This spell differs from the time stop spell in that it affects others, not the caster. Victims of the spell are allowed Will saves to avoid its effect and spell resistance applies.

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 - 14 Jul 2012 :  19:38:30  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Intersteller Comet (Conjuration)
Level: 10
Components: V, S, M
Casting Time: 1 minute
Range: Long (400ft. + 100ft./level)
Area: 5ft.-radius sphere/level
Duration: Instantaneous (but see below)
Saving Throw: Reflex for ½
Magic Resistance: No

This spell teleports a piece of a comet from the depths of space to strike the area designated by the wizard. Damage caused is 1d6/level impact damage + 1d6/level fire damage. Upon casting this spell, a meteor will be seen in the sky and will strike the area in 1d4+2 rounds thereafter. This spell can only be cast above ground (or relatively close to the surface).
The material component for this spell is a piece of meteoric rock/ore.

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 - 14 Jul 2012 :  19:43:08  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Mind Prison (Enchantment, Illusion) [Phantasm, Mind-Affecting]
Level: 9
Components: V, S, M
Casting Time: 1 turn
Range: Unlimited
Target: One creature
Duration: Up to 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell was designed by Xarthalion as a means of punishing criminals, although it could be used for more nefarious purposes. The spell causes the victim to enter a trance like state and is put into suspended animation if a Will save is failed. In the victim’s mind, he experiences 1 year of time for every hour of the spell’s duration (set by the caster upon completing the spellcasting). The spell may be extended by casting the spell multiple times in order to simulate a ‘life sentence’ as no save is allowed for subsequent castings of the spell. The spell caster sets the parameters of the punishment to be meted out within the recipient’s mind and may, in fact, be quite brutal in nature if desired. The spell takes the form of an elaborate phantasm within the victim's mind. Effects of the spell must be adjudicated by the DM, but it is possible to achieve anything from total reform of a criminal to unmitigated insanity.

The material component for this spell is a crystalline skull.

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 - 14 Jul 2012 :  19:45:05  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Xarthalion’s Multiple Expanding Spheres (Evocation) [Force]
Level: 9
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft. + 100ft./level)
Target: 1 object or creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell creates a several rapidly expanding spheres of force (one per level of the caster) within objects and/or creatures within range. The objects/creatures must make a fortitude save or be destroyed/killed, otherwise sustaining 3d6 points + 1 point/level (maximum +25) of damage.
The material component is a glassteel marble for each individual to be affected by the spell.

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