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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 10 Aug 2018 :  05:31:04  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Anti Magic Injunction
9th Level
Divination
Casting Time 2 rounds
Range up to 10" (100 feet under ground or 100 yards on surface)
V, S, M (any magic item that does not have charges)

This spell is only useful against anti magic shells or fields.
It cause a magic item with permanent effect to be permanently drained, said item then crumbles to a worthless dust. Anyone in the Anti Magic Shell / field experiences a magical inversion which causes a momentary magic injunction that results in a pure magic explosion, the shell contains the explosion but everything inside is utterly destroyed. Everything just ceases to exist. All items, persons, everything, with the possible exception of Artifacts that remain intact but lose all powers for 1 day per casters level, everything else is gone. Cannot be resurrected, revived or recovered not even with a wish. The Anti magic shell disappears with the contents of the Anti Magic Shell.

Thay Red

Edited by - Thraskir Skimper on 10 Aug 2018 05:33:00
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LordofBones
Master of Realmslore

1489 Posts

Posted - 10 Aug 2018 :  07:43:29  Show Profile Send LordofBones a Private Message  Reply with Quote
How is that spell even remotely associated with Divination? It's pretty clearly abjuration, being a super-specific mix of dispel magic and Mordenkainen's disjunction.

Vorpal parry is also transmutation, not abjuration.

Edited by - LordofBones on 10 Aug 2018 07:44:44
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Wooly Rupert
Master of Mischief
Moderator

USA
36782 Posts

Posted - 10 Aug 2018 :  10:00:41  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
A 9th-level spell more powerful than wish? Sorry, no, that does not make sense.

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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 10 Aug 2018 :  14:48:20  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

A 9th-level spell more powerful than wish? Sorry, no, that does not make sense.



Why wish is a 9th level spell. It isn't more powerful it is only different.

Thay Red
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Wooly Rupert
Master of Mischief
Moderator

USA
36782 Posts

Posted - 10 Aug 2018 :  15:23:22  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by Wooly Rupert

A 9th-level spell more powerful than wish? Sorry, no, that does not make sense.



Why wish is a 9th level spell. It isn't more powerful it is only different.



If something cannot be undone by a wish, then it is more powerful than wish.

Candlekeep Forums Moderator

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

I am the Giant Space Hamster of Ill Omen!
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sleyvas
Skilled Spell Strategist

USA
11719 Posts

Posted - 10 Aug 2018 :  16:29:33  Show Profile Send sleyvas a Private Message  Reply with Quote
Thematically only, I'll give you some props for the description of Memory Probe. I don't like it being a hand mind you. It should be your head. But the picture that it raises is an interesting one and could stand to use some development.

Your idea behind vorpal parry is one that bears merit as well, but its absurdly out of balance, especially given that its taking over a weapon in someone else's control. I could buy more that you enchant a weapon such that if it attacks you, it resists the attempt... but ripping it out of its owners hands and chopping their head off 25% of the time is a bit beyond my belief.

I'm gonna dig up some of my old 2nd edition spells for ideas, as I recently saw that I had them in some files.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11719 Posts

Posted - 10 Aug 2018 :  16:36:03  Show Profile Send sleyvas a Private Message  Reply with Quote
This is from WAAAYYY long ago during second edition, so I'm guessing about 20 years ago? I'm kind of posting these just to show some of my old ideas. Some of this has been improved upon in later editions and newer rules. Some things actually became feats in newer editions, etc.. This particular spell, I created a prestige class for 3e that focused on defeating anti-magic effects, rather than it being a spell that everyone could learn (thus it became a rarer and more special ability).

Sleyvas’ Magic Backup (abjuration, meta-magic, artifice)
Level: 7
Range: 0
Duration: 1 day/ 6 lvls
Area of effect: caster
Components: v,s,m
Casting time: 1 turn
Saving throw: None

This spell instills a former lich’s phylactery (which has had its magic jar spell removed) or a 9th degree spell vessel of a Zakharan or Lantanese Mechanician’s clockwork creation with pure magical energy. This item is then instilled with a pool of magical energy which can be used to power ongoing magical effects which affect the caster, or to cast new spells which affect the caster, or to cast instantaneous touch based spells (shocking grasp, chill touch, etc..) on those which the caster comes into contact with. This energy only comes into play whenever the caster is exposed to an area of dead magic, anti-magic (anti-magic shell, Mord’s disjunction, etc...), BUT NOT spell-type inhibiting magic (sphere of wonder, spell engine, etc...). This spell works by making the caster’s spells tied to the magic of the aformentioned item. In essence, he creates a temporary construct of magic, however, it’s “magic” is focused only around the caster. However, this provides only one round worth of backup power, and only affects up to double the caster’s level in spell affects. However, if the anti-magic affect were one which lasted only one round, then the spell would stay in effect in the next round (for instance, an elemental aura exposed to dispel magic would be powered for one round, then it would continue working the next round. However, if it had been an anti-magic shell, he would have lost all magical ability the following round). EXAMPLE: a 18th lvl spellcaster is hit by a Mord’s Disjunction. He can keep up to 36 lvls worth of spells active: He decides to keep his contingency (6th lvl) with its teleport (5th lvl) active, as well as his mind blank (8th lvl) and a fireshield (4th lvl), as well as casting a vampiric touch (3rd lvl) spell. This adds up to 26 spell levels (leaving room for 10 more spell levels), but if he’d had up a chain contingency, he would have probably lost it and its stored effects (it being 9th lvl and containing two other probably high lvl spells).

There is one very important addendum to this spell: all spells which are to be powered by this spell effect must be tied to the magic of the artifact aforementioned. For example, when casting the magic battery, he must choose which spells will be tied to the effect (within the spell level limits). Thus, in the aforementioned example, the character had chosen to tie 26 spell levels to the item. If he were inside an anti-magic shell, he could cast no other spells, except those which were tied to the item. If said spells wear out (i.e. duration ends) before the magic battery ends then he may cast the same magic and reinsert its ties to the item again (EXAMPLE: keeps a mind blank tied to the item. This spell wears out the next day. He may again cast a mind blank and tie it to the item. However, he could not tie a different 8th level spell to the item just because the previous had been lost in the link). Also, this linking of spells to the item has a serious drawback. If the item is taken more than 30 feet from him, all existant linked spells are ruined, and all spells waiting to be cast are erased from his memory.

As an interesting aside, while exposed to an area of anti-magic, the spellcaster is not hindered by any existing spell effects in the area in which he was exposed (unless they too would work normally in anti-magic), just like a construct would be. He is only affected by his own personal magic which has been tied to the artifact. Thus, if he was in an area in which a wall of force had existed, but someone cast an anti-magic shell, then he could walk through the wall of force with his spells up, because the wall of force is hindered by the anti-magic shell and cannot draw on the magical energies stored in his item.

Finally, this magic does turn the caster in essence into a magical construct. Spells which can be used to control such creatures (any spell which allows someone to control a golem for instance), though not spells which affect undead, can be used against the artifact which controls these spells. While THE CASTER cannot be controlled as such, his linked spells could be. Thus, they could be forcibly dropped by anyone who gains control of the artifact to which they are tied, or unreleased spells could conceivably be stolen from the mind of the original caster and given to the new controller of the artifact through the link.




Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11719 Posts

Posted - 10 Aug 2018 :  16:38:50  Show Profile Send sleyvas a Private Message  Reply with Quote
again, concept is 20 years old. It was created to defeat very specific types of effects. It could use some better wording, but essentially the idea was to modify a spell so that it could occur in areas which normally would stop the effect.

leyvas’ Random Dweomer Mutation (alteration, meta-magic)

Level: 8
Range: 0
Duration: 1 hour/lvl
Area of effect: spells on caster
Components: v,s,m
Casting time: 1 round per spell on caster
Saving throw: None

This spell causes a simple dweomer to combine with each of the personal spells on a caster (such as elemental aura, spelltrap, non-detection, etc....). This dweomer does NOT replace the spells normal dweomer, it simply works in addition to the caster’s normal dweomers. Thus, a spell of mind blank would show up as abjuration & mentalism PLUS this additional dweomer. Because of this, this spell cannot be used to, say, bypass an area which specifically prohibits scrying magics. Its main use lies in bypassing spells which passively allow spells with specific dweomers involved.

This dweomer constantly mutates unintelligently, though it will only mutate into forms of dweomers which are allowed within an area (i.e. in the area of a spell engine which allows only abjuration magics, it would only mutate into abjuration dweomers). Also, these dweomers never fully form enough to the point that the magic inherent is released (for instance, if it were randomly forming a “magic missile” like dweomer it molds the dweomer up until the point at which the magic actually begins to take effect in the real world). There is a very important difference between specifically prohibited and passively allowed magics. Specifically prohibited magics are those which “will not allow magics that contain a dweomer of a specific type to function” (EXAMPLES: anti-scrying magics, proof from teleport, etc.....). Thus, a teleport spell would have a “teleport” dweomer associated with it in addition to the random dweomer, and even with the random element attached it will not function in said area. Also, the caster need not fear that his elemental aura would suddenly develop a “teleport” dweomer and cease to function in an area proofed from teleport.

Passively allowed magics are those which “allow magics so long as part of its dweomer is of a certain type”. Examples of spells which function in this manner are sphere of wonder and spell engine. For instance, if a sphere of wonder were made to only allow spells which had a “geas”-type component, then the random dweomer is forced to stay within the bounds of “geas” type magics. However, there is a chance that the magic controlling this shifting dweomer is ruined before it mutates to an appropriate type (50% chance), and each personal spell should be thusly checked.

There is one drawback to this spell. As the dweomers are shifting all the time, at any given time the caster will have hundreds of types of minor dweomers form around him continuously. Thus, if the caster entered an area which didn’t specifically prohibit a certain type of spell, AND there were a spell that reacted if magic of a certain kind went off, there is a 1% chance per spell on the caster that he triggers said spell. For instance, if there were some kind of warding that sounded an alarm if scrying magic is present, and the person passing through has 10 spells on himself, then there is a 10% chance he’ll set off the alarm. Of course, non-detection may protect against such spells which DETECT for such magics rather than being TRIGGERED by such magics.

The material component of this spell is an object which has had a magical aura (such as Nystul's magical aura) on it, or which has been exposed to Underdark radiations for an extended period of time.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11719 Posts

Posted - 10 Aug 2018 :  16:41:06  Show Profile Send sleyvas a Private Message  Reply with Quote
again, 20 year old idea, and the feats that improve on craft contingent spell, as well as some prestige classes I wrote for 3e I think make this more balanced. However, posting it for ideas


Flarik's Spellband (abjuration, geometry, necromancy)
9th lvl wizard spell
Range: 0 Components: V,S,M
Duration: special Casting Time: 1 turn + special
Area of Effect: Special Saving Throw: None
Subtlety: +7 Knockdown: None
Sensory: : Medium visual Critical: None

This spell was developed by Flarik as an alternative to the rumored Halruaan "Sash of Spells". This potent spell betrays its presence by a diagonal line of radiance on its caster's body (hence its name). The glow of a Flarik's Spellband shines through clothing, magical darkness, and disguises, and it simply cannot be hidden. The casting of a Flarik's Spellband requires: a sash, a paint brush, and a bit of the caster’s own blood mixed with paint. With a word and a gesture, the caster transforms the sash into a magical band of radiance, upon which he begins to paint the necessary runes upon the hanging mystical sash. In order to discover the necessary rune for a spell, the spellcaster must spend no less than one week per spell lvl reinterpreting the given spell (note, those who have access to the school of geometry reduce this task to one day per spell lvl, and geometry specialists do not need to spend any time). The spellcaster may put as many spell levels of spells as he has levels himself (ie an 18th level geometer could put in 18 lvls of spells), but no more than 10 spells may be cast into the Spellband. The Spellband receives wizard spells of 5th lvl or less cast into it during this time at a rate of one spell per round. Such spells must be cast normally with any usual material components, but the radiance serves as their target. Whatever the normal area of effect or result of a spell, it is swallowed by the radiance forming the aforementioned rune to appear upon the sash. (If two or more spells are cast into the radiance on the same round, all such simultaneous spells are lost, dissipating harmlessly, but they have no effect on spells already absorbed by the radiance, or on its absorption in rounds to come.). Note that those with access to the school of geometry MAY recognize the rune, and thereby know what spells are stored in a Spellband (spellcraft roll required).

If two copies of the same spell are cast into it, the Spellband itself generates a third 'free" copy of the spell, increasing its capacity beyond the normal 10 spells (and not counting against the total number of spell levels). (It is possible to fill the Spellband with 10 copies of the same spells-usually magic missile, dispel magic, fireball, or lightning bolt-and gain five extras).

When the casting ends, the radiance drifts quickly around the caster's body and joins its two ends; the Flarik's Spellband is ready to use. However, it draws a small portion of the caster’s life force in order to keep it active (each morning the caster suffers 1d4 points of damage, which he may restore with other magics or through rest) , and 1 hp per spell cast into it (not including "duplicates) which CANNOT be healed until the sash is gone.

One spell per round can be unleashed from the Spellband by its wearer. Such spells have a 'release' casting time equivalent to their lvl as the caster traces the geometric pattern in the air with his hands (higher lvl spells have more intricate runes). If the wearer of the Spellband is a spellcaster, she or he can also cast in the usual manner any one memorized spell during the same round SO LONG AS THEY HAVE A COMBINED casting time of 9 or less . Note, that this second spell always comes after the spellband release and adds the spellband’s release to its own initiative (for instance, a spellband wearer releases a lightning bolt (3rd lvl) from the band, he may cast any other spell which has a casting time of 6 or less. However, he may want to cast a "quick spell" for fear of interruption).

The death of the sash-wearer causes all stored spells in the Spellband to erupt spectacularly at random targets, often with strange results. Spells which dispel magic (ie Dispel Magic, Mordenkainen’s disjunction, etc...) cause the same effect to occur. Spells of anti-magic (Anti-Magic Shell, Maw of Chaos) have a chance (if Spellband wearer fails save v/s spell) of creating a permanent dead magic area centered 5 feet from where the caster stands, but if he makes the save, the spellband stays after leaving the area of anti-magic. The caster may wear only one spellband at a time, those attempting to cast another finds that the first erupts spectacularly as mentioned above.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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TheIriaeban
Master of Realmslore

USA
1289 Posts

Posted - 10 Aug 2018 :  19:06:03  Show Profile Send TheIriaeban a Private Message  Reply with Quote
There has been a lot of spells lately. Thought I would toss in a magic item for something different.

Sansarrin: The result of a bet between elven and dwarven weaponsmiths, Sansarrin is one of the most rare of items: a magic warhammer made by elves. Made from adamantite, the head is everbright treated and covered with scroll work with the name Sansarrin etched into each side in Espruar. The haft is solid steel and wrapped in white dragon skin.

Sansarrin is intelligent with an Int of 14, an Ego of 10 and is NG in alignment. For a wielder it finds to be worthy (strangely enough, all of the wielders found to be worthy have been women), it will have the following powers:
• It is +5 to hit and damage and will do double damage in melee combat and triple damage when thrown.
• It has a range of 180’ and will teleport back to the wielder’s hand in the same round it was thrown. It will also immediately teleport back to the wielder if disarmed, dropped, or stolen.
• If the wielder is wearing gauntlets of ogre power and a girdle of giant strength, all bonuses for both items can be added to attacks utilizing Sansarrin (even when thrown).
• Anytime the weapon strikes a target and the roll is in the weapon’s threat range, a sunmote is created. These can have different effects depending on whether it happened in melee or ranged combat. A sunmote will remain for 5 rounds before it disappears back into the weapon. There is no limit on the number of sunmotes the hammer can generate.
o For melee combat, a sunmote will completely absorb or block a successful physical attack and then immediately disappear. That would be any attack that does not allow a saving throw so a sword blow or magic missile attack can be blocked. If the attack is the result of a spell, the spell is negated when it is blocked.
o For ranged combat, the sunmote will stay with the target and attempt to absorb 1d4 hit points for 5 rounds. A saving throw is allowed in each round with a success meaning no hit points were absorbed. At the end of the 5 rounds (or earlier, if the target dies), the sunmote will streak back to the weapon and the absorbed hit points will be passed on to the wielder as healing (the wielder cannot have more hit points from this transfer than they normally would).

There is one other limitation the weapon has: it will not allow itself to be wielded by a dwarf.

"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 11 Aug 2018 :  14:02:37  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by Wooly Rupert

A 9th-level spell more powerful than wish? Sorry, no, that does not make sense.



Why wish is a 9th level spell. It isn't more powerful it is only different.



If something cannot be undone by a wish, then it is more powerful than wish.



It takes place inside and only inside an anti magic shell. Wishes don't work inside an anti magic shell. That makes the anti magic shell more powerful than a wish.

Second. This transforms the Anti magic into if you like the blue flames of plague magical explosion which is also more powerful than a Wish spell.

Now both being 9th level spells they are not more powerful than each other, they are just different. One only works inside an anti magic shell and one only works outside an anti magic shell.

The Spell Plague is way more than a 9th level spell unless contained in a shell of Anti magic only.

I also took into consideration it not draining an artifact nor destroying an artifact.

I just says if you want anti magic, you get a lot more of it than you bargained for. Poof!

Thay Red

Edited by - Thraskir Skimper on 13 Aug 2018 00:57:13
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 11 Aug 2018 :  14:17:15  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

Thematically only, I'll give you some props for the description of Memory Probe. I don't like it being a hand mind you. It should be your head. But the picture that it raises is an interesting one and could stand to use some development.

Your idea behind vorpal parry is one that bears merit as well, but its absurdly out of balance, especially given that its taking over a weapon in someone else's control. I could buy more that you enchant a weapon such that if it attacks you, it resists the attempt... but ripping it out of its owners hands and chopping their head off 25% of the time is a bit beyond my belief.

I'm gonna dig up some of my old 2nd edition spells for ideas, as I recently saw that I had them in some files.




Telekinesis could do much of this even raising and dropping people or tables on people or weapons etc... The save vs strength with a D20 roll by both plus minus caster level and strength of a burly barbarian etc... Could add a save for the Vorpal part. But a Scimitar with feats offers a similar critical hit range, a Vorpal Scimitar has what for saves? None! A Save making Fighter is just wrestling with his sword or letting it go and drawing another, letting it go isn't a good idea with the Vorpal component. But the fighter wouldn't know that.

You could say you are adding temporary Intelligence to the sword.

Polymorph 'any object' could just transform the sword into a green hag for a few minutes or a vampire or a .... Something that fits in a pub.

Or you could just put your sword away and ask the wizard if you could have your favourite seat at the bar. Attacking Wizards, especially Red Wizards, is a bad idea.

Thay Red
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 11 Aug 2018 :  14:22:12  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Memory Probe is also meant to instill confessions in an others who are watching you probe their compatriots. Especially when the blood starts dripping out their ears and nose. You can corroborate these confessions with just one probe of one individual. Unless you want to know what went on behind the locked door that the fighter was standing outside of.

Thay Red
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 11 Aug 2018 :  14:31:00  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

How is that spell even remotely associated with Divination? It's pretty clearly abjuration, being a super-specific mix of dispel magic and Mordenkainen's disjunction.

Vorpal parry is also transmutation, not abjuration.



Divination as it is the only way to penetrate the Anti Magic Shell. Abjuration wouldn't do anything inside an Anti Magic Shell. But a peek into the Past or future to 'borrow' a bit of Spell Plague is a great way to dissuade fools from activating Anti Magic Shells and walking through magical barriers, creatures, demons, elementals, animals, etc... Throw everything you have at an anti magic shell and nothing happens until there is a blinding flash and everything inside it explodes.

Thay Red
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LordofBones
Master of Realmslore

1489 Posts

Posted - 11 Aug 2018 :  14:32:02  Show Profile Send LordofBones a Private Message  Reply with Quote
quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by sleyvas

Thematically only, I'll give you some props for the description of Memory Probe. I don't like it being a hand mind you. It should be your head. But the picture that it raises is an interesting one and could stand to use some development.

Your idea behind vorpal parry is one that bears merit as well, but its absurdly out of balance, especially given that its taking over a weapon in someone else's control. I could buy more that you enchant a weapon such that if it attacks you, it resists the attempt... but ripping it out of its owners hands and chopping their head off 25% of the time is a bit beyond my belief.

I'm gonna dig up some of my old 2nd edition spells for ideas, as I recently saw that I had them in some files.




Telekinesis could do much of this even raising and dropping people or tables on people or weapons etc... The save vs strength with a D20 roll by both plus minus caster level and strength of a burly barbarian etc... Could add a save for the Vorpal part. But a Scimitar with feats offers a similar critical hit range, a Vorpal Scimitar has what for saves? None! A Save making Fighter is just wrestling with his sword or letting it go and drawing another, letting it go isn't a good idea with the Vorpal component. But the fighter wouldn't know that.

You could say you are adding temporary Intelligence to the sword.

Polymorph 'any object' could just transform the sword into a green hag for a few minutes or a vampire or a .... Something that fits in a pub.

Or you could just put your sword away and ask the wizard if you could have your favourite seat at the bar. Attacking Wizards, especially Red Wizards, is a bad idea.



Nobody cares about the telekinesis part, it's when you transform the sword into a dancing vorpal blade that's actually better than the vorpal weapon ability that's the problem.

The spell itself is flat-out bizarre.
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 11 Aug 2018 :  21:48:36  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
You can add a saving throw if you like for the Vorpal or Heart Stab. Could also make the 'vorpal' equal to the critical threat. Obviously a Club doesn't have a Vorpal hit option.

Thay Red
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 11 Aug 2018 :  21:58:14  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

This is from WAAAYYY long ago during second edition, so I'm guessing about 20 years ago? I'm kind of posting these just to show some of my old ideas. Some of this has been improved upon in later editions and newer rules. Some things actually became feats in newer editions, etc.. This particular spell, I created a prestige class for 3e that focused on defeating anti-magic effects, rather than it being a spell that everyone could learn (thus it became a rarer and more special ability).

Sleyvas’ Magic Backup (abjuration, meta-magic, artifice)
Level: 7
Range: 0
Duration: 1 day/ 6 lvls
Area of effect: caster
Components: v,s,m
Casting time: 1 turn
Saving throw: None

This spell instills a former lich’s phylactery (which has had its magic jar spell removed) or a 9th degree spell vessel of a Zakharan or Lantanese Mechanician’s clockwork creation with pure magical energy. This item is then instilled with a pool of magical energy which can be used to power ongoing magical effects which affect the caster, or to cast new spells which affect the caster, or to cast instantaneous touch based spells (shocking grasp, chill touch, etc..) on those which the caster comes into contact with. This energy only comes into play whenever the caster is exposed to an area of dead magic, anti-magic (anti-magic shell, Mord’s disjunction, etc...), BUT NOT spell-type inhibiting magic (sphere of wonder, spell engine, etc...). This spell works by making the caster’s spells tied to the magic of the aformentioned item. In essence, he creates a temporary construct of magic, however, it’s “magic” is focused only around the caster. However, this provides only one round worth of backup power, and only affects up to double the caster’s level in spell affects. However, if the anti-magic affect were one which lasted only one round, then the spell would stay in effect in the next round (for instance, an elemental aura exposed to dispel magic would be powered for one round, then it would continue working the next round. However, if it had been an anti-magic shell, he would have lost all magical ability the following round). EXAMPLE: a 18th lvl spellcaster is hit by a Mord’s Disjunction. He can keep up to 36 lvls worth of spells active: He decides to keep his contingency (6th lvl) with its teleport (5th lvl) active, as well as his mind blank (8th lvl) and a fireshield (4th lvl), as well as casting a vampiric touch (3rd lvl) spell. This adds up to 26 spell levels (leaving room for 10 more spell levels), but if he’d had up a chain contingency, he would have probably lost it and its stored effects (it being 9th lvl and containing two other probably high lvl spells).

There is one very important addendum to this spell: all spells which are to be powered by this spell effect must be tied to the magic of the artifact aforementioned. For example, when casting the magic battery, he must choose which spells will be tied to the effect (within the spell level limits). Thus, in the aforementioned example, the character had chosen to tie 26 spell levels to the item. If he were inside an anti-magic shell, he could cast no other spells, except those which were tied to the item. If said spells wear out (i.e. duration ends) before the magic battery ends then he may cast the same magic and reinsert its ties to the item again (EXAMPLE: keeps a mind blank tied to the item. This spell wears out the next day. He may again cast a mind blank and tie it to the item. However, he could not tie a different 8th level spell to the item just because the previous had been lost in the link). Also, this linking of spells to the item has a serious drawback. If the item is taken more than 30 feet from him, all existant linked spells are ruined, and all spells waiting to be cast are erased from his memory.

As an interesting aside, while exposed to an area of anti-magic, the spellcaster is not hindered by any existing spell effects in the area in which he was exposed (unless they too would work normally in anti-magic), just like a construct would be. He is only affected by his own personal magic which has been tied to the artifact. Thus, if he was in an area in which a wall of force had existed, but someone cast an anti-magic shell, then he could walk through the wall of force with his spells up, because the wall of force is hindered by the anti-magic shell and cannot draw on the magical energies stored in his item.

Finally, this magic does turn the caster in essence into a magical construct. Spells which can be used to control such creatures (any spell which allows someone to control a golem for instance), though not spells which affect undead, can be used against the artifact which controls these spells. While THE CASTER cannot be controlled as such, his linked spells could be. Thus, they could be forcibly dropped by anyone who gains control of the artifact to which they are tied, or unreleased spells could conceivably be stolen from the mind of the original caster and given to the new controller of the artifact through the link.




Ever think of making this an Ioun Stone?

This seems to be a Circle magic kind of item just limited in scope and a bit longer.

Thay Red

Edited by - Thraskir Skimper on 13 Aug 2018 01:00:56
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 11 Aug 2018 :  22:11:50  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Folding Door.

This is like a Portable Hole only it is a 6 foot diameter cloth that attaches to a wall and is 12 feet long with a curtain half way in the tunnel.

It is 12 feet long reguardless how thick the wall is but only works on walls 12 feet thick or less. The curtain is strung across the tunnel and opens from either side.

You can grab the edge on the wall on either side and pull it down, doing so with anything or anyone inside dumps them on the other side of the tunnel.

The cloth edge is sticky enough to stick to any wall.

If the wall is more than 12 feet thick it doesn't function at all.

The wall doesn't have to be flat or horizontal.

The curtain in the centre blocks light and sight lines.

Thay Red

Edited by - Thraskir Skimper on 11 Aug 2018 22:13:36
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LordofBones
Master of Realmslore

1489 Posts

Posted - 12 Aug 2018 :  16:30:06  Show Profile Send LordofBones a Private Message  Reply with Quote
quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by LordofBones

How is that spell even remotely associated with Divination? It's pretty clearly abjuration, being a super-specific mix of dispel magic and Mordenkainen's disjunction.

Vorpal parry is also transmutation, not abjuration.



Divination as it is the only way to penetrate the Anti Magic Shell. Abjuration wouldn't do anything inside an Anti Magic Shell. But a peek into the Past or future to 'borrow' a bit of Spell Plague is a great way to dissuade fools from activating Anti Magic Shells and walking through magical barriers, creatures, demons, elementals, animals, etc... Throw everything you have at an anti magic shell and nothing happens until there is a blinding flash and everything inside it explodes.



That's not even what Divination does. Pulling something from the future into the present is the province of Transmutation, as evidenced in Time Stop and, most importantly, the celerity line of spells, which literally have the caster pull time from the future into the present.
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 13 Aug 2018 :  00:59:55  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by LordofBones

How is that spell even remotely associated with Divination? It's pretty clearly abjuration, being a super-specific mix of dispel magic and Mordenkainen's disjunction.

Vorpal parry is also transmutation, not abjuration.



Divination as it is the only way to penetrate the Anti Magic Shell. Abjuration wouldn't do anything inside an Anti Magic Shell. But a peek into the Past or future to 'borrow' a bit of Spell Plague is a great way to dissuade fools from activating Anti Magic Shells and walking through magical barriers, creatures, demons, elementals, animals, etc... Throw everything you have at an anti magic shell and nothing happens until there is a blinding flash and everything inside it explodes.



That's not even what Divination does. Pulling something from the future into the present is the province of Transmutation, as evidenced in Time Stop and, most importantly, the celerity line of spells, which literally have the caster pull time from the future into the present.



Look up premonition a Divination spell that peers into the future. Or other future predication divinations or even divine spells which might work in an anti magic spell. Etc... All clearly divination magic not transmutation not abjuration.

Thay Red
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Wooly Rupert
Master of Mischief
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Posted - 13 Aug 2018 :  01:23:17  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Thraskir Skimper


Look up premonition a Divination spell that peers into the future. Or other future predication divinations or even divine spells which might work in an anti magic spell. Etc... All clearly divination magic not transmutation not abjuration.



Yet all of those spells are just looking... You yourself said it took more than just looking. From your own words, emphasis mine:

quote:
Originally posted by Thraskir Skimper


Divination as it is the only way to penetrate the Anti Magic Shell. Abjuration wouldn't do anything inside an Anti Magic Shell. But a peek into the Past or future to 'borrow' a bit of Spell Plague is a great way to dissuade fools from activating Anti Magic Shells and walking through magical barriers, creatures, demons, elementals, animals, etc... Throw everything you have at an anti magic shell and nothing happens until there is a blinding flash and everything inside it explodes.


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LordofBones
Master of Realmslore

1489 Posts

Posted - 13 Aug 2018 :  03:19:06  Show Profile Send LordofBones a Private Message  Reply with Quote
quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by LordofBones

quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by LordofBones

How is that spell even remotely associated with Divination? It's pretty clearly abjuration, being a super-specific mix of dispel magic and Mordenkainen's disjunction.

Vorpal parry is also transmutation, not abjuration.



Divination as it is the only way to penetrate the Anti Magic Shell. Abjuration wouldn't do anything inside an Anti Magic Shell. But a peek into the Past or future to 'borrow' a bit of Spell Plague is a great way to dissuade fools from activating Anti Magic Shells and walking through magical barriers, creatures, demons, elementals, animals, etc... Throw everything you have at an anti magic shell and nothing happens until there is a blinding flash and everything inside it explodes.



That's not even what Divination does. Pulling something from the future into the present is the province of Transmutation, as evidenced in Time Stop and, most importantly, the celerity line of spells, which literally have the caster pull time from the future into the present.



Look up premonition a Divination spell that peers into the future. Or other future predication divinations or even divine spells which might work in an anti magic spell. Etc... All clearly divination magic not transmutation not abjuration.



Are...are you being this obtuse on purpose?

Divination: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. (d20 SRD)

Premonition: This spell grants you a powerful sixth sense in relation to yourself. (d20 SRD)

Celerity: You borrow a slice of time from the future, pulling it into the present so that you can act. (PHB 2) School? Transmutation.

Time Stop: This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. (d20 SRD) School? Transmutation.

The alteration of the flow of time and the manipulation of the time stream are the purview of Transmutation. Even Teleport Through Time, which appeared on the WotC website, is a Transmutation spell with the teleportation descriptor.

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TheIriaeban
Master of Realmslore

USA
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Posted - 14 Aug 2018 :  19:21:00  Show Profile Send TheIriaeban a Private Message  Reply with Quote
Joyous Communion of Laughter! I know, I know, it was really yesterday but I was invited by a couple of gnomes to join them and well, I had never had Burduskan Dark before. Well, any way, we got to talking and Marabelle convinced Roselund to show me another page in her spellbook. In honor of the holiday, I present you:

Garl’s Gift – Gnome
(Alteration)
Level: 5
Range: 50 yards
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: 1 10-foot by 10-foot by 10-foot cube/level
Saving Throw: Special
This spell causes all weapons held by creatures hostile to the caster in the area of effect to become a very soft, sponge like material. This will lead to weapons that are longer than 1 foot in length to actually droop when held upright. Non-magical weapons do not get a saving throw but magical ones do get one vs. magical fire with a bonus of +1 per plus of the weapon.

Natural weapons of creatures such as claws and teeth are not affected but a spear made from bone would be affected. Ammunition is affected if it is manufactured like arrows, bolts, and sling bullets but natural stones would not be. Weapons that are already flexible, such as a rope or whip, are also transformed but are weakened. If used in the normal manner for these items, any character restrained by one has a 7% chance per point of strength of breaking the item (an affected sling would break if used based on the user’s Strength). When the spell duration ends, the broken weapon will remain broken.

All weapons in the transformed state are incapable of causing even subdual damage. If a magic weapon is transformed, it will lose all magical properties while affected by the spell (a sponge vorpal blade couldn’t cut soft cheese much less anything else). A dispel magic spell can change a weapon back to normal but only one weapon can be affected per casting of the spell.

This spell was created by Hondelroon Harkenhill, a very powerful gnome illusionist from over 2 centuries ago.


"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 15 Aug 2018 :  13:35:19  Show Profile Send LordXenophon a Private Message  Reply with Quote
I'm giving Garl's Gift to a dragon.

Disintegration is in the eye of the Beholder.
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 15 Aug 2018 :  13:43:11  Show Profile Send LordXenophon a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

again, concept is 20 years old. It was created to defeat very specific types of effects. It could use some better wording, but essentially the idea was to modify a spell so that it could occur in areas which normally would stop the effect.

leyvas’ Random Dweomer Mutation (alteration, meta-magic)

Level: 8
Range: 0
Duration: 1 hour/lvl
Area of effect: spells on caster
Components: v,s,m
Casting time: 1 round per spell on caster
Saving throw: None

This spell causes a simple dweomer to combine with each of the personal spells on a caster (such as elemental aura, spelltrap, non-detection, etc....). This dweomer does NOT replace the spells normal dweomer, it simply works in addition to the caster’s normal dweomers. Thus, a spell of mind blank would show up as abjuration & mentalism PLUS this additional dweomer. Because of this, this spell cannot be used to, say, bypass an area which specifically prohibits scrying magics. Its main use lies in bypassing spells which passively allow spells with specific dweomers involved.

This dweomer constantly mutates unintelligently, though it will only mutate into forms of dweomers which are allowed within an area (i.e. in the area of a spell engine which allows only abjuration magics, it would only mutate into abjuration dweomers). Also, these dweomers never fully form enough to the point that the magic inherent is released (for instance, if it were randomly forming a “magic missile” like dweomer it molds the dweomer up until the point at which the magic actually begins to take effect in the real world). There is a very important difference between specifically prohibited and passively allowed magics. Specifically prohibited magics are those which “will not allow magics that contain a dweomer of a specific type to function” (EXAMPLES: anti-scrying magics, proof from teleport, etc.....). Thus, a teleport spell would have a “teleport” dweomer associated with it in addition to the random dweomer, and even with the random element attached it will not function in said area. Also, the caster need not fear that his elemental aura would suddenly develop a “teleport” dweomer and cease to function in an area proofed from teleport.

Passively allowed magics are those which “allow magics so long as part of its dweomer is of a certain type”. Examples of spells which function in this manner are sphere of wonder and spell engine. For instance, if a sphere of wonder were made to only allow spells which had a “geas”-type component, then the random dweomer is forced to stay within the bounds of “geas” type magics. However, there is a chance that the magic controlling this shifting dweomer is ruined before it mutates to an appropriate type (50% chance), and each personal spell should be thusly checked.

There is one drawback to this spell. As the dweomers are shifting all the time, at any given time the caster will have hundreds of types of minor dweomers form around him continuously. Thus, if the caster entered an area which didn’t specifically prohibit a certain type of spell, AND there were a spell that reacted if magic of a certain kind went off, there is a 1% chance per spell on the caster that he triggers said spell. For instance, if there were some kind of warding that sounded an alarm if scrying magic is present, and the person passing through has 10 spells on himself, then there is a 10% chance he’ll set off the alarm. Of course, non-detection may protect against such spells which DETECT for such magics rather than being TRIGGERED by such magics.

The material component of this spell is an object which has had a magical aura (such as Nystul's magical aura) on it, or which has been exposed to Underdark radiations for an extended period of time.




This spell is Wild Magic. Since a Wild Encantatrix would be extremely rare, I would drop Meta-Magic and just make it Wild Alteration.

Disintegration is in the eye of the Beholder.

Edited by - LordXenophon on 15 Aug 2018 13:52:39
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 15 Aug 2018 :  13:50:30  Show Profile Send LordXenophon a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

quote:
Originally posted by Thraskir Skimper

quote:
Originally posted by LordofBones

How is that spell even remotely associated with Divination? It's pretty clearly abjuration, being a super-specific mix of dispel magic and Mordenkainen's disjunction.

Vorpal parry is also transmutation, not abjuration.



Divination as it is the only way to penetrate the Anti Magic Shell. Abjuration wouldn't do anything inside an Anti Magic Shell. But a peek into the Past or future to 'borrow' a bit of Spell Plague is a great way to dissuade fools from activating Anti Magic Shells and walking through magical barriers, creatures, demons, elementals, animals, etc... Throw everything you have at an anti magic shell and nothing happens until there is a blinding flash and everything inside it explodes.



That's not even what Divination does. Pulling something from the future into the present is the province of Transmutation, as evidenced in Time Stop and, most importantly, the celerity line of spells, which literally have the caster pull time from the future into the present.



Pulling things to you, from somewhere or somewhen else, can also be Conjuration.

And Traskir, you don't have to defy all the Laws of Magic to make this spell. All you have to do is to specify, in the spell description, that it can penetrate an Anti-Magic Shell. Just by specifying the target spell by name, you create a valid exception to the more global immunities of the Anti-Magic Shell.

However, by my calculations, according to the Laws of Spell Design, this is a True Dweomer.

Disintegration is in the eye of the Beholder.

Edited by - LordXenophon on 15 Aug 2018 13:57:44
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 16 Aug 2018 :  03:45:16  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Lesser Wand of Quarrels.

This is a First level lesser wand that fires a quarrel a non magical quarrel or light crossbow bolt.

It is similar to a Melf's acid arrow, without the acid.

It fires a normal non magic light cross bow bolt, it contains when new 20 quarrels and any class even 0 level characters can use it just by pointing it and saying fire.

It fires with the skill of a 5th level fighter proficient in firing a light crossbow. The wand holder just needs to point in the general direction and visual its target and say fire.

Cost to make is 100gp, a light crossbow bolt which is transformed into a small wand.

A 1st level transmutation spell called quarrel is cast. Casting time 1 round.
The spell is only useful for making these lesser wands.

The wand may be used in place of a normal attack. It can be used as many times as you have attacks until it is empty.

It may be recharged as note above but for only 50gp.

The gold dissolves when the spell is cast new or on recharge.

Thay Red

Edited by - Thraskir Skimper on 16 Aug 2018 03:46:58
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 18 Aug 2018 :  08:40:09  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Potion of Distinction

Drinking this blue potion causes the imbiber to gain an otherwise indescribable prestige or distinction to ones look or interaction. Gate Guards are impressed, Bank officials are impressed with your dress, city officials approve of your interactions.

The potion has a transformation effect

There is no save to this effect

How this effect performs is up to the DM but should be a single automatic approval or a mass general approval.

Thay Red
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Thraskir Skimper
Learned Scribe

204 Posts

Posted - 22 Aug 2018 :  09:36:48  Show Profile Send Thraskir Skimper a Private Message  Reply with Quote
Aerial

This is a powerful potion that transforms the imbiber into an Aerial Mage. The potion is blue.

It lasts for 5 minutes allowing one to move (fly) at 60 mph. One is able to cast spells as a 5th level magic user during this time. Spells are tattoos and one knows how to cast and activate them. The drinkers hair falls out when the potion is consumed. Ones' armour if any falls off and a blue robe of energy surrounds one like a robe, this offers electrical resistance of 10 total points. The tattoo's are able to be cast in one round this allows up to 50 combat interaction to take place but one only has 4 cantrips, 4 1st level 2 2nd level and a 3rd level spell. A Blue potion transform one into an Electrical Mage. Spells noted are Sleep (which is deadly in aerial combat), Shock cantrip it is electrical version of acid splash x4, Chromatic Orb Electrical x2, Magic Missile x1, Sleep x1, Elemental Bolt Electrical x2, Lightning bolt x1. After five minutes one will feather fall to the ground. One will still have no hair but it will grow back as normal. One can move up to 5 miles or 1 less mile for every 1 to 10 combat rounds used. Any armour will be left where one drank the potion but one will be wearing a blue robe over any under clothes or non armour will be dyed blue.
If one was already wearing a non magical robe, it will be dyed permanently blue. You only end up in one robe. Magical robes are not changed but during the spell will be covered in blue energy.

The drinker of the potion will appear to be covered in electrical energy which will crackle from their eyes, fingers and feet.

Thay Red

Edited by - Thraskir Skimper on 22 Aug 2018 09:43:52
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 22 Aug 2018 :  13:56:52  Show Profile Send LordXenophon a Private Message  Reply with Quote
Potion of Green

This potion makes you turn dark green. It affects not only the skin, but also hair, eyes, nails, even clothing and equipment. It lasts for about a day. Some adventurers have been using it as a substitute for a Cloak of Elvenkind.

Disintegration is in the eye of the Beholder.
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