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| ravennight03-23-07, 01:55 AM | Elves are beings intimately connected to the Weave and have for eons been one of the most magically dominant races on Toril. I wanted to create a thread to compliment the Elven Netbook in terms of posting your own spells designed within an elf campaign or with elf origins in mind. In my mind, elfmagic is subtler and even the battle spells have more craft to them, after all elves have decades and centuries to work on creating their spells. So...post your elf magic here, these can be divine or arcane spells and can and probably should include original High Magic. I'll try and edit into some sort of table of contents if it gets popular and large. |
| ravennight03-23-07, 01:58 AM | Here are my first offerings. These are newer magics developed by one of my npc's who is a high mage and a Chosen of Sehanine. Favored Enemy I Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: 1 minute/level Replicating the via spell the ranger class ability of bonuses to checks against a favored enemy, this spell allows the subject to gain a +1 enhancement bonus to all skill checks and attack and damage bonuses in relation to defeating a chosen favored enemy. The enemy is set at the beginning of the spell by the caster and remains the favored enemy until the end of the spell. Material Component: a hair, bone, tooth or other body part from the body of a creature of the type chosen, i.e. orc, ogre, dragon, drow, etc... Favored Enemy II Transmutation Level: Sor/Wiz 3 As the above spell but with a +2 enhancement to one favored enemy and a +1 enhancement to a second. Favored Enemy III Transmutation Level: Sor/Wiz 5 As favored enemy I except a +3 enhancement to first choice, +2 to second, and a +1 to the third. Favored Enemy IV Transmutation Level: Sor/Wiz 7 As favored enemy I except with a +4 enhancement to the first favored enemy, a +3 to the second, a +2 bonus against the third, and a +1 against the fourth favored enemy. |
| Terraneaux03-23-07, 04:51 AM | Because we need more spells that duplicate class abilities, really spells that steal things g from entire classes (in this case ther ranger) shouldn't be encouraged. However, to contribute, here is one I came up with... Catball Conjuration (Summoning) Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level Effect: 2 housecats/level, no two of which can be more than 30 ft. apart. Duration: 1 min./level This spell summons a number of normal cats (Monster Manual page 270), who obey your commands to the best of your ability for the duration of your spell. They understand your verbal commands for the duration of the spell. If not given any orders, the cats split off into groups of 2 or 3 and hunt down and kill all elves they can find, making liberal use of their hide and move silently skills. Material Compenent: A patch of cat hair and a drop of elf blood. |
| GothicDan03-23-07, 07:03 AM | I don't know. If I was a Wizard and I didn't often adventure with a wide range of adventurers, I'd very much encouraging spells that duplicate other class abilities. That's one of the joys of being a Wizard. I've made hundreds/thousands of spells over the years (some in very little detail)... If only I didn't lose them all subsequently. |
| Lord Karsus03-23-07, 10:42 AM | -I have a whole bunch of spells for Elves of Faerûn, but I haven't posted any of them yet. They are all converted from 2e sources, such as Cormanthyr: Empire of the Elves, Elves of Evermeet, and Demihuman Deities. |
| ravennight03-23-07, 10:44 AM | Because we need more spells that duplicate class abilities, really spells that steal things g from entire classes (in this case ther ranger) shouldn't be encouraged. It's part of a wizard's prerogative (sp?) to use his or her magic however they wish and augmenting combat abilities is just as valid as any other use. Even if I agreed with you, which i don't, it's just as valid of a use as the baneblade magics. Ok...on to other things, here is another from that same campaign... House of Song Illusion (pattern) [mind-affecting] Level: Sor/Wiz 7, Clr 7 Components: V, S, M Casting Time: 1 action Range: Centered on caster Area: 100ft +10ft/level Duration: 1 hour/level Saving Throw: Will to ignore(harmless) Spell Resistance: Yes House of song is a specialized illusion that only creates sound. It fills the entire area with music and song which can range from very loud to very soft, bawdy to heartbreaking. The music affects all within the area, granting a +2 enhancement bonus to the caster’s Charisma score and a -2 penalty to the Bluff, Disguise, and Intimidate skill checks of all others. It also grants a -2 penalty to all Will saves against the caster’s spells. A successful Will save avoids the subsequent penalties to future saving throws, though not the penalties toward the skill checks. Arcane Material Component: a piece of parchment with music of the type to be played written on it. |
| ravennight03-23-07, 10:54 AM | -I have a whole bunch of spells for Elves of Faerûn, but I haven't posted any of them yet. They are all converted from 2e sources, such as Cormanthyr: Empire of the Elves, Elves of Evermeet, and Demihuman Deities. I actually have versions of converted spells as well, and you are welcome to post your own versions, though I would like it in particular if you also had spells of your own devising you wanted to post in addition. I've had lots of elf characters, and in particular, especially since 3E came out, lots of spells from the ancient times. All are welcome, however, and if you want to include items with stat blocks, you could do that too. I'll post some of that as well. |
| Alediran03-23-07, 11:26 AM | A defensive evocation (only an elf would do something like this), it's best used in combination with the Ironguard line of spells. Alediran's Storm Shield Evocation [Electricity] Level: Wizard/Sorcerer 3 Components: V, S, M Casting time: 1 standard action Range: Personal Target: you Duration: 1 minute/level until discharged Saving Throw: Fortitude (See Below) Spell Resistance: Harmless This spell creates an invisible barrier of electricity around the caster. The electric field gives protection against metal weapons, anybody striking the caster with a metal weapon suffers a 1d6 of electrical damage and must make a Fortitude Saving Throw, if he saves nothing else happens, if he fails, the attack is stopped by the spasms generated in the electrical jolt, if the attacker wears a metal armor he has a -6 circumstance penalty to it's saving throw and gets another 1d6 of electrical damage. Weapons mostly made of non-metallic materials are unaffected. Material components: a small ring of iron. |
| ravennight03-23-07, 11:30 AM | Green Archer Conjuration (summoning) Level: Sor/Wiz 4 Components: V, S, M, Casting Time: 1 standard action Range: 100ft radius Effect: summons 1 archer Duration: 1 round/level This spell summons a single wood elf warrior, Ftr6, to anywhere within one hundred feet of the caster. The archer comes complete with a standard longbow and three quivers of one hundred arrows. They are then able to attack any creature the caster desires or defend an area for the duration of the spell. Elf warrior, CG wood elf Ftr6; CR6; Medium-size humanoid (elf); hp 60, AC 6, (flatfooted), (touch); Atk +6/+1(base), +7/+2 (longbow); Skills and Feats: Balance +6, Climb +6, Jump +6; Improved Initiative, Weapon Focus (longbow), Point-Blank Shot, Precise Shot, Rapid Shot, Stealthy, Weapon Specialization (longbow); Equipment: longbow, 60 arrows, longsword, studded leather armor, The elf disappears if he reaches 0 hp, but otherwise fights until the end of the duration. Material Component: a green leaf from any tree wrapped around an arrow. |
| Terraneaux03-23-07, 04:14 PM | It's part of a wizard's prerogative (sp?) to use his or her magic however they wish and augmenting combat abilities is just as valid as any other use. Even if I agreed with you, which i don't, it's just as valid of a use as the baneblade magics. Essentially what I'm saying is that a spell should not be able to mimic or duplicate the effects of an entire class, as it makes that class somewhat pointless compared to a wizard or cleric, who can already outperform that class at just about anything. But to prove I'm not trolling, here's a spell that elves may find useful for attacking or defending, or just looking cool: Sylvan Grace Transmutation Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Short (25 ft. +5 ft./2 levels) Targets: 1 creature/level, no two of which can be more than 30 ft. apart. Duration: 10 minutes/level This spell imbues the subjects with preternatural grace and quickness. For the duration of the spell, they gain a +30 enhancement bonus to their land speed, or double it, whichever is less. They can move across difficult or slippery terrain with no penalty, and functionally gain a climb speed equal to their land speed as they are able to nimbly scale walls and barriers. Furthermore, for the duration of the spell, the subjects are not considered to be flat-footed while climbing, swimming, or balancing. Note that this spell does not grant the ability to move past objects which actually impede the subject above and beyond the terrain, such as a web spell. Material Compenent: A grasshopper leg |
| ravennight03-23-07, 04:47 PM | I appreciate what you're saying, and I thing that it is a reasonable opinion, I just disagree. One reason I do so is because Tenser's Transformation makes available many combat advantages to a very combat-weak class. Anyhow, I do disagree respectfully, and I appreciate any other imput you might have. Ok...here is the first epic spell, a high magic that may be similar to that used in the Chondalwood, and other realms where whole cities disappeared from the world of non-elves. N’Marnthor / “Hidden Homeland” Illusion [Figment] Spellcraft DC: 33 Components: V, S, M Casting Time: 1 day and 11 minutes Range: 0 Area: 2400ft radius Duration: Permanent Saving Throw: Will to neg. Spell Resistance: Yes To Develop: 315,000gp; 6 days; 12,600XP. Factors: increase area by 400% (+16 DC), change target to area (+10 DC), Change area to 20ft radius (+2 DC), increase compulsion area to 2400ft radius (+480 DC), permanent (x5 DC). Mitigating Factors: increase casting time by 10 minutes (-20 DC), increase casting time by 1 day (-2 DC), ritual (every elf in the city who can, must participate) (ad hoc -2500 DC), Burn 10,000XP (-100 to DC). Developed in eons past to protect elven homelands, this ritual is simple in its actual design, but needs enormous amounts of energy, and all elves in the city to be protected who are able must participate. The ritual need only have a single caster who is a High Mage, and no other participants need contribute a spell slot. However, the channeling of the emotional energy of an entire city is draining, and burns away 10,000 experience points from the caster. At the beginning of the ritual, the caster stands at the centermost point of the area to be protected. All other elves then form concentric rings around the caster. With the start of the ritual, a chant is begun by the caster, and then taken up be each ring until all the elves are chanting, at which point the caster goes into reverie. The rings then begin to dance as they are chanting. Over the course of a full day, the elves gradually slip into reverie, which is only broken when the caster emerges from his and begins the final 11 minutes of the casting time, during which the chanting, which has died down, resumes, and they perform the last of the ceremony. In those last 10 minutes, a mist begins to form around the caster’s feet. The mist thickens and billows rapidly, spreading very fast through the rings, until it stretches out to the full extend of the area. The elves then are in full song, singing and dancing around the caster, and adding exuberant energy to the power of the magic. When the ritual is complete, a great swoosh goes through the crowd as the mist retreats out from the center into the circumference of the area, knock all elves from their feet save the caster. The effects of the spell are permanent, and effective immediately. The entire area is protected as if under a hallucinatory terrain spell causing all who look upon it to see dense, foreboding woodlands. All those who enter appear to be nothing more than woodland creatures and fleeting shadows. The woods take on an ominous appearance, being dim and filled with shadows even at the height of day. All non-elves who enter this area must make Will check or get disoriented and wonder away. The disorientation lasts for another hour. At no point are they able to see the actual city, even if they stepped out of the area into the city itself. Elves are immune to this effect, although drow are not. |
| GothicDan03-24-07, 06:32 AM | Essentially what I'm saying is that a spell should not be able to mimic or duplicate the effects of an entire class, as it makes that class somewhat pointless compared to a wizard or cleric, who can already outperform that class at just about anything. And the fact that they do in large part explains their domination of higher levels in FR. For instance, the Simbul developing a spell that heals the caster, shows that Wizards can and do develop spells that 'tread on other classes' abilities.' That's because there's no actual rules against it in the FR multiverse; the idea exists entirely as a mindset of D&D's mechanics. These mechanics don't actually exist in lore. As it is, the Rogue class is entirely useless compared to a Wizard. Heck, any class can be, because the Wizard can Summon monsters as it is that could exceed a given class in a given role. And tomorrow I'll make and post an Elven spell! |
| ravennight03-24-07, 09:19 AM | Essentially what I'm saying is that a spell should not be able to mimic or duplicate the effects of an entire class, as it makes that class somewhat pointless compared to a wizard or cleric, who can already outperform that class at just about anything. I agree that there is a serious issue of game balance, especially in the realms, and I think that it goes a long way to explain the serious, and disappointing, lack of visible high level characters of other classes, such as epic fighters, epic rogues, epic bards, and even epic clerics. I think one thing that comes to mind too is that there are benefits that can be gained through feats and prestige classes that give power to classes otherwise overshadowed by wizards/sorcerers. Things like the special abilities that come with the prestige class can go a long way to rebalance things. Also, wizards can only gain temporary benefits, and except for using a limited wish or wish spell, the effects are very limited, such as the synostodweomer which gives very limited healing power. I do agree, again, that there is a game balance issue, but I don't think barring spells that replicate class abilities, or feats, which is another thing I sometimes like to do, really solves the balance problem. |
| Terraneaux03-24-07, 02:04 PM | Tenser's Transformation isn't really a game-breaker, as it comes with the serious limitation of not allowing you to cast spells while it is in effect. Divine Power is really the culprit with regards to stealing melee characters' thunder. The limited healing power granted by certain wizard spells (Symbul's Synostodweomer, Polymorph) is not really enough to step on the cleric's toes who can heal 250+points of damage to multiple targets with a single spell. I would worry more about stepping on the toes of non-spellcasters, as they usually have to try as hard as they can to begin to compete with a spellcaster in terms of usefulness to the party, let alone a duel pvp or pve situation. |
| ravennight03-24-07, 06:06 PM | Spellshine Divination Level: Sor/Wiz 2 Components: V, S, M, Casting Time: 1 standard action Range: Personal Target: The Caster Area of Effect: 30ft radius Duration: 1 round/level This spell was created after Nualar found notes on a similar elven spell from ancient times. It grants the caster a +4 bonus to Spellcraft checks for identifying spells and spell effects within a thirty foot radius spread from the caster. The area moves with the caster and lasts for one round per level. Material Component: a pinch of powdered silver. |
| ravennight03-24-07, 06:10 PM | Lysparil's Coronet A circlet that enhances the wearer's mental attributes, gives bonuses to Diplomacy, Intimidate and Sense Motive checks, and provides bonus spells. Description: Woven into a single band are many thin strands of gold and platinum which alternate, wrapping around the wearers forehead and dipping down in a teardrop above and between the eyebrows. In the center of the triangle formed by the teardrop is a sparkling gem of blue-green which in itself is a kiira, and bonds with the wearer of the coronet. Activation: The bearer gains the benefits of the ability bonuses immediately, though they must meditate for a full hour before they are able to utilize the powers of the kiira and use the skill bonuses and bonus spells. At that point they are bonded with the coronet and it cannot be removed against their will. This bonding gives them full knowledge of the items powers and limitations. Effects: When wearing the coronet, the character gains an enhancement bonus of +2 to their Intelligence, Wisdom, and Charisma scores. This is in addition too, and the appropriate ability modifiers stack with, a +4 bonus to the Diplomacy, Intimidate, and Sense Motive skills. Finally, a wearer who is an arcane spellcaster gains a bonus spell slot for each level he or she is able to cast from levels one through six. Aura/Caster Level: Strong transmutation. CL 12th. Construction: Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom, imbue with spell ability, caster must be at least 6th level; 57,400 gp, 2,883 XP, 120 days. Price: 120,300gp. |
| Karsus the Mad03-26-07, 12:51 AM | Here's some High Magic rituals made by lavekkia, and two of my own conversions. Arrows Of Art(elven high magic) Illusion(shadow) Spellcraft DC: 38 Components: V, S, XP Casting Time: 1 hour 10 min Range: touch Effect: 20 arrows in a quiver Duration: 24 hours / until discharged Saving Throw: depends on spell imbued Spell Resistance: depeneds on spell imbued To Develop: 342000 gp, 57 days, 13680 xp; Seeds: shadow(DC 23); Factors: replicate 7th lvl spell(variable, chosen at casting time)(DC + 30), spells come from 3 different schools(DC + 6), choose spell at casting time ***(ad hoc DC + 10), increase duration to 24 hours(DC + 46), contingent activation(DC + 25); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 1 hour *(DC – 2), expend 4 prepared slots *(DC – 20), burn 3000 xp(DC – 30), lose 1 str point *(DC – 20), additional research time 50 days *(DC – 10); One of the few combat-oriented High Magics, this ritual allows the High Mage to enspell a quiver of 20 arrows with one effect noted below. These enchantments last for 24 hours after the completion of the hour-long ceremony, and the arrows. magic can be cancelled only by wish and limited wish spells. Often, word of an impending battle will prompt at least one or two quivers of arrows to be prepared, and the akh’velahrn divide the arrows among their archers’ ranks to provide a unified effect across the battlefield. The spell effects vary according to the situation and the ritual’s exact performance, but the arrow always delivers its standard damage to a struck living target regardless of other effects. Five effects can aid elven forces on the battlefield: . Dispel arrows will, upon contact with a specified magical field or effect, cancel that effect as a 20th-level wizard; these are used in battle against spellcasters who use shields and other defences to prevent enemy missile and spell fire against them. If targeted on an item of less than artifact status, these arrows can cancel an item’s effects or function for 1 round. . Snuff arrows act like an affect normal fires spell on contact, though their only effect is to extinguish any normal fires (of up to 5. radius from point of impact) or reduce the strength/damage of magical fires by half. These are, by far, the most common of the ol’iirtal’eithunna, and they are used with great effectiveness against ogres (and dragons) who hope to burn Cormanthor down around the elves. . Eagles. Mark arrows act as magic missiles, homing in on a target unerringly to deliver 1d6 points of damage. There is a limitation to this magic that allows only two of these to hit any one creature in 24 hours; any more arrows of this enchantment targeting the same creature will merely burn up a few feet from the target. The elves know this limitation, and thus always use these arrows to break charges by orc hordes, selecting key figures whose injuries can slow their thunderous advance. . Targeting arrows crackle an ominous purple, and deliver their damage and a mystical signature upon contact with the target. The following round, the elves may use a key word named by the casting High Mage to make the affected target the focus of their spells, regardless of whether the target is within the spell’s range. This allows elven mages the chance to launch spells into battle without worry of interfering with or affecting their own troops or spellcasters. . Message arrows, when they contact either a target or a hard surface, deliver their damage and a message of 30 words or less from the archer. This audible message can be heard easily by any creatures within a 10. radius of impact. Spells or auditory powers cannot be used with these arrows, though an elven war cry emanating around wounded opponents has sometimes been enough to cause a rout or a resurgence of hope to battle-trapped elves as they hear a message telling them of reinforcements. ***: the chosen spell must be taken from this list: Greater Dispel Magic, Empowered Magic Missile, Whispering Wind, Fire Immunity, limited wish(triple spell range when targeting marked foe) XP Costs: 3000 xp NOTE : factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 by lavekkia The Flames Of The Phoenix(elven high magic) Evocation[fire, electricity] Spellcraft DC: 57 Components: V, S, XP, Ritual Casting Time: 11 min (+ 10 min for the spell to take strength) Range: 0 ft Area: 4 mile radius Duration: 20 hours Saving Throw: reflex none Spell Resistance: yes To Develop: 513000 gp, 11 days, 20520 xp; Seeds: energy(weather)(DC 25), energy(fire)(DC 19), destroy(DC 29); Factors: increase area to 4 miles(DC + 4), change rain to fire drops(ad hoc DC + 12), increase dmg per round(ad hoc DC + 60); Mitigating Factors: increase casting time 10 min(DC – 20), ritual (3 spellcaster epic lvl)(DC – 57), burn 1500 xp(DC – 15); This was a lost ritual used in the Crown Wars many thousands of years ago to raze the enemy armies. Once completed the ritual combines the effects of a rapid drought on a large scale, the disintegration of soil and fertile land and a rain of fire. Lakes can be turned to dust and the very air is set on fire. The vegetation in the area blackens and wither, then is turned to dust. Everyone caught in the area suffer 6 hp of fire damage every round(Reflex negates must repeat every round); shelter or cover negates the damage unless the cover is made of flammable material: in that case it will set on fire after 1 – 10 min depending of size. XP Costs: 1500 xp by lavekkia This is one of the lost high magic ritual mentioned on Cormanthyr: Empire Of Elves. Home Of Summoning(elven high magic) Conjuration(Creation) Spellcraft DC: 100 Components: V, S, XP, Ritual Casting Time: 10 hours 11 min Range: 300 ft Target: 1 cylindrical area 360 ft large * 120 ft high Duration: Permanent Saving Throw: None Spell Resistance: No To Develop:900000 gp, 18 days, 36000 xp; Seeds: Conjure(DC 21), Transform(DC 21); Factors: material has hardness of stone(DC + 4), target to area(DC + 10), change area to cylinder type 2(DC + 3), increase area to 120 ft high * 360 ft radius(DC + 48), prepare terrain(ad hoc DC + 4), created object is armonized with nature(ad hoc DC + 6), make permanent(DC x5); Mitigating Factors: Ritual 5 spellcaster epic lvl (DC – 95), increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), burn 15000 xp(DC – 150), burn 5000 xp per participant(DC – 200), lose spellcasting ability 2 days *(DC – 20); While far more advanced and detailed, this ritual creates a building from .nothing. as does Leomund.s Secure Shelter and the derivative construction spell from the Elves of Evermeet accessory. The magic of the elaorman ritual allows buildings to be creatively constructed, and the inherent magic of creation allows the structure to stand. Thus, buildings in the shapes of waves, monstrous spiders, or other strange, nonsensical configurations are supported by the Weave as if they had solid supports. If the elaorman summons a stone structure, the area around the building becomes a very fertile patch of land for trees or crops, with all the larger, extraneous rocks removed from the soil. Large buildings can be created from plants as well, though the wood and plant matter calcifies and petrifies as part of this process, making it a nonliving permanent shape. This process also can be adapted to create the uniquely elven crystalline spelljamming ships, and in fact is necessary to create the monstrous Monarch crafts. XP Cost: 15000 xp, 5000 xp per participant NOTE : the factors and mitigating factors marked with * are homebrew and listed here : http://boards1.wizards.com/showthread.php?t=432709 By Lavekkia One Heart One Mind One Breath(elven high magic) divination Spellcraft DC: 30 Components: V, S, XP Casting Time: 1 minute Range: infinite Target: 2 creatures Duration: Permanent Saving Throw: None Spell Resistence: No To Develop: 270000 gp, 6 days, 10800 xp; Seeds: Contact(DC 23); Factors: one additional creature (DC + 1), make permanent(DC x 5); Mitigating Factors: increase casting time by 10 min(DC + 20), burn 5000 xp (DC - 50), lose spellcasting ability 2 day *(DC - 20) The spell creates a bond between two creatures like Rary Telepathic Bond. The link between the two creatures is permanent, and allows the linked elf or elves to ignore the Call to Arvandor for greater periods of time due to the communal nature of the link. The two creatures are partners, friends, lovers, or kindred in all but form; each knows when the other is in danger and will stop at little to render aid. This passive link is always semi-empathic, but with intense concentration, it can become telepathic, allowing mind-to-mind communication. While all rituals are assumed to have elf targets, this union could easily be formed for all races, linking dwarves or humans with elves. An elf can be placed in u’aestar’kess with a maximum of two beings in his or her lifetime, most often a spouse and a beast-mount such as a dragon. XP Cost: 5000 xp NOTE : the factors and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 By Lavekkia Retribution From The Sea(elven high magic) Conjuration(Summoning)[water] Spellcraft DC: 113 Components: V, S, XP, Ritual Casting Time: 3 hours 11 min Range: 75 ft Target: 12000 ft cone + 120 ft lvl Duration: 1 hour (D) Saving Throw: will negates Spell Resistance: yes To Develop:1017000 gp, 121 days, 40680 xp; Seeds: transform(DC 21), summon(DC 14); Factors: summon water elemental(CR 35)(DC + 70), change target to area (DC + 10), change area to 40 ft cone(DC + 2), increase area size to 12000 ft cone(DC + 1200), merge with elemental(ad hoc DC + 25), make area level dependant x 3 *(DC + 75), dismissible(DC + 2), increase duration 1 hour(DC + 58), gather water mass while seeking target(ad hoc DC + 400); Mitigating Factors: Ritual(9 spellcaster epic lvl)(DC – 171), increase casting time 10 min(DC – 20), increase casting time 3 hours(DC – 6), primary spellcaster die(DC – 50), burn 8000 xp(DC – 80), participants burn 3500 xp each(DC – 315), work only in water(ad hoc DC – 20), each participant lose spellcasting ability 1000 day *(DC – 1000), each participant lose 1 lvl(DC – 180), increase research time(100 days)(DC – 20); This powerful ritual was used in the Year Of The Furious Waves(-255 DR) by elven high mages of Nykerimath to destroy the twelve cities of Jaamdath Empire which was threatening their forest and lives. The ritual take place near the seaor a body of water at least 1500 ft deep. The primary caster becomes living magic water (like a water elemental but transformation is only esthetical until the ritual is complete). Then he dive into the water and creates a powerful tidal wave beneath him. When the tidal wave reaches its destination unleashes its fury. The dismissal of the spell by the caster slay himself and release the enormous mass of water upon the target which is destroyed. While is seeking reaching its target the elemental/caster increase its mass gathering it from the sea/lake. At the moment of impact the tidal wave is 12000 ft long and 100 ft high. XP Cost: 8000 xp, 3500 xp per spellcaster by lavekkia Sacraments Of The Seldarine Blessing(elven high magic) Universal(Unschooled) Spellcraft DC: 32 Components: V, S, XP, Ritual Casting Time: 10 hours 11 min Range: 75 ft Target: 1 – 4 elven items Duration: instantaneous Saving Throw: None Spell Resistance: No To Develop: 288000 gp, 126 days, 11520 xp; Seeds: replicate **(DC 23); Factors: replicate 9th lvl spell(wish/miracle)(DC + 40), make instantaneous(DC x 10); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), ritual(4 spellcaster epic lvl)(DC – 76), ritual(4 divine spellcaster 9th lvl)(DC – 68), spellcaster lose 15000 xp(DC – 150), each participant (high mage) lose 5000 xp(DC – 200), permanently burn 8 hp(DC – 40), additional research time 120 days *(DC – 24); This ritual creates many different items of magic for the elves, and the final results of the ritual depend both on what is brought into the ritual and which gods and priests are involved. The most common items produced by this ritual are swords, though anything from small gems to cloaks and scarves can be enchanted by this special mix of priestly magic and High Magic. The priests involved in this ritual invoke their gods. Attentions and patronage to the working, while the High Mages perform the ritual to bind the summoned power to the items. Sometimes, the gods themselves directly infuse powers into the items that are not invoked by the priests or High Mages, and these often become the relics of that god’s religion. Effectively, nearly any magical item seen as an exclusively elven item can be created through this ritual (as well as through standard channels), and its powers are tied to its form and the patron god. For example, the tel’kiira gems come from a ritual to Sehanine as the goddess of omens and mysticism, while the elfblades of Cormanthyr required a priest of each Seldarine god within the ritual to create the powerful artifacts that created the great elf empire. The types of items to enchant and resulting magical items are noted below along with potential patrons. Note that the more powerful an item, the lengthier the ritual and the more priests are involved, but there are never more than four High Mages in this ritual, keeping it among the most powerful of the Complement Rituals. • Arrows and bows blessed by Rillifane or Solonor; • Bracers (of archery, protection, etc.) blessed by Solonor or Corellon; • Boots (of elvenkind, of the north) blessed by Rillifane; • Cloaks (of elvenkind, of the manta ray) blessed by Rillifane or Deep Sashelas; • Gems (tel’kiira, selu’kiira, etc.) blessed by Labelas or Corellon; • Swords (dragon-slayers, moonblade, etc.) usually blessed by any (or all) of a quartet of gods: Corellon, Sehanine, Erevan, and Labelas. This ritual creates items with only one or two powers and a maximum of one combat effect (to attacks or damage) unless the ritual gains the attention of a god. The maximum number of items created in one ritual cannot exceed one quarter the weight of the involved High Magic casters (i.e., four 150-pound elves can enchant 15 10-pound long swords). XP Costs: 15000 xp, 5000 xp per additional high mage Arcane Material Components: Masterwork item to be enchanted (depending on ritual), moonblades need to be at least + 1 to receive magical power. NOTE: the factors and mitigating factors marked with * are home brew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 the seeds marked with ** are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=590308 by lavekkia The Reverie Of Ages(elven high magic) Spellcraft DC : 35 Components : V, S, M Casting Time : 10 hour 11 min Range : 75 ft Target : 1 elf Duration : permanent (D) Saving Throw : Will negates Spell Resistance : Yes To Develop: 315000 gp, 7 days, 12600 xp; Seeds: shadow (DC 21), compel(DC 19); Factors: replicate 8th lvl spell(temporal stasis)(DC + 35), dismissible by caster(DC + 2), Mitigating Factors: expensive material component(DC – 2), increase casting time by 10 min(DC – 20), increase casting time by 10 hours *(DC – 20) The High Mage put the subject in deep reverie, without any physical need. The subject does not age. The spell mimics the effects of temporal stasis but the receiver is not unconscious rather in Reverie: the sleep of elves. The spell ends when the caster dismiss it or when the trigger conditions are met Material Component: same as temporal stasis spell: diamond, ruby and emerald powder for 5000 gp NOTE : the factors and mitigating factors marked with * are homebrew and listed here : http://boards1.wizards.com/showthread.php?t=432709 By lavekkia Skin And Breath Of The Wyrm(elven high magic) Transmutation Spellcraft DC : 77 Components : V, S, XP Casting Time : 1 standard action Range : touch Target : 1 character Duration : 1 hour Saving Throw : Fort Negate Spell Resistance : Yes To Develop: 693000 gp, 14 days, 27720 xp Seeds: transform(DC 21), fortify(DC 27); Factors: increase size to Colossal(DC + 18), change type to dragon(DC + 8), gain supernatural and extraordinary abilities(DC + 50), gain spell – like abilities(DC + 30), gain dmg – red 15\magic (DC + 15), gain spell resistance 27(DC + 54), new form has 35 HD (DC + 40), change to touch(DC + 4), 1 standard action casting time(DC + 20); Mitigating Factors: lose spellcasting ability 9 days *(DC – 90), burn 8000 xp(DC – 80), expend 8 random spell slots *(DC – 40) The receiver gains all the physical abilities of a brass, bronze, copper, gold, or silver dragon, including its special fear radius, breath weapon, Armor Class, claw attacks, and flight. Regardless of dregon type the subject gains 35 HD, spell resistance 27, dmg reduction 15/magic. The age (and consequently the subsequent special abilities, size, breath weapon dmg and stats) is the one that closely match 35 HD rounded down(so, for example a 35 HD silver dragon would become Ancient, a 35 HD brass dragon would become Wyrm). If the category lists better stats (for example a better DR or SR) they are IGNORED. XP Cost: 8000 xp NOTE : the spell resistance factor is WRONG but i want it that way to stay clear from the Fortify seed loophole, and i won't change it NOTE : the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 By lavekkia Tribute Of One’s Duty To The People(elven high magic) Necromancy Spellcraft DC : 36 Components : V, S, XP Casting Time : 11 min Range : touch Target : 1 creature Duration : Istantaneous Saving Throw : Fortitude negates(harmless) Spell Resistence : No To Develop : 324000 gp, 7 days, 12960 XP Seeds : Animate dead(DC 23), transform(DC 21), Factors : change undead type to lich (ad hoc DC + 12), Mitigating Factors : no phylactery(DC – 4), increase casting time 10 min(DC – 20), burn 600 xp(DC – 6) the subject become a baelnor: a lich whose duty is to protect the family crypt or old secrets (the baelnor stats are on Monster Of Faerun) XP Cost : 600 xp The Traveling Path(elven high magic) Transmutation[teleportation] Spellcraft DC : 142 Components : V, S, XP, Ritual Casting Time : 10 day 10 min Range : 80 ft area Target : everything in 80 ft radius up to 4000 lbs Duration : Permanent Saving Throw : None Spell Resistence : No To Develop :1278000 gp, 26 days, 51120 xp; Seeds: transport(DC 27); Factors: touch to area(DC + 14), change area to 20 ft radius(DC + 2),increase area by 300 % (DC + 12), add transport mass 3000 lbs(DC + 120), set trigger condition(DC + 25), permanent(DC x 5); Mitigating Factors: casting time 10 days 10 min(DC – 40), permantently lose 2 9th lvl spell slot per spellcaster *(DC – 340), burn 10000 xp per spellcaster (DC – 200), ritual(2 spellcasters epic lvl DC – 38), lose 3 str point per spellcaster *(DC - 120), lose 5 knowledge(arcana) skill point per spellcaster *(DC -30), lose 6 random spell slot per spellcaster *(DC - 60), lose spellcasting ability 3 day *(DC - 30) The spell create a travelling path: a permanent teleportation gate between two distant places. The gate is keyed to a particular trigger chosen at development time. The gate activates when the key is brought to the center of the gate, everything in 80 ft. radius is teleported up to a mass of 4000 lbs. Exceeding mass is left at the starting point. The gate reactivates when the key is brought again to the center of the gate. XP Cost: 10000 xp per spellcaster NOTE: factors and mitigating factors marked with * are homebrew factor listed here: http://boards1.wizards.com/showthread.php?t=432709 Life Of Duty(elven high magic) Transmutation Spellcraft DC : 47 Components : V, S, Ritual Casting Time : 11 min Range : touch Target : 1 elf Duration : Permanent Saving Throw : Fort negate Spell Resistence : Yes To Develop: Seeds: transform(DC 21), fortify(DC 27), conceal(DC 17); Factors: gain drow traits(DC + 40), gain drow will save bonus(DC + 4), gain ability score boost(DC + 8), gain drow base spell resitance(DC + 22), make spell resistance grow with lvl(ad hoc DC + 25), conceal spell against divination(DC + 6), make concealment tougher spellcraft DC + 24(DC + 12), Mitigating Factors: acquire drow penalties(DC – 10), ritual(5 spellcaster 9th lvl DC – 85), increase casting time by 10 min(DC – 20), lose spellcasting ability 2 day * (DC – 20) This ritual is unknown to most of elves. It transform an elf in a drow. The elf gains all drow abilities and penalties. The receiver of spell must be willing or helpless. The ritual must be approved by the clan elders has been performed only 5 times in elven history; 2 times for purpose of infiltration and 3 for punishment. The ritual can be reversed only by repeating it; it could be used even to transform elves in human or other creature but this has never occurred. Obviously no drow has been changed to an elf (it’s not know if the ritual would even work) NOTE: the Factors and Mitigating Factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 Mormhaor' Sykerylor (Killing Storm, Miyeritar's Bane) Evocation (Elven High Magic) Spellcraft DC: 64 Components: V, S, XP Casting Time: 12 days, 11 minutes Range: personal Area: 20 mile radius/lvl Duration: 100 hrs/lvl or until dismissed Saving Throw: Reflex for half Spell Resistance: Yes To Develop: 576,000gp, 12 days, 23,040 XP; Seeds: energy (weather, DC 25), energy (acid, DC 19), energy (fire, DC 19); Factors: increase area by 1,000% (+40), increase duration by 500% (+10), area level dependent (+25), duration level dependent (+25), dismissible (+2), change rain to whisps of fire and drops of acid (+12); Mitigating Factors: storm takes 1 day to fully gain its strength (-2), change range to personal (-2), increase casting time by 10 minutes (-20), increase casting time by 12 days (-24), caster burns 1,000 XP (-10), and 11 additional participants burn 500 XP each (-55). This mighty High Magic ritual has been used only once in the history of the elves, and the scarred lands of the High Moore in Faerun are the result. Upon completion of the ritual, the sky in the targeted area darkens as arcane winds hiss and screech at nature being perverted. Once the storm reaches full power after 24 hours from casting, it begins raining down droplets of firey acid, scorching and burning everyone and everything unlucky enough to be trapped in the storms embrace. For those poor souls within the affected area, they must bear the pain of 10d6 acid and 10d6 fire damage per round. After the spell has been dismissed (or it's duration expired), the storm takes another day to fully abate and normal weather to appear, leaving behind a lifeless, scorched wasteland incapable of supporting life. XP Cost: 1,000 XP from primary caster, 500 XP from 11 additional participants. by Karsus the Mad Forms Of Unity And Age Among The Forests(elven high magic) Transmutation Spellcraft DC : 60 Components : V, S, XP, Ritual Casting Time : 3 days 10 hours 11 min Range : 300 ft Target : cylinder area 3000 ft large 1000 ft high Duration : Permanent Saving Throw : Fort negate Spell Resistance : yes To Develop : 540000 gp, 11 days, 21600 XP; Seeds: transform(DC 21); Factors: change target to area(DC + 10), change area to cylinder type 2 *(DC + 3), increase area to 3000 ft (DC + 400), material has hardness of steel(DC + 5), size increase to awesome(DC + 24); Mitigating Factors: increase casting time by 10 min(DC – 20), increase casting time by 10 hours *(DC – 20), increase casting time by 3 days (DC – 6), ritual 3 epic spellcaster(DC – 57), lose 3 str point *(DC – 60), burn 12000 xp(DC – 120), lose spellcasting ability 12 day *(DC – 120) The spell was used in Myth Drannor to shape the greatest noble houses from the trunks and branches of living trees. This ritual alters existing plant material and either petrifies it or shapes it into forms envisioned by the casters. One High Mage affects the growth and size of the plants, onedetermines the extent of the ritual site and the area of change, and a third High Mage reshapes and reforms the plantlife to the shape desired. The maximum effect this spell can generate is the fusion into a single tree of a grove of trees with a cumulative branch-span of no more than 3000 feet; in general, this spell creates monstrous hollowed or solid trees with trunks of up to 400. in diameter. This ritual also allows partial fusion of trees, allowing the lower trunks to remain separate but fusing the higher branches and trunks into large enclosures, such as the homes in Myth Drannor. Effects and forms created by this ritual include impenetrable barriers of thorns and brambles within certain areas of Cormanthyr, branches among the treetops strengthened and woven to provide a defensive barrier proof against all but the mightiest dragon s claws, trees with immense hollowed chambers for homes or multiple trees sharing a living wood community home high above the forest floor, petrified versions of the same (when the trees begin to die), or even petrified large mushrooms set in parks for use as seats for the weary. XP Cost: 12000 xp NOTE : awesome size is a step after colossal size NOTE : the Factors and Mitigating Factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 Corrosion/Erosion(elven high magic) Transmutation Spellcraft DC : 51 Components: V, S, XP, Ritual Casting Time : 10 hours 11 min Range : 12000 ft Target : 300 ft cube non living matter Duration : istantaneous Saving Throw : Fort half Spell Resistance : Yes To Develop: 459000 gp, 10 days, 18360 xp; Seeds: Destroy(DC 29), Energy(weather DC 25); Factors: increase area to 300 ft cube (DC + 120), selective destruction(ad hoc DC + 20); Mitigating Factors: ritual 3 epic spellcaster(DC – 57), increase casting time by 10 min(DC – 20), increase casting time by 10 hours *(DC – 20), lose spellcasting ability 4 day *(DC – 40), burn 600 xp (DC - 6) This ritual summons high winds, mists and rains, and light, abrasive silt. All these forces are focused on a four sided area (maximum of 300. per side) within the ritual site. Under the total control of the casters (one for wind, one for debris and abrasives, one for water and rain), this wears down and disintegrates buildings. It is summoned only to break down structures, cleanse pollution of civilization, and restore the natural order of a place. It is always performed on abandoned elven sites if possible. Elven ruins, therefore, tend to be places where the High Mages fell in battle or left the site before it could be cleansed. The wards on this ritual are strong due to the forces at work and should be considered Myriad wards. XP Cost: 600 xp NOTE : the factors and mitigating factors marked with * are homebrew and listed here : http://boards1.wizards.com/showthread.php?t=432709 Uaul' Selu' Keryth (The Sundering, At War with the Weave) Evocation (Elven High Magic) Spellcraft DC: 63 Components: V, S Casting Time: 10 days, 10 hours, 11 minutes Range: Personal Area: 230 mile radius/lvl (minimum 4,830 mile radius) Duration: 20 hours Saving Throw: Yes Spell Resistance: Yes To Develop: 567,000gp, 12 days, 22,680 XP; Seed: energy (weather, DC 25), shadow (duplicate anti-magic field, DC 48), shadow (duplicate earthquake, DC 58), shadow (duplicate wish, DC 63), conjure (DC 21), transform (DC 21), destroy (DC 29) ; Factors: increase area to 230 mile radius (+456), area level dependent (+25); Mitigating Factors: change range to personal (-2), increase casting time by 10 minutes (-20), increase casting time by 10 hours (-20), increase casting time by 10 days (-20), Caster dies (-50), 11 additional participants die (-550). Used only during situations most dire, twelve High Mages can harness the energy of the Weave to cause it to fluctuate across a great distance. In lesser ritual forms, the uaul ritual disrupts all magic for miles around and causes great turmoil in weather and animal life; thunderstorms, earthquakes, dead magic, animal stampedes, and tornadoes are common. In its ultimate form, the Weave is temporarily torn asunder, and the damage is made manifest in major cataclysms and storms, tidal waves, and permanent changes to the lands of any planet. by Karsus the Mad Hidden Homeland(elven high magic) Illusion(figment) Spellcraft DC: 171 Components: V, S, Ritual Casting Time: 10 hours 11 min Range: 12000 ft Target: 600 ft radius area Duration: Permanent (D) (see text) Saving Throw: Will disbelief and negate(DC + 10, elves DC + 6) Spell Resistance: Yes To Develop: 1539000 gp, 431 days, 61560 xp; Seeds: delude(DC 14), conceal(DC 17), compel(reverse direction)(DC 19); Factors: change target to area(DC + 15), change area to 20 ft radius(DC + 2), increase area to 600 ft(DC + 120), concealment is permanent(DC + 4), block divination(DC + 6), include other senses(DC + 10), illusion work on area (DC + 4), no concentration req(DC + 9), increase saving throw DC 10(DC + 20), temporary dismissible(ad hoc DC + 8), make permanent(DC x 5); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), ritual (5 spellcaster epic lvl)(DC – 95), elves get + 4 bonus on saving throw(ad hoc DC – 2), caster burn 20000 xp(DC – 200), each participant burn 5500 xp(DC – 220), all casters lose 1 lvl(DC – 100), additional research time 400 days *(DC - 80), every caster permanently lose 1 6th lvl slot *(DC - 275), anchored(DC x ¾); This ritual's effect is a mixture of illusion/phantasm and enchantment/charm magics plus a mythal or ward. It is hardly a powerful magic, but the amount of energy and subtlety involved in its effects make it High Magic. Saving throws against the effects of a n.maernthor barrier are checked with a -10 penalty for N.Tel.Quess and a -6 for elves). Even if persons or structures of the realm are within sight of a stranger, these barriers divert most intruders. More powerful variants of this ritual can be placed within mythals, and these forcibly (yet imperceptibly) teleport intruders away from a homeland. Like the starshine ritual, this magic has a wizards variant available to certain royal elven personages across the Realms, which allows them to duplicate these effects on a limited basis. However, to build this magic, every capable elf within a settlement must participate in the dance that establishes the n.maernthor. Not unlike hallucinatory terrain and mass suggestion, those not welcome in the realm can be diverted from finding the actual paths into an elven city. XP Costs: 20000 xp, 5500 xp per participant by lavekkia The Wow Tangible(elven high magic) Divination Spellcraft DC: 45 Components: V, S, XP Casting Time: 11 min Range: infinite(touch) Target: 2 subject Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 405000 gp, 9 days, 16200 xp; Seeds: Contact(DC 23); Factors: activate on trigger(DC + 25), add 1 target(DC + 10), make permanent(DC x 5); Mitigating Factors: increase casting time 10 min(DC – 20), Capstone(DC – 20), burn 8500 xp(DC – 85), lose spellcasting ability 10 days *(DC – 100), lose 1 lvl(DC – 20); This ritual is a loosely structured rite that summons a physical symbol of a vow made during the casting. The vow itself is inherent to the symbol, and neither it nor the object can be marred or affected by any means less than divine, aside from one. Should either party involved in the vow intentionally and flagrantly break its word beyond the spirit of the agreement, the symbol shatters. The casting High Mages are not the folk involved in the vow, only in the binding of High Magic to the Vow Tangible and the thoughts and spirits of two or more representatives involved in the vow. The size of the physical symbol is relative to the number of people it encompasses, so a promise made among cities creates a boulder-sized symbol, while a vow between two friends creates a small fist-sized object. Most often, this ritual summons a stone plinth or slab of the relative sixes mentioned above, and the vow made in the ritual is carved somewhere upon it; the Standing Stone is the major example of a vowstone (or oathstone), its size relative to the two groups of people (Dalesmen and elves of Cormanthyr) involved in the vow through the three human representatives and the Coronal. If additional time is spent in ritual and either of the representatives has artistic skill, the vowstone can manifest as a figurine or statue rather than a formless rock with inscriptions. The common use for this ritual is to make it a part of a marriage rite among elves, creating an Aestar.Khol (.Marriage Stone.) XP Costs: 8500 xp by lavekkia The Path Of Music Trough The Starlight(elven high magic) Illusion(shadow) Spellcraft DC: 135 Components: V, S, XP, Ritual, Bardic Music Casting Time: 10 hours 10 min Range: touch Target: 12000 ft / 1 bard(see text) Duration: 121 hours + 2 hours / lvl Saving Throw: Will Negates Spell Resistance: Yes To Develop: 1215000 gp, 1525 days, 48600 xp; Seeds: shadow(DC 23); Factors: replicate 7th lvl spell(shadow walk)(DC + 25), travel trough the astral plane(ad hoc DC + 20), change target to area(DC + 10), change area to 20 ft radius(DC + 2), increase area to 12000 ft(DC + 2400), increase duration to 121 hours(DC + 100), make duration lvl dependent x 2(DC + 50); Mitigating Factors: ritual (9 spellcaster epic lvl)(DC – 171), ritual(1 bard lvl 6th)(DC – 11), increase casting time 10 min(DC – 20), increase casting time 10 hours(DC – 20), bard must lose 30 bardic music (DC – 90), bard must have 33 ranks in perform(harp)(DC – 33), caster burn 20000 xp(DC – 200), each spellcaster burn 10000 xp(DC – 900), additional research time(1500 days)(DC – 300), each spellcaster lose 1 8th lvl spell slot (DC – 750); This is the most ancient ritual of Elven High Magic cast on Toril: to be more precise the ritual was not even cast on Aber – Toril but on the fabled Faerie, home of the sylvan races, and it ended here. The first elves used it to migrate from that enchanted place to this world that they found so similar. A bard was required for the ritual, and very powerful indeed and skilled with harp. Once the ritual was completed the bard was imbued with energy beyond mortal understanding, her song then was so rich and beautiful that even the stars bowed to such magnificence. While harping the bard acquired the capacity of fold space and time and travel trough the void of space between the worlds. Everyone that can hear her magically empowered melody (basically everyone into the radius area) travel into the astral plane, if someone falls out of the range the music abruptly cease and he is struck there. The path leads everyone to the chosen destination trough it may require more or less time to travel depending on distance covered(It’s up to the DM to decide how many hours it would require the travel). NOTE: depending on the setting (and the DM choice) Faerie can be a plane, a world or a Crystal Sphere(Faeriespace) or a combination of the cases (for example a Crystal Sphere that extends over the Prime Material boundaries) so it’s again up to the DM decide the specifics (and maybe the hazards) of the travel. XP Cost: 20000 xp, 10000 xp per caster by lavekkia The High Revival(elven high magic) Evocation[fire,cold,electricity] Spellcraft DC: 27 Components: V, S, XP, Ritual Casting Time: 10 min ( + 10 min to build up) Range: 0 Target: 10 miles radius + 2 miles/lvl Duration: 20 hours Saving Throw: Reflex half Spell Resistance: Yes To Develop: 243000 gp, 5 days, 9720 xp; Seeds: energy(weather)(DC 25), shadow(DC 23), shadow(DC 23); Factors: increase radius 10 miles(DC + 8), make area lvl dependent(DC+ 25), replicate divine spell(DC + 10), replicate 3rd lvl spell(remove disease)(DC + 10), replicate 4th lvl spell(remove curse)(DC + 15); Mitigating Factors: Ritual (3 spellcaster epic lvl)(DC – 57), increase casting time 10 min(DC – 10), burn 3500 xp ; This circular ritual of three High Mages is one of the most common High Magic rituals performed in Cormanthyr or any of the elven realms. In game effects, this acts as a mixture of major magics in an expanded area: weather summoning, remove curse, cure disease, and so on. The magic affects only trees and animals, the forest ecosystems, and the life and health of the surroundings, not elves or other sylvan creatures within that area. Granting their effects to creatures in High Magic requires the Daoin’Teague’Feer ritual. XP Costs: 3500 xp by lavekkia Moryggan’s Mythaleash(elven high magic) Evocation/Conjuration Spellcraft DC: 30 Components: V, S, F Casting Time: 10 minutes Range: touch / 1 mile/lvl Target: see text Duration: 60 hours + 3 hours/lvl Saving Throw: None Spell Resistance: No To Develop: 270000 gp; 6 days, 10800 xp; Seeds: transport(DC 21), mythal(DC 25); Factors: transport non physical object(ad – hoc DC + 4), acquire all mythal components(ad – hoc DC + 50), scale duration by lvl(DC + 25), scale range by lvl(DC + 25); Mitigating Factors: arcane focus component(mythal)(DC x 1/5); When cast, Moryggan’s mythaleash allows the recipient to travel away from a mythal while stretching or pulling an isolated piece of the mythal along with her. In effect, the target is tethered to the mythal, and the spell allows the normally static mythal to stretch along a direct path from the mythal to the target. Full effects of the mythal can be accessed anywhere along the mythaleash area of effect as if it were the normal mythal. To cast the spell the caster must be within the mythal (this represent the “Focus”). The mythaleash creates a 30.-radius globe of the mythal centred on the target, though the mythaleash is better imagined as a 60.- diameter tunnel stretching in a direct line from the mythal to the target. The mythaleash and its effects are not impeded by physical barriers, and areas between the mythal and the target are subject to all standard strictures and benefits of being within the standard mythal. The maximum extension of a mythaleash is the caster’s experience level in miles from the outer edge of the mythal. If this distance is exceeded by even one foot, the spell breaks, and the mythaleash .snaps back. to be absorbed by the mythal. Even the healthiest of mythals can support only so many demands stretching it from all sides at once. Therefore, a mythal can handle a maximum of three mythaleashes linked to it at any given time. Any casters attempting to further link to a mythal and cast this spell waste their spell, as the mythal’s power limited sentience cancels the spell effects. Of course, this spell can work on damaged or corrupt mythals easily, but there is a 5% cumulative chance per mile that the mythaleash will become corrupt like the mythal. If this occurs, the mythaleash degenerates into a non permanent dead-magic zone all along its area of effect, though it anchors itself to the location, not the target. The target of the mythaleash cannot cast any spells or use any innate magic while the spell is active. She can use only mythal powers known to her (since the target is inside the mythal, technically) or personal magical items that do not change her physically. The mythaleash attaches both magically and physically, and any change to intangibility or any sudden shift in location (such as a teleport spell) snaps the connection and ends the spell. All others within the mythaleash area of effect can act, cast spells, and use mythal powers as they normally would within the mythal itself. Only the target of the mythaleash is restricted from using other spells, though she can used magical wands and staves provided they do not alter her form or location. Beyond this noted source, the mythaleash spell exists within only five other spellbooks and tomes throughout all known Realmspace. Of these, only two of them contain the full spell as noted above: The Arcanabulum Irrakà, believed long lost in the Moonwoods and unseen or noted since the Fall; and the fabled Sanded Scrolls of Jafalliya Xyam, a sheaf of copper-reinforced vellum sheets buried within the tomb of a long dead Coramshite pasha in the Marching Mountains. The other three recordings of this spell contain a reduced version of the spell at 9th level; the only difference in effect is the duration.3 rounds per caster level, rather than hours. These three tomes are all known to Elminster, as he speaks of them all: the human-recorded Book of the Bladesinger, missing after the death of its Hillsfarian creator. (.A woefully misleading and inaccurate text which elicits only laughter among elves, though its six rare elf spells make it worth seeking); The Covenantaalis, a massive gold-stitched and leather bound tome of spells exclusively of elf, half-elf, and drow origins. (.This masterwork of Ederan Nharimlur.s greatest apprentice contains more elven spell-lore than any other text outside of the libraries of lost Uvaeren, and the silver-sheeted tome has been missing since the ship that was to bring it to Evermeet sank with all hands more than 400 years ago.); and the Book of Banes, a tome on protective magic compiled by Undalthar the Protector, the great abjurer of Baldur’s Gate more than 100 years ago. (.While Undalthar was a boastful oaf and his presence often brought more danger than safety, his research and writings were sound, and this tome of nearly 20 protective spells makes it worth the hypocrisy of remembering that dolt as a hero.) Arcane Focus: 1 mythal by lavekkia Together As One Against The Foes Of The People(elven high magic) Divination Spellcraft DC: 122 Components: V, S, M, XP, Ritual Casting Time: 11 min Range: 300 ft Area: 1200 ft radius Duration: 200 min Saving Throw: None Spell Resistance: No To Develop: 1098000 gp, 22 days, 43920 xp; Seeds: Contact(DC 23), Fortify(DC 17); Factors: change target to area (DC + 10), change area to 20 ft radius(DC + 2), increase radius 1200 ft(DC + 240), share spells(ad – hoc DC + 50), share divine and arcane spells(ad – hoc DC + 40), share abilities(int, cha, wis)(ad – hoc DC + 25), augment major magical item(rod of quickening)(DC + 40), augment major magical item(rod of maximizing)(DC + 40); Mitigating Factors: ritual (5 spellcaster epic lvl)(DC – 95), caster burn 8000 xp(DC – 80), each participant burn 3000 xp(DC – 150), increase casting time 10 min(DC – 20), caster lose 1 str point *(DC – 20); This lost ritual allowed a commander to coordinate armies of spellcasters to cast spells in concert, leading to devastating volleys of spells against orc hordes or dragons. Upon the casting of the spell every spellcaster in the area of effect become linked with every other and with the high mages. Every caster acquire the int, cha, and wis score of the caster of the ritual (or retains her score if higher). Iin addition all the arcane casters are allowed to share spells: in game terms all the spellcaster are treated as a single sorcerer with access to every spell memorized (for wizards) or known (for sorcerers and bards) and a number of spell slots equal to the sum of every slot of every caster. Every caster cast spells independently using the pooled slots and is automatically aware of the number of remaining ones. NOTE: caster who prepare spell in advance(wizards) still apply metamagic as a sorcerer (but see the exceptions below); obviously a caster can apply a metamagic feat only if she has it. In addition the spell grant to everyone the Quicken Spell and Maximize Spell feats; these feats can be applied to spells without increasing the casting time to 1 full – round action (even for sorcerers). XP Costs: 8000 xp, 3000 xp per participant Arcane Material Components: Greater Rod Of Quickening, Greater Rod Of Maximizing NOTE: blah blah blah you know where to find mitigating factors don't ya by lavekkia Fire In The Abyss(elven high magic) Evocation[acid]/Abjuration Spellcraft DC: 91 Components: V, S, F Casting Time: 1 std action Range: touch Target: 1800 ft radius Duration: Instantaneous Saving Throw: None Spell Resistance: Yes To Develop: 819000 gp, 17 days, 32760 xp; Seeds: dispel(DC 19), energy(acid)(DC 19); Factors: 1 std action casting time(DC + 20), change range to touch(DC + 4), synchronize dispel(ad – hoc DC + 6), change area to 20 ft radius(DC + 2), increase radius to 1800 ft(DC + 360), bonus CL check + 40(DC + 30), increase dmg to 40d6(DC + 60), maximize dmg(DC + 21); Mitigating Factors: can be cast only underwater(ad – hoc DC – 4), improved life sacrifice(DC – 75), arcane focus(mythallar)(DC x 1/5); The elven ritual has been cast three times during the Netheril Age by three High Mages of Aryselmalyr: everyone of them chose to sacrifice his life hoping to destroy the underwater netherese enclaves that threatened the lives of their people . The spell combine a powerful dispelling magical wave with an explosion of acidic energy. The dispelling wave is synchronized to happen an instant before the burst of acid which deals 240 hp of acid damage. The spell requires the caster to touch the Mythallar (which disintegrates the caster without saving throw). The magical weave shut down the mythallar power thus disabling the magical reinforcement and the acidic burst corrodes away the crystalline shell that surrounds the enclave; at this point the enormous pressure of water crush the weakened shell wiping away everything. Arcane Focus: 1 Mythallar by lavekkia |
| ravennight03-26-07, 01:52 AM | Those are some really good work Karsus, I have done some translations of the older high magic rituals that I think might be different from yours, and if they are I'll offer them up as different versions, but it is great to see some brand new ones too. I do feel like the Killing Storm is too low in Spellcraft DC and in mitigating factors. It was, after all, a spell that reduced an entire nation and thousands of miles of a continent a completely dead wasteland. I would think that at least a few casters would die and that the DC would still be up in the hundreds somewhere. |
| Karsus the Mad03-26-07, 02:37 AM | Those are some really good work Karsus, I have done some translations of the older high magic rituals that I think might be different from yours, and if they are I'll offer them up as different versions, but it is great to see some brand new ones too. Thanks, but they're not mine:) Lavekkia made all but two of those. I do feel like the Killing Storm is too low in Spellcraft DC and in mitigating factors. It was, after all, a spell that reduced an entire nation and thousands of miles of a continent a completely dead wasteland. I would think that at least a few casters would die and that the DC would still be up in the hundreds somewhere. I was thinking about that, then it occured to me that the ritual was performed by Vyshaan high mages, which were the greedy buggers that caused most of the problems. It didn't seem to fit that they'd sacrifice themselves just to wipe out an enemy (considering they were trying to conquer). The DC is easily raised if you feel it's too low, but keep in mind, it should be low enough for a primary spellcaster to succeed, and I don't know of many mages that can succeed at a DC in the hundreds (not including spellcraft +100 items of course);) The most difficult one for me was the Sundering. I kept asking myself "Now how the hell does one quantify such drastic globe shattering effects utilizing the Epic Spell rules?". I came to the conclusion that it couldn't, so just shoved in stuff that approximated the overall effect. I'm not entirely satisfied with it, but eh:) |
| boards03-26-07, 03:23 AM | It is always stated that elves are inherently magical, being part of the weave and all, but does this actually affect there magic (outside of high magic)? Dragons are also inherently magical (more so than elves IIRC) and they get a different method of casting that doesnt involve spell components and much shorter incantations. Do elves get any of these advantages? |
| Zsych03-26-07, 08:49 AM | They might be good wizards if they weren't generally cowards, taking 5 centuries to learn what a human does in 5 decades. Their increased INT is completely destroyed by their culture :) |
| ravennight03-26-07, 08:55 AM | this thread has nothing to do with elves having inherent spellcasting abilities different than humans, it has to do with the style and flavor of their magic which is noticeably different than that of most human mages. Read Cormanthyr: Empire of the Elves. I think that's the best reference in terms of getting a feel for the flavor of elf spellcraft. It's subtler in general. Magic is more Art than power to them and their craftsmanship reflects that. |
| ravennight03-26-07, 09:07 AM | [QUOTE] Kai’Soeh’Takal / “Skin and Breath of the Wyrm” Transmutation Spellcraft DC: 28 Components: V, S, Casting Time: 1 minute Range: Touch Target: One creature Duration: 1 day Saving Throw: None Spell Resistance: Nil To Develop: 252,000gp; 5 days; 10,080xp. Seed: Transform (DC 21). Factors: add breath weapon (+10 DC), frightful presence (+10 DC), dragon immunities (+10 DC), spell resistance (+10 DC), blindsight (+10 DC), keen senses (+10 DC), two size categories (+12 DC), and spell-like abilities (ad hoc +40 DC). Mitigating Factors: reduced duration (divide DC by 5). Reaching out through the Weave, the High Mage is able to allow a single being to use the form and powers of a single metallic Dragon. Their age category is that of very old wyrm. They have all the physical abilities, as well as the spell-like powers, breath weapon, and spell resistance. They keep their own memories and personality during the time in the dragon form, and are still able to access spells, feats, and skills. All items they are wearing and carrying before they transform become part of their new dragon body. However, they have no access to magical item powers. Spells cast by a wizard in dragon form are cast without arcane material components. The powers of the subject are determined by the race of metallic dragon that they assume. Ahrmaesuol / “The High Revival, Restoration” Conjuration (Healing) Spellcraft DC: 71 Components: V, S, DF Casting Time: 11 minutes Range: 0 Area: ½ mile radius Duration: Instantaneous, 8 hours, see below Saving Throw: None, Fort for half Spell Resistance: Nil To Develop: 639,000gp; 13 days; 25,560 XP. Seeds: Heal (affects all flora and fauna only) (DC 27) and Conjure (weather) (25). Factors: change target to area (+10 DC), change area to 20ft radius (+2 DC), increase area to 2000ft (+76 DC). Mitigating Factors: increase casting time by 10 minutes (-20 DC), ritual (3 participants contributing a 9th level spell slot each) (-51 DC). This was the most common High Magic cast during the height of the great elven realms, a magic that healed sections of the forest from blight, disease, fire, the effects of drought, and of damage from natural disasters. Four casters were required, including the High Magi who acted as the primary caster of the ritual and standing at the center of the three other participants, and a priest of Rillifane Rathalil. The secondary casters could be of any spellcasting class, as long as they were able to contribute the required spell slot. When the chant began, a slow mystic glow of green light grew from out of the caster’s hands, and then began to spread to the hands of the other three participants. As the casting went on, the light spread into a sphere that encompassed all participants, and then quickly spilt out into the woods around them. All creatures and plants in the forest that encountered the light felt its healing, except humanoid creatures. Those beings of the woodland were healed as if subject to a cure moderate wounds spell, as well as cure disease, neutralize poison, remove curse, and cure blindness and deafness. It banished all magical and natural disease and blight within the trees and shrubs as well. This effect was instantaneous. The second working of the ritual, which took shape with the green light, was summoning of particular types of weather that would reverse the effects of any natural or magical problems in the wooded area, including draught and flooding. In the case of draught, rain would be summoned, and to reverse flooding, dry, hot air to evaporate the water. This effect would persist for eight hours after the ritual was complete. Divine Focus: The holy symbol of Rillifane Rallathil. N’Marnthor / “Hidden Homeland” Illusion [Figment] Spellcraft DC: 33 Components: V, S, M Casting Time: 1 day and 11 minutes Range: 0 Area: 2400ft radius Duration: Permanent Saving Throw: Will to neg. Spell Resistance: Yes To Develop: 315,000gp; 6 days; 12,600XP. Factors: increase area by 400% (+16 DC), change target to area (+10 DC), Change area to 20ft radius (+2 DC), increase compulsion area to 2400ft radius (+480 DC), permanent (x5 DC). Mitigating Factors: increase casting time by 10 minutes (-20 DC), increase casting time by 1 day (-2 DC), ritual (every elf in the city who can, must participate) (ad hoc -2500 DC), Burn 10,000XP (-100 to DC). Developed in eons past to protect elven homelands, this ritual is simple in its actual design, but needs enormous amounts of energy, and all elves in the city to be protected who are able must participate. The ritual need only have a single caster who is a High Mage, and no other participants need contribute a spell slot. However, the channeling of the emotional energy of an entire city is draining, and burns away 10,000 experience points from the caster. At the beginning of the ritual, the caster stands at the centermost point of the area to be protected. All other elves then form concentric rings around the caster. With the start of the ritual, a chant is begun by the caster, and then taken up be each ring until all the elves are chanting, at which point the caster goes into reverie. The rings then begin to dance as they are chanting. Over the course of a full day, the elves gradually slip into reverie, which is only broken when the caster emerges from his and begins the final 11 minutes of the casting time, during which the chanting, which has died down, resumes, and they perform the last of the ceremony. In those last 10 minutes, a mist begins to form around the caster’s feet. The mist thickens and billows rapidly, spreading very fast through the rings, until it stretches out to the full extend of the area. The elves then are in full song, singing and dancing around the caster, and adding exuberant energy to the power of the magic. When the ritual is complete, a great swoosh goes through the crowd as the mist retreats out from the center into the circumference of the area, knock all elves from their feet save the caster. The effects of the spell are permanent, and effective immediately. The entire area is protected as if under a hallucinatory terrain spell causing all who look upon it to see dense, foreboding woodlands. All those who enter appear to be nothing more than woodland creatures and fleeting shadows. The woods take on an ominous appearance, being dim and filled with shadows even at the height of day. All non-elves who enter this area must make Will check or get disoriented and wonder away. The disorientation lasts for another hour. At no point are they able to see the actual city, even if they stepped out of the area into the city itself. Elves are immune to this effect, although drow are not. Elaorman / “Home of Summoning” Transmutation Spellcraft DC: 38 Components: V, S, Casting Time: 1day Range: 0 Area: 100 cubic ft. Duration: Permanent To Develop: 342,000gp; 7 days; 8,550 XP. Seeds: Transform (21). Factors: area increase by 500% (+20 DC), strengthens structure (+10 DC). Mitigating Factors: calling summons already existing rock (ad hoc -15 DC), increase casting time by 1 day (-2 DC). The source of the many wondrous sculpted by the elven High Magi, this spell has been reconstructed many times over the millennia. It has also been the source of wizard permutations, such as the elven spell construction. This spell allows the casters to shape wood and stone into massive structures of lasting beauty. Wood is petrified during the process and acquires the hardness and hit points of hard stone. The casting is usually only performed by the most powerful elven families. Given the rarity of the elven high magi after the fall of Myth Drannor, it almost is never cast outside of Evereska and Evermeet. After the phaerimm siege of Evereska, it is likely to be cast even less. It is responsible for most of the wondrous palaces and buildings seen in elven ruins or in the great elven realms, buildings seamlessly grown from the earth itself. Fea’Quoltheur / “Shielding Cloak of the Spirit” Abjuration Spellcraft DC: 75 Components: V, S, F, XP Casting Time: 11 minutes Range: Touch Effect: 1 creature Duration: Permanent To Develop: Seeds: Ward (14) and Life (27). Factors: increase duration to permanent. Mitigating Factors: ritual requiring 10 people contributing 3rd level spell slots (-50 DC), XP Burn 5,000 xp from the primary caster (-50 DC), increase casting time by 10 minutes (-20 DC), magic focused on a gem of 5,000gp value (ad hoc -50 DC). Created in ages past as a way of protecting elves in an individual mythal like effect, this is the High Magic used in the creation of mantles, cloaks of magical energy that have a single offensive spell effect and two utilitarian or one defensive spell effect per level. The mantles are keyed by the particular gem it is tied to. Whenever the gem is worn or held by the mantle bearer, the mantle is in effect. No other person may benefit from another’s mantle with the same stone, and no two mantles may share the same focus gem. Mantles also are semi-sentient and are able to develop and grow as the bearer grows although the mantle is only really effective when created for a spellcaster. For each level of spells that the caster has access too, he or she can choose one offensive spell and either one defensive or two utilitarian spells that can be cast from the mantle. Defensive spells are always active, and permanent, while offensive spells can only be cast once per day. Utilitarian spells are activated as a free action and at will. Since many elves multi-class as wizards, they are able to have spells up to the highest level they can cast incorporated into the mantle. Once chosen, spells cannot be changed as they have become an integral part of the mantle. For example, a first level caster can choose one level zero offensive spell, such as flare or ray of frost, and either one defensive spell such as resistance or two utilitarian spells such as detect magic and arcane mark, while their choice of first level spells might be magic missile and protection from evil. Spells that attempt to dispel magic do little damage to a mantle. It is completely immune to the effects of dispel magic, and only is suppressed for 1d4 minutes by spells of 6th level and greater. A wish spell negates it for a full day, but cannot dispel it. Destruction of the gem destroys the mantle, although the death of the bearer does not. If they are raised or somehow otherwise come back to life, they have full use of the mantle again, as long as they still have possession of the gem. As mantles are viewed as a mark of honor, nearly all bearers of mantles are members of noble houses, or agents on special missions. The ritual participants are usually family and friends, as the creation of a mantle is seen as a birth of something new. [QUOTE] Here are my versions of some of the High Magic rituals. The Skin and Breath of the Wyrm spell reflects my personal view of it as a battle spell and its uses by a single high mage. I also included the spell I wrote up in order to create mantles, which I don't think has been dealt with anywhere. I haven't looked the spell over again, so if anyone has comments, feel free to post. |
| Alediran03-26-07, 09:07 AM | They might be good wizards if they weren't generally cowards, taking 5 centuries to learn what a human does in 5 decades. Their increased INT is completely destroyed by their culture :) Except that no human could cast High Magic Rituals, wich are the most powerfull spells on current days. |
| ravennight03-26-07, 09:11 AM | Well...that's not exactly true. The rituals of High Magic, I think, easily fall into the ritual use of epic spellcasting, but that doesn't mean that others can't use ritual epic spells. I think that the important part of high magic is that the spells represent the elven philosophies about magic as art and that it is a tradition through which one can learn epic spellcasting. I think the idea behind learning epic spellcasting is that very few people learn how to do it and you have to have access to some great amount of lore, and the high mages represent a whole living tradition of that. Just my take on it. That isn't to say that the high mages aren't by far the most superior body of epic spellcasters in Faerun, because they are. |
| Karsus the Mad03-27-07, 09:48 PM | I also included the spell I wrote up in order to create mantles, which I don't think has been dealt with anywhere. I haven't looked the spell over again, so if anyone has comments, feel free to post. Here's my version of the Sash of Spells spell, which isn't a true mantle, but a similar effect. It might give you some ideas on how to factor in the effects you desire (at the moment, your spell doesn't take into account any increase in DC for being able to do what it does, which I think it should: just my opinion of course). Also, it's been discussed a bit, and heatedly debated over, that an epic spell utilizing the mythal seed (with other seeds mixed in for specific effects when needed) would prolly provide the closest 3.5 version of true mantles. Sash of Spells Transmutation (Netherese) Spellcraft DC: 105 Components: V, S Casting Time: 11 minutes Range: personal Effect: creates a magical sash that holds up to 8 spells. Duration: Permanent until discharged Saving Throw: No Spell Resistance: No To Develop: 945,000gp, 19 days, 37,800 XP; Seeds: spell matrix (DC 13); Factors: increase capacity by 7 spells (+28), include up to 9th level spells (+40), permanent (x5); Mitigating Factors: increase casting time by 10 minutes (-20), burn 20,000 XP (-200), expensive material component (-80). This potent spell betrays its presence by a diagonal line of radiance on the casters body. The glow of a sash of spells shines through clothing, magical darkness, disguises, and cannot be hidden. During the next 8 rounds, the line of radiance hangs in front of the caster, curling down to touch his or her feet, and receives all spells cast into it by the sash-caster or others 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 absorbed by the radiance without taking effect. (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.). Absorbed spells can be of any level and type from any source (including magic items). After 8 rounds, the radiance drifts quickly around the casters body and joins its two ends, even if it's absorbed less than 8 spells. The caster is instantly made aware of all stored spells, including their precise effects and amount of damage, and can release them at any time thereafter, even if years pass before they are all used. Spells can only be released by the sash-caster willingly. A sash can be transferred from its caster to another creature by one round of direct flesh-to-flesh contact and a willed transfer but both the caster and the recipient must be willing or no transfer occurs. When such a transfer is made, both the sash-giver and the person receiving the sash suffer 2d4 points of damage from the wild surges of magical energy involved. One spell per round can be unleashed from the sash by the will of its wearer as a quickened action. The death of the sash-wearer causes all stored spells in the sash to erupt spectacularly at the nearest targets. Nothing short of a limited wish or wish spell can take a sash out of existence, and dispel magic and similar effects only suppress the sash for 1d4 rounds. An anti-magic field suppresses the sash for as long as the wearer is within the field. The caster can only have one sash of spells active at a time. Material Component: major ring of spell storing XP Cost: 20,000 XP |
| BrennonGoldeye03-27-07, 09:57 PM | That isn't to say that the high mages aren't by far the most superior body of epic spellcasters in Faerun, because they are. Umm. Well. OK. |
| Krash03-28-07, 12:22 AM | [QUOTE] Fea’Quoltheur / “Shielding Cloak of the Spirit” <SNIP> Whilst this is true to Ed's original elven mantle gem write-up, it is obscene in power by 3E standards. Effectively, your mantle gem is a ring of spell storing that holds 90 spell levels if you go by the one offensive and one defensive spell per level route. Work that out in a gp cost and you'll see the difficulties inherent in a straight translation. Also, your use of the term 'defensive' is open to rampant abuse. On your spell I could have stoneskin active on me constantly. Also, things like globe of invulnerability or endure elements. I'm sure there are even worse examples. Essentially, while it may be true to Ed's 2E write-up and a good effort it has its problems. -- George Krashos |
| Karsus the Mad03-29-07, 12:05 AM | Work that out in a gp cost and you'll see the difficulties inherent in a straight translation. :thinks: I think I miscalculated, but I got a figure well over 100 million gp.... |
| Krash03-29-07, 12:43 AM | :thinks: I think I miscalculated, but I got a figure well over 100 million gp.... Yes, if you use the ring of spell storing as a template, the amount is positively obscene.:) -- George Krashos |
| Derren S.03-29-07, 02:04 AM | Except that no human could cast High Magic Rituals, wich are the most powerfull spells on current days. Considering that humans can now cast Mythals, elves now have no exclusive magic anymore. |
| Karsus the Mad03-29-07, 08:56 AM | Considering that humans can now cast Mythals, elves now have no exclusive magic anymore. Wizardly mythals have always been able to be created by humans. Elves have never had exclusive magic, they've had and still have, an exclusive tradition in which they practice magic. |
| BrennonGoldeye03-29-07, 10:26 AM | Wizardly mythals have always been able to be created by humans. Elves have never had exclusive magic, they've had and still have, an exclusive tradition in which they practice magic. Very well put M.:D |
| ravennight03-30-07, 12:51 AM | Also, you also have to consider whether Epic Spellcasting is something that you must recieve training to achieve or whether it is something you can come to on your own. The elven High Mage and the Netherese Arcanist are both from traditions that train new initiates in the ancient ways of crafting such powerful spells, but not everyone is able to do so. Even the Chosen who participate in casting epic spells have trained extensively in elven magical lore and are gifted by the Goddess of Magic. Thus, while mythals and other epic spellcasting may not be exclusive to elves, access to epic magic may be severely limited if one is only very very rarely able to achieve it on one's own. |