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LordofBones
Master of Realmslore

1477 Posts

Posted - 04 Jan 2013 :  16:07:46  Show Profile Send LordofBones a Private Message  Reply with Quote
Bone Blight
Necromancy [Death]
Level:
Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature per caster level
Duration: 3 rounds, see text
Saving Throw: Fortitude partial
Spell Resistance: Yes

You level your hand at your victim and utter a harsh whisper. For a moment, nothing happens, but only you see the faint red tint surrounding him before dissipating.

A particularly insidious spell, bone blight erodes the victim's bones; a condition that is marked by a faint tingling sensation at the onset of the effect.

In the first round, the victim's bones become brittle, causing the target to suffer 50% extra damage from bludgeoning damage. The subject also suffers one-fourth his current hit points in damage.

In the second round, the victim's condition advances to an effect similar to osteoporosis as he finds himself subject to painful fractures. Piercing and slashing damage inflicted on the victim is increased by 50%, while bludgeoning damage inflicts twice the normal amount. The subject also suffers a further one-fourth of his current hit points in damage.

In the third round, the victim's bones are sufficiently degraded that they simply crumble, collapsing both spine and skull and killing the victim instantly.

Bone blight persists for three rounds. A successful saving throw at each stage simply suppresses the effect until the next round, until the spell's full duration passes.

Creatures with no apparent skeletal structure, such as oozes, are immune to the effects of this spell. Skeletal undead suffer 1d6 damage per caster level, to a maximum of 20d6 damage (Fort halves) instead of the spell's usual effect.

Necrotic Ray
Necromancy
Level:
Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude halves
Spell Resistance: Yes

A seething dark purple ray lashes out from your fingertip, striking your victim and enveloping him in a violet radiance.

A ray of darkness springs from your hand, inflicting 1d6 negative energy damage per caster level (to a maximum of 20d6) with a successful ranged touch attack. In addition, the victim's natural and magical fast healing or regeneration is nullified for one round per two caster levels, and the victim cannot be affected by healing spells unless a greater dispel magic is successfully cast on it. A Fortitude save reduces the healing penalty to one round per four caster levels.

Special: Wizards specialized in Necromancy inflict 1d8 damage instead of 1d6.

Shroud of the Netherworld
Necromancy
Level:
Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/2 levels (D)

With a sharp gesture, you conclude the incantation and breathe in sharply as a sensation of utter chill wraps around you.

Shroud of the netherworld wraps you in a baneful radiance of dark power from the Negative Energy Plane. While under the effects of this spell, you gain all the immunities of the undead type, are healed by negative energy and enjoy a +1 profane bonus to your Armor Class per three caster levels. In addition, while you are under the effects of this spell, undead creatures are friendly towards you as though the relevant Diplomacy checks were successfully made.

As a standard action, you can command an undead creature with your gaze if it fails a Will saving throw (as command undead).

The shroud of the netherworld also has potent offensive capabilities. Any creature struck by your touch receives 1d8 points of negative energy damage per two caster levels +1 per point of your primary spellcasting attribute modifier (Fort halves); if the damage inflicted is equal to the creature's current hit points it dies instantly. Creatures attacking you in combat suffer one negative level for each successful strike, a Fortitude save negates the level drain but still suffers 1d6 damage to a random physical ability score.

Finally, as long as you are under the effects of the shroud, you gain a +1 bonus to the DCs of your Necromancy spells.

A shroud of the netherworld can only be removed by a successful greater dispel magic, mordenkainen's disjunction, miracle or wish. Positive energy effects do not affect the shroud of the netherworld.

Special: Wizards specialized in Necromancy gain +2 instead of +1 to the DCs of their Necromancy spells.

Necrosis
Necromancy [Evil]
Level:
Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round per caster level; see text
Saving Throw: Fortitude partial
Spell Resistance: Yes

As the final word leaves your lips, you watch as your victim staggers back; his skin blackening and rotting.

Pioneered by a college of powerful necromancers, knowledge of this dreadful spell has since become widespread. Necrosis has become favored for its variety of effects, even against non-skeletal undead.

First, a living creature affected by necrosis suffers 1d4 Constitution damage and 1d4 Charisma damage each round as its skin and flesh blacken and rots; sloughing off bone in a revolting display of physical and spiritual maiming. Necromancy spells cast at the victim during this effect are considerably more potent; they benefit from a +1 bonus to the DC and additionally have their damage die increased by one step.

Secondly, if the victim is already suffering from a disease; then the initial damage of the disease is inflicted in place of the spell's ability damage, and the incubation period of the disease is reduced to one round for each day of the original incubation period (i.e. if the victim suffers from filth fever, he suffers 1d3 Dex and 1d3 Con, then suffers the same effect within 1d3 rounds again).

Finally, non-skeletal undead affected by this spell suffer from an accelerated rate of decay; they instantly suffer 1d6 damage per caster level to a maximum of 20d6 damage (Fort halves) and additionally have their movement speed halved.

Material Component: A piece of flesh taken from a creature dying of disease, or a square of ghoul's skin.

Special: Wizards specialized in necromancy and creatures with a disease special attack inflict an additional +1 Charisma and Constitution damage. Clerics who worship Falazure or Velsharoon add this spell to the list of spells they are able to prepare (at the DM's discretion, clerics who worship Incabulos or Myrkul are able to prepare this spell as well).
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MalariaMoon
Learned Scribe

324 Posts

Posted - 11 Jan 2013 :  02:00:08  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Arcane Disassembly

School abjuration (wild) Level sorcerer/wizard 7
Casting Time 1 immediate action
Components V, S
Range personal
Target you
Duration instantaneous
Saving Throw No Spell Resistance No

A rare spell harnessing the raw chaos of the Weave, arcane disassembly allows the caster to convert magic cast at him into a spell of his own choosing.

The caster casts arcane disassembly as an immediate action when he is made the target of any spell. The caster makes a dispel check (1d20 + CL vs. DC 20 + level of spell cast upon him). Failing the check means the spell cast against him takes effect as normal.

Success indicates the spell has no effect on the caster, who may use its energies to cast any spell he has memorised (if a wizard) or on his spell list (if a sorcerer). The spell chosen must be of equal or lesser level than the spell consumed by the arcane disassembly. The cast must then cast the converted spell on his next turn (without losing a spell slot) or let the arcane energies dissipate as a standard action. Arcane disassembly cannot be used against spell-like abilities.
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 11 Jan 2013 :  02:31:53  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by MalariaMoon

Arcane Disassembly

School abjuration (wild) Level sorcerer/wizard 7
Casting Time 1 immediate action
Components V, S
Range personal
Target you
Duration instantaneous
Saving Throw No Spell Resistance No

A rare spell harnessing the raw chaos of the Weave, arcane disassembly allows the caster to convert magic cast at him into a spell of his own choosing.

The caster casts arcane disassembly as an immediate action when he is made the target of any spell. The caster makes a dispel check (1d20 + CL vs. DC 20 + level of spell cast upon him). Failing the check means the spell cast against him takes effect as normal.

Success indicates the spell has no effect on the caster, who may use its energies to cast any spell he has memorised (if a wizard) or on his spell list (if a sorcerer). The spell chosen must be of equal or lesser level than the spell consumed by the arcane disassembly. The cast must then cast the converted spell on his next turn (without losing a spell slot) or let the arcane energies dissipate as a standard action. Arcane disassembly cannot be used against spell-like abilities.




I realllllly like this one!

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

324 Posts

Posted - 11 Jan 2013 :  12:13:38  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Thanks Dalor! Here's another one.

Summoner’s Bane

School enchantment (compulsion, wild) [mind-affecting]
Level sorcerer/wizard 6
Casting Time 1 round
Components V, S, M (a broken link of chain)
Range medium (100 ft. + 10 ft. per level)
Area 50 ft. radius spread
Duration 1 round/per level
Saving Throw Will negates (see below) Spell Resistance No

This spell causes chaos amongst summoned creatures, causing them to run amok regardless of the wishes of the poor fool responsible for conjuring them onto the battlefield.

The spell affects all creatures of the outsider type, plus any creatures conjured by a summon monster, summon nature’s ally or similar spell. It also affects eidolons.

Creatures conjured via a summon spell and under the control of the spell’s caster are confused even if they would normally be unaffected by this condition. The summoner must make a caster level check (DC 20 +1 per HD of creature) for each summoned creature within the area of effect of the summoner’s bane. Failure indicates the summoner has lost control of that creature for the duration of the summoner’s bane. Uncontrolled creatures continue to be confused even if they wander outside the area of effect of the summoner’s bane.

Outsiders that are not beholden to their summoner, or have entered the prime material plane of their own volition (via a gate or other such means) make a Will save each round of the spell’s duration or be staggered. This condition applies even if the outsider would normally be immune. Any successful save indicates the outsider has overcome the summoner’s bane and is unaffected for the remainder of the spell.

Eidolons are paralyzed by the summoner’s bane for the duration of the spell unless it or its summoner makes a Will save (roll using the higher save). A summoner can end his eidolon’s paralyzed condition at any time by sacrificing some of his hit points (equal to half the CL of the caster of summoner’s bane). These hit points are lost, not gained by the eidolon.
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 15 Jan 2013 :  09:16:06  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Arvendol’s Grimoire
(Artifact)

This tome was given to the high priest of Ioulaum’s enclave; Arvendol Arvel. It was a gift from Amaunator himself. Given to Arvendol after completing a quest which took him deep into the layers of hell. This artifact was lost after Karsus’s folly and was only rediscovered many centuries later by a drow mage called Thiol Qualin. He brought it to Larloch hoping somehow to gain power or friendship, but was slain for his ignorance.
The cover and pages are made from magically treated obsidian. These enchantments cause emerald energy to occasionally flow through and over it. The tome can at any time only contain 9 prayers. The bearer of the book has a supernatural connection with the deity, thus, the power of his prayers are greater than that of a normal priest; effectively increasing his caster level by 2. The tome is protected against all damage and harm.

When possessing the tome for more than a tenday, the priest bonds with it, giving him a divine bonus of +2 to all saves, attack rolls, and skills checks. If possession is lost for more that a tenday, these bonuses becomes a curse. The curse can only be lifted if possession of the tome is reestablished. Furthermore, by studying the pages within the tome for a month the priest will find untold lore and secrets unknown to normal priests granting him a +10 bonus to knowledge religion and Spellcraft.



Level 1:

Amaunator's Uncertainty
(Enchantment/Charm)
Sphere: Amaunator
Range: Close 25ft + 5ft/2 level
Components: V, M
Duration: 1 round/level
Casting Time: 1 action
Area of Effect: 40-foot sphere
Saving Throw: Will Negates
Spell Resistance: No

Creatures affected by this spell paused in uncertainty before executing their intended actions. in a combat situation, this equated to an Initiative penalty equal to one-third the spell caster’s level (rounded down). This reaction penalty began the round after the spell was cast. In a no combative situation, the victim pauses 1 round per level of the caster before executing an action.

The spell affects 1d4 plus the caster’s level in hit dice, of creatures within the area of effect. All possible victims are allowed a will saving throw to completely negate the effects. If affected victims left the area of effect, they still suffered the spell’s effects until the spell expired.

Material component: A fragment of a turtle’s shell.



Level 2:

Amaunator’s Advanced Sunshine
(Alteration)
Sphere: Amaunator
Range: Medium 100ft + 10ft./ level
Components: V, S
Duration: Special
Casting Time: 1 action
Saving Throw: Special
Spell Resistance: Yes

This spell was a multi-use incantation that could be cast in one of three forms. Unfortunately, the casting of this spell borrowed the sunshine for the day it was cast (or the next day if cast at night) to render these effects. This spell was very unpopular among farmers and ranchers, who saw it as a miscarriage of divine intervention.

• Light: Advanced sunshine can be used to borrow sunlight from later in the day (or the next day if at night) to create light now. This is useful in caverns or at night. This form of the spell is treated as a light spell lasting minute per level of the caster, but it shortens the day’s sunshine by one minute per level.
• Fireball: A piece of the sun’s energy can be converted into a fireball as though cast by an arcanist of the casting priest’s level. This lowers the temperature within a 90-mile radius
by 1 degree Celsius for a tenday each time it was cast. This aspect of the spell can’t be cast at night or during cloudy days.
• Illumination: This version of advanced sunshine can be used to borrow sunlight from later in the day (or the next day if at night) to cast continual light at double the range and
effect for the caster’s level. This shortens the day’s sunshine by one hour.



Level 3:

Whip of Amaunator
(Invocation/Evocation)
Sphere: Amaunator
Components: V‚ S, M
Duration: 1 round/level
Range: Personal
Casting Time: 1 action
Area of Effect: 10-foot-long, flexible beam of force
Saving Throw: Special
Spell Resistance: Yes

This spell creates a flickering black beam of force 1 inch in thickness surrounded by a purple halo. It is wielded by the caster, whom it can’t harm. If the caster successfully strikes with the whip in combat, the struck creature suffers 2d4+3 points of damage. Undead were affected as if by a turning attempt by a priest. Living creatures struck by a Whip of Amaunator also have to make a successful saving throw vs. spell or be unable to attack on the following round because they are writhing in pain and unable to control their actions. Writhing victims incur no Armor Class penalties but have to make successful dexterity checks to of three levels higher than the whip-caster to avoid dropping all held and wielded items (one check per item).
A whip of Amaunator has no effect on even the most fragile of nonliving objects and couldn’t be used to bind, constrict, or entangle. It is considered a magical weapon of a +3 enchantment.

Material component: Three sharp-edged pieces of black obsidian or glass and long, black hair from any evil creature.



Level 4:

Amaunator’s Eternal Rest
(Alteration)
Sphere: Amaunator
Components: V‚ S, M
Duration: 1 round/ level or next turn attempt.
Casting Time: 1 action
Range Personal
Saving Throw: None
Spell Resistance: No

By means of this spell, priests can augment their next attempt to turn undead. While empowered by the effects of this spell, if a priest successfully turns undead on his next attempt, all turned undead are irrevocably destroyed. (Unless of divine or semi divine
status).

Material component: The priest’s holy symbol.



Level 5:

Amaunator’s Wrath
Necromancy
Sphere: Amaunator
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/ level
Saving Throw: No
Spell Resistance: No

The priest prays for power and gets it. A divine aura surrounds the recipient of this spell and he is granted the following powers:

• Immunity to death effects
• +6 divine bonus to all attributes.
• +6 divine bonus to attack and armor class
• +6 divine bonus to saves
• The weapon of the caster becomes + 5 and holy witch stacks with any other enchantment.

This power causes the priest to burn for 5d6 damage.



Level 6:

Amaunator’s Harmful Touch
Necromancy
Sphere: Amaunator
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Harmful Touch charges a subject with negative energy that causes the loss of all but 1d4 hit points. If used on an undead creature, Amaunator’s harmful Touch acts like heal.



Level 7:

Amaunator’s Healing Touch
Necromancy
Sphere: Amaunator
Components: V, S, M
Casting Time: One action
Target: One touched creature
Duration: Instant
Saving Throw: None
Spell Resistance: No

Heal enables you to channel positive energy into a creature to wipe away disease and injury. It completely cures all diseases, blindness, deafness, hit point damage, and
all temporary ability damage. It neutralizes poisons in the subject’s system, so that no
additional damage or effects are suffered. It offsets a feeblemind spell. It cures those
mental disorders caused by spells or injury to the brain. Only a single application of the spell is needed to simultaneously achieve all these effects. Heal does not remove negative levels,
restore permanently drained levels, or restore permanently drained ability scores.
If used against an undead creature, heal acts like harm.

Material: A budding rose



Level 8 Spells:

Amaunator’s Crowning Death
Necromancy
Sphere: Amaunator
Components: V, S, M
Casting Time: One action
Range: Personal
Target: Living Creature
Duration: Instant
Saving Throw: None
Spell Resistance: No

With a successful touch attack, the priest can destroy any living creature instantly turning the target into fine dust. The priest can affect a creature equal to his own hit dice + his charisma modifier.

Material: Holy symbol of the priest.



Level 9 spells:

Amaunator’s Final Solution
Transmutation
Sphere: Amaunator
Components: V, S, M
Casting Time: One action
Range: Personal
Area: 100ft radius sphere
Duration: Instant
Saving Throw: None
Spell Resistance: No

This spell brings into effect the powers of the god himself. In a 100ft. radius, spherical burst holy energy surges, instantly destroying any undead creature. No save is allowed. Furthermore living creatures in the area of effect are instantly healed as per the spell Amaunator’s Healing Touch and Greater Restoration.

The casting of this spell ages the priest 5 years.

Material component: Holy water and holy symbol.




Edited by - Nicolai Withander on 15 Jan 2013 09:17:11
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MalariaMoon
Learned Scribe

324 Posts

Posted - 20 Mar 2013 :  06:28:10  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Cloak of the Maedar

Aura strong transmutation (earth), moderate abjuration CL 11th
Slot shoulders Price 52,000 gp Weight 3 lbs
======================================================================
Description

This slate grey storm cloak is much heavier than expected. The fabric of its construction is difficult to identify, though many scholars claim it to be crafted from the slothed skin of a maedar, the male counterpart to the feared medusae. If such a thing is true, and if maedar even shed their skins at all, is difficult to say. However, one notable feature of the cloak is the fine residue of stone dust it leaves on all it touches, including the clothes of its wearer.

The wearer of the Cloak of the Maedar benefits from DR 3/adamantine whilst the cloak is worn. However, if the cloak is ever struck by a weapon of adamantine manufacture, it instantly shatters into small fragments of shale, and is destroyed forever.

Furthermore, the cloak confers the following powers on its wearer. Each power can be used 1/day.

Stoneskin (CL 11th) as per the spell.
Meld With Stone (CL 11th) as per the spell.

Finally, the Cloak of the Maedar can reverse the effects of a medusa’s petrifying gaze if cast over the body of the afflicted. The victim’s body is instantly returned to flesh, but the cloak crumbles to dust and is destroyed. This effect only applies to victims of a medusa’s petrifying gaze, and cannot reverse other petrification effects.
=====================================================================
Construction
Requirements Craft Wondrous Item, Meld Into Stone, Stoneskin, Stone to Flesh Cost 26,000 gp
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Kno
Senior Scribe

452 Posts

Posted - 20 Mar 2013 :  12:55:40  Show Profile Send Kno a Private Message  Reply with Quote
Ring of Duality is an artifact M'nei acquired for her services to the agents of balance in several decades long campaigns. The wearer is ambidextrous, her mind is under constant effect of schism (but without the lvl. penalty), and can use two specific stances simultaneously once per encounter. Ebon stance (harming her causes leaks energy that deal the same amount of electricity damage within 5 ft., Ref save DC 42 halves), Ivory stance (she shrugs of effects that would otherwise harm her like partial damage after succesful Fort save). [Major Artifact].

z455t
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TBeholder
Great Reader

2378 Posts

Posted - 28 Mar 2013 :  17:37:11  Show Profile Send TBeholder a Private Message  Reply with Quote
quote:
Originally posted by MalariaMoon

Arcane Disassembly

School abjuration (wild) Level sorcerer/wizard 7
[...] arcane disassembly allows the caster to convert magic cast at him into a spell of his own choosing.

...which is a lesser version of Absorption (as in Rod of Absorption), Abjuration, level 9, converted early on (3.0 Tome and Blood, 3.5 Complete Arcane, Spell Compendium). But on 7 as an immediate "easy counterspell"... not sure

And if we started on metamagic effects...

Dispel Shield
School: abjuration Level 4
Casting Time: default
Components V, S
Range: touch
Target: 1 object or creature
Duration: 1 day/CL
Saving Throw & Resistance: n/a
Related spells: Nystul's Magic Aura (PHB), Dispel Shunt ("Secrets of the Magister", Level 6)
Effect: Protects magic from dispelling and disjunction.
If a dispel (or disjunction) attempt fails the level check against Dispel Shield, other magical effects placed on the same target don't need to check and the shield itself is not depleted. If a dispel attempt succeeds against the shield, it can continue dispelling the protected effects (if it would do so normally), but with opposing caster level checks penalized by Dispel Shield's casting level.
(e.g. if dispel magic cast by level 18 wizard removes protection placed by level 11 wizard, the same spell proceeds to dispel formerly protected magic, but as if dispel magic was cast by level 7 wizard).
More than a single instance cannot be placed at the same target - the later spell replaces the earlier if its casting level is equal or higher, otherwise it's wasted.

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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diogrigor
Acolyte

21 Posts

Posted - 20 Dec 2013 :  22:56:20  Show Profile Send diogrigor a Private Message  Reply with Quote
Hello everyone
Below follows a complete description of a warsling of legacy of my own devising.
Forgive my grammar, syntax and vocabulary. I'm not a native speaker.

Please tell me your opinion


Shadow's Impact

Shadow’s Impact is a warsling made from seemingly worn off cord, hued with interchangeable stripes of leaf green and earth brown.

Non-legacy game statistics: small +1 warsling; Cost: 2500gp. As a small warsling, medium or larger characters have difficulty wielding it. A character of the appropriate size using it gets a +1 competence bonus on attack rolls, when attacking from a hiding position.

Omen: The warsling seems to blink in and out, when in the hands of a small character trained in its use.

HISTORY
Mariposa Hindalefolk was a young lass, bred in a halfling community in Mistledale. As a minority in a mostly human populated and monster threatened area, the halflings of Mistledale had to always stay alert. Helpful but taciturn with humans, vigilant and quick to deal with monsters. Mariposa easily chose a role within the ranks of the armed forces of her village. She was trained by experienced warriors in the art of hurling stones with deadly accuracy and effect. At the same time, she always found the time to wander into the nearby woods, observing animals, for which she held a deep admiration and respect. In order to be able to get close enough to watch her favorite creatures, she had to develop her hiding skills and remain as silent as possible. She observed and learned and with time she was able to get closer and closer to her beloved forest animals. Soon, she came to realize that those skills would come in handy in other, more dire circumstances. (DC15)
The goblins came one chilly winter night. They swarmed the sentinels and savaged the herded ponies. They came like the spring floods and they would have surely drowned the peaceful village, lest the ever vigilant warriors of the guard boldly repelled them. Mariposa, although young, excelled in that battle. Goblin, after goblin, after worg she pebbled them with deadly accuracy, always managing to disappear behind a rock or tree or bush, emerging seconds later to continue the barrage. At the same time, through whistling, chirping and mumbling, she seemed to sound elsewhere from where she actually was, confusing the savage marauders. She singlehandedly defended an entire neighborhood, until the guard was able to come and drive the pests out. (DC20; Hold the swarm).
Mariposa’s life changed forever from this point on. She became the local hero, admired by her kin and feared by the monsters and bandits. She was offered a position as a scout for the village militia, which she gladly accepted. She began spending more and more time in the forest and the hills surrounding her village. She spied on the bandits, the human woodcutters, the monsters that lurked there. Unseen, unheard and always deadly with her warsling, she managed to scare off more than a few wandering would-be looters or marauding creatures. There were times that she stayed more than a week far from home, but her hunting skills made sure that she wasn’t left without food or water. It was at such an occasion when she made contact with Sulimaer. Sulimaer was a satyr that liked to revel (like most satyrs do). Mariposa watched him as he danced and played his pipes, making pranks and helping forest creatures. She even followed him deep in the forest to his favorite pool. Unbeknownst to her, the trickster of a satyr knew about her presence. It was at the site of this pool that he chose to reveal that fact. She was stunned as he turned his head at a bush, where she was hiding and asked her to join him in a swim. She reluctantly moved out of her hiding place and approached. Sulimaer was frivolous, but very charming and as he began playing his pipes smiling at her, she felt that he was her soulmate. Mariposa, the “victorious pebble of the little people”, lost the most important battle of her life to the beauty of nature, incorporated into the cute satyr, lying on the pool shore.(DC25; Surrender to beauty)
Days passed. And the days became weeks. And the weeks became months. Mariposa was completely enamored with the natural beauty, with the pools and springs and flowers, with the fairies and the gentle breezes and above all else with Sulimaer. Nothing else mattered as the duo danced and laughed and nurtured little animals and bathing in the cool waters. Mariposa forgot completely her mission. Her kin sent party, after detachment, after ranger to find the missing scout, but to no avail. The few times they were close to finding her, the charmed warrior used her skills, to become one with the trees. Mariposa had a new life now and nothing would make her abandon it.
Satyrs are a mischievous lot and a one that gets quickly bored. Sulimaer was no exception. The trickster had a lot of fun with the halfling, but he had had enough of it. Slowly but steadily, he began to neglect his friend. He ventured in the forest alone, he spent more time with the pixies and dryads and always found an excuse to leave Mariposa on her own. He constantly sent her on pointless missions, just to be left alone. She knew something was wrong, but she didn’t mind. All she cared about was to be near him, even for a few minutes each day. She often shadowed him, without him knowing and without interfering as he reveled with the forest spirits.
It was in such an occasion that Sulimaer was captured by a corrupted treant. The corrupted creature wanted the satyr for reasons unknown, albeit dark and sinister. It entangled him and would have surely succeeded in his endeavor, had it not been for Mariposa. She emerged from her hiding place and began a furious attack against the creature. Mad with anger partly because her beloved was in danger, partly because the same beloved had been neglecting her, she unleashed a barrage of bullets. More than once she stroke true. The fell treant was overwhelmed. Startled, wounded and definitely shaken, it released the satyr and retreated in the darkness it came from. It took a couple of minutes for Mariposa to realize that the creature was gone and that only her beloved was lying on the ground, blood running from his forehead. She had wounded the creature she loved the most! She screamed in agony as she kneeled down to tend to his wounds, regretful and full with guilt. A sigh of relief came out of her lungs, as she realized that the wound was not so serious and that her love would recover. She opened her arms to hug him, but Sulimaer pushed her away. He too, was mad. He said that her obsession was nearing madness and that he now considered her as dangerous, besides annoying. He never wanted to see her again. He told her that if she ever came into sight, he would put her to sleep with his pipes and left her with the forest predators. He stood up and slowly stumbled away, leaving an empty husk of a halfling standing. Mariposa felt like she wanted to vanish from the world. She ran in the forest and was never again seen since. Some say that she still lurks in the forest, always unseen and silent, watching.(DC31; Blind with rage)

Wielder requirements
Anyone may wield Shadow's Impact, though halfling and gnome rogues are the most fitting candidates.

Shadow's Impact
Wielder Requirements

Small size
Hide 2 ranks
Move Silently 2 ranks


Table: Shadow's Impact; Personal Costs and abilities granted
Wield. lvl Skill p. loss Will pen. HP loss Abilities
5th				           Phantasmal Barrage 1/day
6th	        3			   One with the terrain (+5)
7th		            -1	     2	   Small +2 warsling
8th				           One with the wind (+5)
9th	        3	    -2		
10th			             2	   What¢s that sound 5/day
11th				           Small +2 seeking warsling
12th	        3			   One with the terrain (+10)
13th				
14th	        3		     2	   Small +3 seeking warsling
15th		            -3		   One with the wind (+10)
16th	        3		     2	
17th				           One with the terrain (+15)
18th	        4			   Small +4 seeking warsling
19th				           One with the wind (+15)
20th		            -4		   Vanish 2/day

Legacy Item Abilities
Phantasmal Barrage (Sp): Once per day on command, you can use mirror image as the spell. CL 5th.
One with the terrain (Su): At 6th lvl the item grants you a +5 competence bonus on Hide skill checks, as long as it remains in your possession. At 12th lvl the bonus becomes +10 and at 17th lvl the bonus becomes +15.
One with the wind (Su): At 8th lvl the item grants you a +5 competence bonus on Move silently skill checks, as long as it remains in your possession. At 14th lvl the bonus becomes +10 and at 19th lvl the bonus becomes +15
What's that sound (Sp): Five times per day, as a swift action, you can invoke ventriloquism as the spell. The DC is 11 or 11+ your Cha modifier whichever is higher. CL 5th.
Vanish (Su): Two times per day, when you issue the command word ¡puff¢ and gesture with the item, you become invisible and remain so even if you make an attack. This works like the greater invisibility spell. CL 15th.

Legacy Rituals
Three rituals are required to unlock all of the abilities of Shadow’s Impact.
Hold the swarm: You have to singlehandedly engage in battle a group of no less than 10 enemies, each of whom may be of no less CR than your level-4 (maximum CR6). You have to last for at least 5 rounds, actively participating in combat each round (staying invisible and silent for the entire duration doesn’t count!) using the warsling as your only weapon, plus any spells or abilities at hand. Surviving the encounter is not necessary. Cost: 1,500 gp. Feat Granted: Least Legacy (Shadow’s Impact).

Surrender to beauty: You have to spend a week at a place or with a person that is an example of beauty. This can be either a hidden glen in an uncivilized area, a temple of a god/ goddess of beauty, a person with minimum Charisma 16 or something like that. You have to sincerely admire the beauty and embrace it, abandoning everything else. You must not engage in any hostilities. If any such occur you must restart the ritual. After this week (or longer if you so choose) and for another week you are fascinated, as if affected by a bard’s fascinate ability, recalling the experience you have just had. In game terms you suffer a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Cost: 13,000 gp. Feat Granted: Lesser Legacy (Shadow’s Impact).

Blind with rage: You have to shoot into a melee, endangering an ally, friend or comrade, aiming a creature with a CR at least 4 above your level. If you do, you must voluntarily fail a Will check to fall into a raging fury, during which you cannot tell friend from foe. The rage lasts for 5 rounds. During the rage, you must attack the nearest creature you can see with Shadow’s Impact as your only weapon. While enraged, you get +4 Str, +4 Con, -2 Wis and cannot use spells or any skill, item or ability that requires concentration. In addition to that, Shadow’s Impact loses the seeking ability while you are raging. Cost: 40,000 gp. Feat Granted: Greater Legacy (Shadow’s Impact).


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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 24 Dec 2013 :  16:07:43  Show Profile Send Markustay a Private Message  Reply with Quote
Item of Interest: The Return Gate

Sages believe these portals were created by the Dwarves of old, and although their behavior is similar to other such translocational devices (use stats for typical examples), they are unique in certain ways. A 'return Gate' - as they have been dubbed by modern scholars - are normally setup in networks, with one gate at the primary destination, and several other gates all leading to that one location, and back again. It does this by 'imprinting' a magical record of the teleportation on a person using the device, so that when they pass back through the portal they arrive back at the Gate they first used. The most unique feature of this magic is that the traveler does not feel anything at all - they are completely unaware that any sort of magical transportation has occurred. The dweomer that imprints on the person can be detected as very faint magic if spells of detection are used, and can be destroyed in the usual manner (a disjunction, etc), but a simple dispel will only work if the caster understands the nature of the magical aura they are trying to remove. No one is sure precisely how long the imprinting lasts - it may even be semi-permanent - but it is removed completely once the person moves back through the primary gate. No-one has yet tested if more then one imprinting at a time is possible, since these types of portals are so rare.

The gate appears as a typical dwarven doorway into some underground structure - very ornate, with runes carved all around (and even continue on the structure below ground, but most folks never see that part of the device). There is no visual indication that the doorway is anything but that - a simple aperture through which to enter something else. The destination gate could also be passed through freely on into the world beyond, just like an ordinary opening, if the user never passed through a sub-gate to get there. The primary gate could also be closed if someone knew the right activation method, in case of trouble. The ancient dwarves (and these have been found all over Faerûn, from The North on down through the Shining South) were a secretive lot who never wanted anyone to find the true location of their settlements and mines. This is why dwarf-made maps are so incredibly rare - their paranoia knows no bounds. Thus, the dwarves created these portals so that they could visit important sites without having to physically travel toward them (and risk discovery).

In fact, some speculate that only a few dwarves ever knew the secret of the portals - that the common masses of dwarven society had no idea the doorway they passed through swept them hundreds of miles away. When they returned through the same entrance, they would be whisked back to their starting point, completely unaware of what transpired; they would think they merely traveled to another section of the complex they lived in. That would mean dwarven miners could spend their entire lives going to work each day, at a mine on the other side of a Return Portal, and be none the wiser. It also means that if something on the other side decided to follow them back, it would not be able to do so - the magic could only be triggered if the person passing through had already been 'imprinted' (another very good reasons for these portals in dangerous locations - one never knew what sort of chamber one might break-through into in the Underdark). It is also theorized that certain runes could be activated (or deactivated) to allow travel to a different network portal - overriding the magical imprint - but no evidence of that has turned up. One can assume the type of races the dwarves deal with in their subterranean foraging are much too powerful for the paranoid dwarves to take that sort of chance.

And so it was, and still is: The magical chaos of the Spellplague affected rune magic not at all (Sages are still puzzling over the ramifications of that one). The locations of ruins and mines of dwarven legend - like Ghauntlgrym - continue to be an enigma, as explorers report conflicting information for the same sites. As for modern dwarves themselves, if asked about such gates - they simply laugh and tell inquisitive types to, "stop chasing folk-stories!" It is noted however, that when the questioner finally gives up and walks away, the dwarves eyes will narrow, almost burning into the person's back.


Theory: The Greater Return Gate
The very few surface-dwelling visitors to Undrek Thoz, the segmented city, report back that parts of it are not nearly as ornate as normal Dark-Elven architecture. When asked, Drow normally ignore the questions, but a few have commented that dwarven labor was used in the early days of the city to build certain sections. Duergar are known to be in the vicinity, and do have amicable relations with the Drow of Undrek Thoz. While the easiest conclusion to draw is that it was slave labor, others believe that the city - separated as it is into ten distinct (and distant) sections - may have originally belonged to dwarves, in ages past. That the Drow eventually learned how the portals operated and reactivated them. No-one is stupid enough to call the drow liars (who claim they created all of it), and there are also subtle differences in the dark-Elven network (like the fact that metal cannot pass through them). The most important difference, however, is that no imprinting occurs on individuals - apparently the gates themselves somehow keep track of who came from where. This would indicate there is some sort of central, mythal-like device controlling the entire web of portals. No two Sages agree on how - or even if - the network in Udrek Thoz is related to dwarven Return Gates. Some would say the drow copied dwarven ingenuity, while others say it is just a case of similar - but unrelated - magics. Yet others say the dwarves built it, but the Drow heavilly modified it, and yet others say it is an example - the only known example - of a Dwarven 'Greater Return Gate'; one that links separate settlements into one vast city, appears to have some sort of 'central control' governing it, and can also be 'programmed' with limiting parameters (like the ban on metallic items). Some just claim its the greatest example of a mythal-like Drow Spellweb, which normally only cover a single structure or compound. Sages like to waste their time speculating on such matters.


The above is written 'in game', and 'uncertain third person'. I realize that's not the usual method of presentation for this thread, but I was uncertain how else to share this lore. I only thought this all up this morning, as I was re-reading the 4e Nevrwinter setting. It still grates on me that RAS moved Gauntlgrym, and then it occurred to me that the explorers mentioned in those early products may have stumbled upon some sort of 'back door' into the place. Thus, 'Return gates' were born. Hope someone will find this useful.


*Edited for grammar

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 11 Mar 2014 20:13:48
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 09 Jun 2014 :  16:14:24  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden

quote:
Originally posted by MalariaMoon

Arcane Disassembly

School abjuration (wild) Level sorcerer/wizard 7
Casting Time 1 immediate action
Components V, S
Range personal
Target you
Duration instantaneous
Saving Throw No Spell Resistance No

A rare spell harnessing the raw chaos of the Weave, arcane disassembly allows the caster to convert magic cast at him into a spell of his own choosing.

The caster casts arcane disassembly as an immediate action when he is made the target of any spell. The caster makes a dispel check (1d20 + CL vs. DC 20 + level of spell cast upon him). Failing the check means the spell cast against him takes effect as normal.

Success indicates the spell has no effect on the caster, who may use its energies to cast any spell he has memorised (if a wizard) or on his spell list (if a sorcerer). The spell chosen must be of equal or lesser level than the spell consumed by the arcane disassembly. The cast must then cast the converted spell on his next turn (without losing a spell slot) or let the arcane energies dissipate as a standard action. Arcane disassembly cannot be used against spell-like abilities.




I realllllly like this one!



Me too... though I dont understand why it wouldn't work on spell-like abilities, since in all aspects they are normal spells, following normal spell rules (just witout expending a spell slot or prepared spell)

I can also gather, that it works on supernatural abilities, when they mimic spells?
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 13 Jun 2014 :  15:12:37  Show Profile Send LordXenophon a Private Message  Reply with Quote
That is just one of the standards of the game. Most metaspells do not affect spell-like abilities. Those that do are higher level for it.

Disintegration is in the eye of the Beholder.
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nessus
Acolyte

13 Posts

Posted - 10 Jun 2015 :  03:49:13  Show Profile Send nessus a Private Message  Reply with Quote
I know that it has been almost a year since anyone has posted on this topic but I have a couple of items that might be of interest (a couple of them are from R.A.S.'s newer books slightly re-imagined)

Ebon soul's dagger

This black bladed +2 dagger has two intertwined snakes at the base of the blade acting as the guard, the user can fling one of these snakes on an enemy, as a ranged touch attack with the same range as a thrown dagger, which immediately starts choking him with a wraith-like form appearing behind him. The only way someone can free himself from the reptilian garrotte is to strike at the wraith (AC 20) however, if the victim is the one attacking the wraith he has a -4 to hit due to the awkward angle at which he must do so. Any damage inflicted upon the wraith makes it disappear thus ending the effect. The snake grows back on the dagger over the span of 24 hours if only one is used, if both snakes are used it takes a tenday to regenerate.


Spiderweb shield

This +1 heavy steel shield is fashioned to resemble a spider's web, with the strands being of steel rather than silk. If anyone strikes the wielder with a weapon and misses by 3 or less (the AC bonus of the shield) his weapon is held fast against the shield unless he succeeds a DC 18 strength check. If the attacker fails the strength check he is considered disarmed and can again try to free his weapon the next round (treat this as a disarm attempt that provokes an attack of opportunity unless the attacker has improved disarm). The wielder can release a weapon that is stuck to the shield with a mere thought (immediate action).


The Guardian's Gauntlet

This single gauntlet is so intricately made that the wearer feels more like he is wearing a glove than a gauntlet. As a full round action the wearer can summon any type of armor upon himself and can dismiss it as a swift action. A gray metallic liquid flows up the wearer's arm and torso from the gauntlet, eventually hardening and creating any armor he desires. The armor summoned in this fashion is +1. The wearer can enhance the armor with greater magic or special materials such as adamantine or mithril, but to do so he must reforge the gauntlet with the same cost, time and materials needed for a heavy armor plus an additional 1000gp.


Arrows of traveling

These arrows are made entirely out of blue quartz making them easily distinguishable from normal arrows. When fired from a magical bow they glow a fierce blue light and the user instantly teleports to the arrow's destination as per the spell dimension door (except the range is limited to how far you can shoot the arrow). Immediately after the user appears, the arrow explodes into tiny fragments and is destroyed.





Before you judge a man, walk a mile in his shoes; after that who cares! he's a mile away and you've got his shoes!

Edited by - nessus on 10 Jun 2015 03:53:57
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 11 Jun 2015 :  14:54:07  Show Profile Send LordXenophon a Private Message  Reply with Quote
quote:
Originally posted by nessus

Arrows of traveling

These arrows are made entirely out of blue quartz making them easily distinguishable from normal arrows. When fired from a magical bow they glow a fierce blue light and the user instantly teleports to the arrow's destination as per the spell dimension door (except the range is limited to how far you can shoot the arrow). Immediately after the user appears, the arrow explodes into tiny fragments and is destroyed.




You just created this week's session. The moment I read this, I knew which Ogre Mage assassin would be shooting these arrows from a daikyu. The PC's are going to have a very hard time protecting his target this time.

Disintegration is in the eye of the Beholder.
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 13 Jun 2015 :  00:15:00  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Melcar’s Astral Storm
Conjuration (Creation)
Level: Sor/Wis 9
Components: V, S, M, F
Casting Time: One round
Range: Long (400 ft. + 40 ft./level)
Area: One 3ft. diameter meteor of astral matter per 10 caster levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When this spell is cast, silver blue spheres of astral matter is pulled onto the material plane as meteors originating from somewhere high above. As the spheres reach their destination they explode in a silver blue flash as the astral matter collapses into nothing.

This powerful conjuration wrenches at the very fabric of the astral plane and brings it into existence on the material plane to devastating effect. This spell creates one meteor- like spheres of astral matter, per 10th caster level, which the caster directs within the target area. The caster is free to place the meteors anywhere within the spell range. The perpendicular interference of the two planes colliding creates a number of effects:

• Firstly the force at which the astral matter is pulled onto the material plane is so great that it results in the spheres breaking up in a burst of pure energy, effectively annihilating the astral mater in a 10 ft. radius blast per sphere. Any creature or object caught in the blast radius takes 1d6 points of bludgeoning damage per caster level (Max 25d6).

• Secondly any affected objects or creatures, of huge or smaller size, which failed their initial reflex saving throw, have a 10% risk of being teleported onto the astral plane as the astral matter collapses in on itself.

• Lastly since the caster wrenches a small part of the astral matter of the astral plane, a 1% chance exist of something coming through onto the material plane as the astral matter self-annihilate, as per the spell Gate. If this happens roll from table 5-3. In Manual of the Planes.

NB. If a different planar key is used, this spell would pull matter from the plane the key was tuned to.

Material Component: A Sapphire of good quality
Focus: A planar key, tuned to the astral plane
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nessus
Acolyte

13 Posts

Posted - 15 Jun 2015 :  19:13:20  Show Profile Send nessus a Private Message  Reply with Quote
quote:
Originally posted by LordXenophon

quote:
Originally posted by nessus

Arrows of traveling

These arrows are made entirely out of blue quartz making them easily distinguishable from normal arrows. When fired from a magical bow they glow a fierce blue light and the user instantly teleports to the arrow's destination as per the spell dimension door (except the range is limited to how far you can shoot the arrow). Immediately after the user appears, the arrow explodes into tiny fragments and is destroyed.




You just created this week's session. The moment I read this, I knew which Ogre Mage assassin would be shooting these arrows from a daikyu. The PC's are going to have a very hard time protecting his target this time.



cheers, glad you liked it! i'll be making more soon!

Before you judge a man, walk a mile in his shoes; after that who cares! he's a mile away and you've got his shoes!
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LordofBones
Master of Realmslore

1477 Posts

Posted - 30 Nov 2015 :  12:31:08  Show Profile Send LordofBones a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

Melcar’s Astral Storm
Conjuration (Creation)
Level: Sor/Wis 9
Components: V, S, M, F
Casting Time: One round
Range: Long (400 ft. + 40 ft./level)
Area: One 3ft. diameter meteor of astral matter per 10 caster levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When this spell is cast, silver blue spheres of astral matter is pulled onto the material plane as meteors originating from somewhere high above. As the spheres reach their destination they explode in a silver blue flash as the astral matter collapses into nothing.

This powerful conjuration wrenches at the very fabric of the astral plane and brings it into existence on the material plane to devastating effect. This spell creates one meteor- like spheres of astral matter, per 10th caster level, which the caster directs within the target area. The caster is free to place the meteors anywhere within the spell range. The perpendicular interference of the two planes colliding creates a number of effects:

• Firstly the force at which the astral matter is pulled onto the material plane is so great that it results in the spheres breaking up in a burst of pure energy, effectively annihilating the astral mater in a 10 ft. radius blast per sphere. Any creature or object caught in the blast radius takes 1d6 points of bludgeoning damage per caster level (Max 25d6).

• Secondly any affected objects or creatures, of huge or smaller size, which failed their initial reflex saving throw, have a 10% risk of being teleported onto the astral plane as the astral matter collapses in on itself.

• Lastly since the caster wrenches a small part of the astral matter of the astral plane, a 1% chance exist of something coming through onto the material plane as the astral matter self-annihilate, as per the spell Gate. If this happens roll from table 5-3. In Manual of the Planes.

NB. If a different planar key is used, this spell would pull matter from the plane the key was tuned to.

Material Component: A Sapphire of good quality
Focus: A planar key, tuned to the astral plane




Congratulations, you've made a blast spell better than anything evokers can get before hitting epic. 50d6 for two meteors?
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Perry574
Acolyte

2 Posts

Posted - 29 Dec 2015 :  06:37:48  Show Profile Send Perry574 a Private Message  Reply with Quote
I have also been wondering what has happened to Zemd of late?
http://www.casesam.co.uk/category-galaxy-s6-case-cover-15.html
http://www.casesam.co.uk/category-galaxy-s6-edge-case-cover-10.html

Edited by - Perry574 on 03 Jan 2016 02:23:26
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 11 Mar 2016 :  06:59:13  Show Profile Send Dalor Darden a Private Message  Reply with Quote
A pair of Advanced Dungeons and Dragons magic item I wrote for Kuje in a game of mine that tanked:

Varmhud: this hooded heavy fur-lined cloak was a gift to you from your parents when you were just a young girl. Your father said his old friend had made it for him long ago, and that Varmhud was a cloak that had on more than one occasion saved his life. You know from experience that when you had hardly any clothes whatsoever and only had Varmhud to keep you warm, you suffered no ill during the harshest blizzards. The cloak gives you a +2 to all saves versus cold effects and -1 damager per die rolled. What damage you may take is healed at a rate of 1 HP per ten minutes.

A magical cudgel (club) that you took from a blasted orc shaman you had slain with your Call Lightning spell recently outside Melvaunt; while there inspecting horses. You have found the club is indeed magical and as stout as iron. A sage named "Old Karn" inspected it for you by Andros Calaunt's request and informed you that its name is Klaergant (or Ironwood) and was shaped from the trees of the Quivering Forest north of Phlan long ago. It is only a Club +1, but ignores any armor penalties when attacking armored foes.

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

USA
4211 Posts

Posted - 11 Mar 2016 :  07:01:32  Show Profile Send Dalor Darden a Private Message  Reply with Quote
An AD&D magic item that belonged to Knight Errant Junior from the game that flopped because of me:

Skjoldfal. This large shield is of obvious dwarven make, but looks as if it were instead intended for someone of elven or human stature. Said to have been made within Myth Drannor by dwarven craftsmen, it was taken from that city before it fell and thence to the city of Hillsafar among the dwarves. After many years it has come to your hand after gaining it from the body of a Troll who was using it as a breastplate when set afire by you and some few others. Skjoldfal is a Large Shield, +1, +4 vs. missiles. There is more history to the shield, but this is all you know.

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

USA
4211 Posts

Posted - 11 Mar 2016 :  07:03:16  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Once belonging to Thauramarth's character (an AD&D item):

Constructed by Maegamarthwen, it is a magical bastard sword named "Anfaldur" which means Spellwatch. You know that the sword is able to detect magic within ten feet of you...and alerts you when new magic comes within reach of its ability by a slight throbbing in your head that reminds you strongly of a heartbeat; but that belongs not to you. The blade is unable to to tell you exactly where this magic might be, but such a warning is of great value none the less...especially when a stranger walks toward you on the street and you may not have noticed their intent gaze upon you! For game mechanics, it is a Bastard Sword +1 with Semi-Empathy and the ability to Detect Magic at will (Anfaldur's will, not your own) within ten feet.

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

USA
4211 Posts

Posted - 11 Mar 2016 :  07:04:37  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Belonging to Mace Hammerhand's character (an AD&D item):

Calaudra Family Iron Chain of Warding. The chain acts as a simple Ring of Protection +2 for you. In addition, when any Calaudra is within 10 feet of you, it also affords them a bonus of +2 to their saving throws...and if the Calaudra family member knows it is a magical item and knows the command word, they can actually cause it to to give them a +2 to their AC so long as you are within 10 feet of them; but at this time you lose your own bonus to AC and only gain +2 to your Saving Throws.

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

USA
4211 Posts

Posted - 11 Mar 2016 :  07:06:21  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Once belonging to Tulio's character from my defunct AD&D game:

Named Dryssemorder (or "Troll Killer"), the weapon was created in 932 CR during the First Trollwar of Nimoar's Hold (Waterdeep) by an unknown dwarven craftsman for the shield-bearer of Nimoar, Lord of the Hold. After the Battle of Horderoute in 936 CR, the blade came into the possession of War Lord Gharl, who awarded the blade to his First Captain. Dryssemorder is lost in 940 CR during the Second Trollwar and is not seen again on record until a band of adventurers sold it in Waterdeep in 1337 DR to the Sage Broll; who in turn sold it to the Lord you stole it from. So...Dryssemorder: Broadsword +1, +3 vs. Regenerating Creatures. The blade has the additional ability to shed light at will in a minor fashion: 10 foot radius on command. The light can be extinguished by a Darkness Spell, but only on the round in which the darkness is cast, the next round the light will "re-cast" and defeat the darkness.

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

2378 Posts

Posted - 25 May 2017 :  01:49:34  Show Profile Send TBeholder a Private Message  Reply with Quote
Hand Pelter - small stone bow, fully compatible with pellets for netherpelter.

Among the objects found in caches of Netherese Caverns were many weapons, including netherpelters (see "Netheril - Empire Of Magic").
The wizards of Sshamath quickly figured out that while a telekinetic blowgun is relatively easy to conceal, generally "twice the range of a common blowgun" is underwhelming, since this can be had with a mundane hand crossbow - and the latter can be enchanted for better performance.
Their idea of a more useful special weapon was a variant of drow hand crossbow (or slurbow) with groove sized for small pellets, under a common enchantment (usually "+2", "+3" or "+2 of distance", sometimes "of speed"), and also enspelled to properly activate netherpelter ammunition.
Base statistics as hand crossbow; damage (with a mundane metal ball) 1d4 (B).

Pellets - includes known netherpelter ammunition and even more new types. Most are cheaper than replicas of original Netherese pellets, and it's wise to have less dangerous options than a 10-dice fireball or miniature tornado, especially at short range.

  • Sand: equal to a sap attack plus Slumber spell (as Sleep, but 1 target and no HD limit).

  • Viscid: same effect as Wand of Viscid Globs.

  • Slick: grease.

  • Flash: like a Flash Globe (cloud of irritant + non-magical faerie fire equivalent, 5' radius), magic used only to improve spraying of a smaller dose.

  • Spray: same as Flash, but loaded with another poison (inhaled or contact) or smell known to affect particular creatures.

  • Light: C.Light (common "Light pellet" used against drow and other Underdark inhabitants, just in the size fitting for this weapon).

  • Dark: same with Darkness.

  • Glow splash: Faerie Fireball (faerie fire bursts to 20' radius sphere and then fades out; every creature it touches is marked as if it was separately targeted by faerie fire, save negates) - now available in different colours!

  • Glitterdust: as the spell, but 10' radius.

  • Fire: fire trap at the minimum casting level.


People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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LordofBones
Master of Realmslore

1477 Posts

Posted - 13 Feb 2018 :  05:38:46  Show Profile Send LordofBones a Private Message  Reply with Quote
LARLOCH’S DEVOURING BREATH
School
necromancy [death]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (a vampire’s fang and a vial of mist taken from a graveyard)
Range close (25 ft. + 5 ft./2 levels)
Effect Fog spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes

You exhale forth a cloud of reddish-purple mist that saps the life of those caught in it. In addition to functioning as fog cloud, the devouring breath deals 1d4 points of Constitution drain to any living creature caught in it. You heal 5 hit points or, if already at maximum hit points, gain 5 temporary hit points for every point of Constitution drain dealt, and in addition you gain one essence point for every point of Constitution drain inflicted. You can have no more essence points than your caster level. The essence points last for one round per four caster levels. A successful Fortitude save halves the Constitution drain and prevents the gain of an essence point from that creature.

As a standard action, you can expend the essence points to gain the following benefits: for every one point expended, you gain a +1 bonus to skill checks, for every two points expended, you gain a +1 bonus to attack and damage rolls, for every three points, you gain a +1 bonus to caster level, and for every four points, you gain a +1 bonus to the DC of the next spell you cast.

LARLOCH’S MINOR DRAIN
School
necromancy; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a fang from a bat)
Range close (25 ft. + 5 ft./level)
Duration instantaneous
Saving Throw Fortitude half; Spell Resistance yes

A red-black ray springs from your pointing fingertip. You must succeed on a ranged touch attack roll to hit a target. You deal 1d4 negative energy damage every two caster levels (to a maximum of 5d4 at 9th caster level) to the subject and are healed by the amount of damage done. If you are already at maximum hit points, then you gain temporary hit points equal to the damage dealt. A successful saving throw halves the damage.

Edited by - LordofBones on 21 Mar 2018 03:06:45
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 14 Feb 2018 :  13:05:41  Show Profile Send LordXenophon a Private Message  Reply with Quote
Larloch is going to want those back.

Disintegration is in the eye of the Beholder.
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LordofBones
Master of Realmslore

1477 Posts

Posted - 14 Feb 2018 :  15:20:31  Show Profile Send LordofBones a Private Message  Reply with Quote
Larloch's pretty chill and gives you cool stuff as long as you don't try to screw him over.
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 09 Jun 2018 :  02:33:44  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Can anyone submit an Item or Spell? Most of the items and spells so far are rather tame. Interested in some Red Magic? We sell most of it in many of our Enclaves? Well some of the more mundane items. Things most of you have never heard of.

A Tester if you are interested.

Beshaba Beer an Adventurers friend

Beshaba Beer was a means to explore harsh Desert environments with a fun twist.
It is a Conjuration beverage with some healing and other benefits tossed in. It is associated with the followers of Beshaba and has her twist of humour and "benefit" ascribed to it. It works best by the Followers and Clerics of Beshaba.
3rd level spell. Both Arcane and Divine Variants (but the Divine is limited to Clerics of Beshaba). It creates a meal in a tankard. One days worth of food and water and works best in either hot or cold environments. In temperate zones it is just a filling beverage. It also stacks up ten days if you consume more Beshaba Beer you can go without food and water for a like number of days. It works opposite to the environmental conditions. If it is hot outside the Beshaba Beer is Cold. The hotter it is, the colder the Beer. In Cold conditions it is Warmer than ambient, not boiling hot, just warmer. Temperate conditions it is like English Beer at room temperature.
The duration is permanent it doesn't go bad but it smells funny in Cold environments. In hot Deserts or hot days it offers an Endure Elements kind of spell effect for 24 hours. Works in an opposite way in cold environments. Also has an alcohol effect which depends on the constitution score of the imbiber. Treat it as a large Beer for Drunk effects.
It is perfectly fine for anyone to drink one per day. It also makes a great commodity if you want to sell fun rations and anyone can consume it without any alignment effects. It does radiate a slight Chaos & Evil but drinking it is not an evil act.
For every one Beer that one drinks in a 24 hour period, the alcoholic effects stack as normal, there is a 10% cumulative chance of being hooked by its addictive properties. DM's should keep track when the first beer was started and finished then work out the current cumulative chance of addiction. The 10% chance wears off after 24 hours. Drinking one every 6 hours makes it a steady 30% chance of Addiction. Why would you do this? Perhaps a spell could cause extreme hunger or the like.
Chance for a follower non Cleric of Beshaba is 5% per Beer per day over one.

Chance for a Beshaba Cleric to be addicted is 1% per beer per day over one.
Addiction results in needing a Beshaba Beer every day. Not getting one means you lose 1 Hit Point every day without a Beer, permanently. (magical means to restore undead levels will restore 1 Hit Point on a 1 Level basis) Unless you are a follower of Beshaba in which case you will recover the Hit Points after you resume drinking the 1 Beer per Day. Clerics never lose hit points but will be distracted without a Beer, -5% to max -25% on dice rolls or Spell effects.
Addicted persons can Drink three per day and go without food or water for two more days but they will still lose one Hit Point on those next two days.
A Cleric of Beshaba has a 10% chance to cure any other disease or have any poison cured and will heal 1 Hit Point per Beer over the base one consumed. No other negative effects affect a Cleric of Beshaba. (They get lucky) Other than addiction.
Followers but not Clerics of Beshaba have a 5% chance of curing any other Disease or Poison but have no other effects other than addiction.
A Non follower of Beshaba who consumes 10 Beshaba Beer in 24 hours has a 90% chance of being addicted and if in a Hot environment to freeze solid, Beshaba Beer cools you down from your skeleton. Such a person will then take 50 Hit Points of Damage per round for 1 turn (500) and either Freeze to Death and have their skin and possessions fall off of their Skeleton as they become an Animated Skeleton under the control of the Caster of the Spell if in range. Animate Dead spell type effect with maximum numbers under control etc... all in effect. Or just be a Skeleton at the Imbibers level which will wander off doing it's own thing (most likely walking to the nearest Temple of Beshaba). Cools the beer drinking party while making it really exciting. Survivors will lose the 500 hit points but they can be healed normally. Cold immunity creatures that are natural will not be affected by this cold, magical immunity that protects against external cold may not protect against internal cold DM's choice. Monks cannot save for half damage as they can't avoid this damage.
A Non Believer of Beshaba in a Cold environment has the same addiction percentage chance but suffers a 10% chance of Developing a additional Disease. Pick at Random. In cold Environments Beshaba Beer goes bad and gives the imbiber a fever that warms them. It smells funny and tastes kind of like dirt when it is cold outside. Other than addiction and disease treat it like drinking Beshaba Beer in a temperate environment.
Non Believers in temperate environments only have to worry about Addiction 10% per Beer over the first. But other wise suffer no ill effects.
Addiction or Disease never exceeds 90% for non Believers, Addiction only up to 45% for Believers and 25% for Clerics but they really have to drink a lot of it to get that far along.
Material Component for the spell is an Empty tankard to contain each Beer. The spell itself costs nothing beyond the Container. This Spell will make one tankards worth of beer per 5 caster levels.
The Beshaba Beer is Permanent. Price depends on the temperature of your environment and the "Needs" of your buyers.
Casting the spell might be considered an Evil act.

Thay Red
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Alaundo
Head Moderator
Admin

United Kingdom
5692 Posts

Posted - 13 Jun 2018 :  11:05:23  Show Profile  Visit Alaundo's Homepage Send Alaundo a Private Message  Reply with Quote
Well met

Aye, feel free to post herein. We can also include your material within the main Candlekeep site, for safe keeping. (email alaundo@candlekeep.com)

Alaundo
Candlekeep Forums Head Moderator

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An Introduction to Candlekeep - by Ed Greenwood
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 19 Jun 2018 :  01:01:37  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
4th level spell, Illusion,

Group image.

This spell works like mirror image but it works a bit different. When cast, the caster thinks about what the group will look like, how many people are in the group etc... Other wise the parameters are the same as Mirror Image. If you end up with less number of images than persons are in the group excess persons are made invisible. Characters hit act as normal they just look different. Unless killed then they revert to their original form. If the caster is knocked unconscious or killed the spell ends. Forms can be that of typical thieves or street urchins or city guards or typical adventurers, etc. You can fit in in a city or temple etc... Forms can be of any humanoids about the same height plus or minus 50%. Invisible creatures are treated as per the invisibility spell.

Thay Red
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