| Post/Author/DateTime | Post |
|---|---|
| Arcanim07-02-06, 05:41 AM | Please note all of my work is done in 2nd Edition Dungeons and Dragons material. If there is type mishaps, forgive a humble man...I only knew of one perfect person to walk the planet... Book of Nym Appearance: This book is a very thin tome. The outside resembles that of a smooth bark, white in color. The single word, Nym, exist on the front cover of the book, along with a picture of a great oak tree behind it. History: Long ago there existed an elvish city known as Nol'Somir. While many great artisans existed in the city and crafted many wonderous items, the city's greatest treasure was its volumes of spells. Not so because they were elvish, but rather for the power they possessed. It is not quite known how the outside world whitnessed this power, some speculate it was displayed in duels, or perhaps some elvish wizard protecting his life from some fel enemy. In time many spell casters from various walks of life sought their knowledge. They came bearing gifts, treasure, and some even spells from their own spellbooks. Each time their request was denied, and they would be escorted away and removed from the forest. Eventually the elves built outpost along the edges of the forest to prevent intruders from entering. Many humans took up arms against the elves, allowing their anger to fuel their greed. It was said that most of them were transfigured into trees or stone. Some met the fate of painful magics, as the elves let them die slowly to persuade their companions to leave. Those who usually did survive however left the forest mumbling of horrible visions, each day insanity slowly taking them. One day a faction of evil wizards lured a young prince into their group with the promise of power. Slowly they trained the young prince what he would need to know to serve their purpose. All the while slowly warping his mind to the everlasting hatred of elves. It was also about this time an elf by the name of Nym Nodding began researching many different spells to aid his brethren. He found many different discoveries along the way and recorded them in several journals and spellbooks. Impressed by his findings the elvish council approved his work and Nym began putting his spells to use. Finalizing the young prince in his studies, the wizards sent him forth into the elven forest on an initiation mission. Knowing all too well what would happen to the young prince they sat back and watched their plans unfold. Several weeks later a message was recieved at the castle of the prince's demise. The king angered by the death of his only son, rallied his armies and marched upon Nol'Somir. As the armies attacked, the evil wizards decended from the north and invaded the city. As the story goes the king's army found themselves without their blades, and his casters without healing and wizard spells. Though this did not keep the angered king from slaying many elves, his army eventually fell. The elders of the forest saved a special justice for the evil wizards who now sat powerless within their forest. The elves knowing all too well that the attacks would never cease decided they would start anew. They crafted a portal system in the new city and slowly began taking their knowledge and artifacts to their newfound home. During their final move the forest was sieged by a small army of the new king, sadly Nym Nodding lost his life. With his last breath he teleported his spellbook he was working out of back to his tower and placed a magical dweomer to conceal its' location. Soon after, due to the amount of people who had been transfigured into trees or statues, the area became known as the Sleeping Forest. Hundreds of years passed and the magic which once existed in the forest slowly faded away. It was then ,by a chance adventure , a young wizard by the name of Gabin stumbled upon Nym's tower. Inside upon a pedestal he found the white tome and took it for his own. That night Gabin began to study the elvish writing within the book, and as he did the spells within his mind began to fade. Growing concerned of the nature of the book he closed it shut and tossed it within the flames of his party's campfire. To his surprise the spellbook was not consumed, but rather drew the flames of the wood within itself until even the glowing coal grew dark. Thinking surely the book must be cursed or well beyond his teachings the young wizard traveled back to his teacher and explained to him what had transgressed. The more the good hearted wizard read of book, the more he realized he wanted nothing to do with such spells within the city. Travelling to a large city llibrary he placed the white tome on the shelves there. He then invited his apprentice to his home and erased knowledge of it from his mind. Many unable to read Nym's notes on several of the spells and recipes found on the books pages also thought it cursed. The book has since moved from library to library and has changed hands many times. Its current where abouts are unknown. Contents: The Book of Nym is a compiled collection of spells that Nym Nodding was using while in the field working to protect the elvish forest. Many of his personal documents and books which would compliment these works were never recovered. Any spell caster touching the Book of Nym begins loosing spells from memory at a rate of 1 spell per turn, beginning with the highest first and decending. The white bound book is immune to all spells, except the ones cast by Nym himself. In addition the book is immune to fire. Create Page Level: 1 Range: 0 Casting Time: 1 Components: V, S Duration: Permanent Area of Effect: 1 page Saving Throw: None This spell allows the caster to create a blank piece of normal paper out of thin air. This page is permanent and can be used and destroyed by the same means required of a normal piece of paper. In addition the paper could be used as a spell component without any penalties. Only one page per casting can ever be created with this spell. On many occasions Nym found himself requiring a page to write upon for some discovery he had found. This spell was the result of that particular frustration. Nym's Elvish Fire Level:3 Range: 10 yards + 10 yards / Level Casting Time: 3 Components: V, S , M Duration: Instantaneous Area of Effect: 20' Radius Saving Throw: None This spell sends forth a small ball of white flame at the caster's designated target which explodes with a small roar. The white flames lick over the entire area of effect causing 1d4 + 1 points of damage per level of the caster to all living creatures without benefit of a saving throw. The flames will burn the skin of its victims and also melt soft materials such as gold, silver, etc... Trees, plants, and products of them are not affected by this spell. Thus paper or a wooden staff would be immune to this spell. The material component for this spell is a bit of moss rolled into a ball with tree sap. Bookbinding Level:3 Range: Touch Casting Time: 1 round Components: V, S , M Duration: 1 day / level Area of Effect: Special Saving Throw: None This spell is cast on books, scrolls, and other documents to keep them confined to a certain area. Any attempt to remove the protected object from the prescribed area causes it to be transported back to its original location by means of a limited teleportation. The actual confined area must be at least 5 yards in radius and can not exceed 20 yards in radius. This is to allow the book to move over larger areas for study. Spore Mushroom Level:3 Range: touch Casting Time: 3 Components: V, S , M Duration: Special Area of Effect: Special Saving Throw: Special This spell is initially cast on a mushroom, magically enchanting it. The mushroom is then placed in a location where it grows 3 feet in height within 3 rounds. Living creatures passing close to the fully grown mushroom trigger the trap causing it to burst out in a 20' radius cloud of spores. The spores quickly begin devouring the flesh of all creatures in the area causing 1d6 points of damage per round for each level of the caster. During this time all affected creatures makes their attacks at a -2 penalty and spell casting is impossible due to the shear amount of pain. If an unaffected spell caster uses a dispell magic or cure disease the spores disappear within 1 round. The mushroom will remain dorment until the trap is discharged. Protection from Metalbane Level:4 Range: touch Casting Time: 4 Components: V, S , M Duration: 1 turn +1 round / level Area of Effect: 1 Object Saving Throw: None This spell protects objects from the effects of the Metalbane spell. Any and all objects protected by this spell can function as noraml inside the area which causes metal to cease existing. Thus a suit of armor would remain upon its wearer and a sword would not disappear. In instances such as coins, nails, etc this spell much be individually cast upon each object. In order for this spell to continually function upon and object for a longer duration, a permency spell must be used. Metalbane Level:6 Range: 5 yards Casting Time: 6 Components: V, S , M Duration: 2 rounds / level Area of Effect: 20 ' square Saving Throw: None This spell created an invisible field of magical energy. This magical field causes all metal, whether magical or non-magical, to temporarily cease to exist. Nails in wagons, blades, arrow heads, coins, etc.. are all affected. Creatures which are made of metal are affected in the following ways; Automations and creatures which are completely made from metal cease to exist until the duration expires. Not that under permanent conditions the automation could cease to exist until the area is rendered non-magical, or some other spells ends the effects of the Metalbane. Creatures who's skin is made from metal, loose their AC bonus due to hardened skin. This simply causes the creatures scales, or upper skin to disappear and leaves behind the bare flesh. Spells which confer a wizard with metal skin or bodies are negated. If these spells are permanent, then they are negated while the wizard is within the area. The caster may make the field a square, hemisphere, or a sphereical area as he or she desires as long as it complies with the area of effect. The metalbane can not be dispelled, but may be brought down by the use of a Limited Wish or similar level spell. Note that if this spell is cast in an area where objects are held together by metal then the object may collapse. As the spell ends and the items re-appear and fall to the ground unharmed. Example: Metalbane is cast in an area where a wagon sits. The wagon is held together by nails and strands of metal. As the Metalbane spell springs into existance the nails and bands on the wagon disappear, and the wagon collapses to the ground. When the duration of the spell expires the nails and bands re-appear and fall to the ground. Dweomer Garden Level:9 Range: 80 yards Casting Time: 9 Components: V, S , M Duration: Permanent Area of Effect: 10' square area / level Saving Throw: None This spell creates a beautiful flowers in the area of effect resembling roses that radiate with a faint blue glow. Any spellcaster walking into the area where a Dweomer Garden stands loses 2d4+1 spell levels, eliminating the highest spell levels first without benefit of a saving throw. Even plucking or touching a rode from a Dweomer Garden drains 2d4 + 1 spell levels as above. Example: Laven Elderdust (18 Wizard with no spell bonuses) walks into a Dweomer Garden. The DM rolls to see how many spell levels are drained. The resilt is 9 (4 + 4 + 1). Laven loses Meteor Swarm, his only 9th level spell. The DM informs Laven his Meteor Swarm spell has just faded from his memory. Looking around Laven suspects an attack came from a nearby enemy, spending an additional round within the Dweomer Garden. Again the DM rolls to see how many spell levels are drained. The result is again 9 (4 +4 +1). Laven looses Binding, one of his 8th level spells (chosen at random), and a Magic Missle spell (also chosen at random). Now suspecting the area he stands in the wizard flees the area, not wanting to undergo anymore such attacks. Like most flowers, the roses of a Dweomer Garden produce Oxygen. However they do not require sunlight, water, or even the nutrients from the earth they stand in to continue living, but rather spell energy. The plants can even withstand blistering cold and head from the hottest fires. Any magical spell coming into contact with the garden is drained away harmlessly. All spell levels absorbed feed the plants for an equal number of years, allowing them to live. Once the plants have expended their supply of spell energy they slowly wither and die. Severing, crushing, or destroying a rose of a Dweomer Garden destroys that particular rose. Thus if a warrior swung through with this sword, he would kill all roses within a 5' square patch. Since the caster must use a drop of his blood during the casting of this spell, a Dweomer Garden created by him has no affect on him or his spells. The caster may however choose to use his or her spells to feed the garden. The material component for this spell are a rose petla, a crushed saphire with at least 1000 gold pieces, and a drop of the caster's blood. The powdered saphire and the caster's blood must be mixed together and sprinkled upon the rose petal which is consumed during the creation process. Dweomer Treant Level: 9 Range: Touch Casting Time: 9 Components: V, S, M Duration: Permanent Area of Effect: Special Saving Throw: None This spell allows the wizard to create a living tree from a small sapling. During the creation process the sapling grows to that of a young treat (14' tall) and their bark turns smooth and white in color. In addition the leaves of the tree turn a pale blue color and can no longer photosynthesize, and must gain sustenance through spell energy. The creature gains exceptional intelligence (12) and will obey a single request from the caster, such as protect the forest. The treant remains loyal to the caster's cause and as long as it lives, remains in good friendship. Casting such a spell is very tiring on a caster however, aging him or her a year and requires a complete week to rest from. Spell casting is impossible as each one is drained in the process and due to weariness the caster is unable to retain new spells for the resting period. The Dweomer Treant has the following statistics; Int (12) AC 0 MV 12 HD 8 HP 56 No Attacks 2 Damage 2d8 Spell Drain 2d4+1 upon touch. Immune to fire, Absorb magic cast against it. The material component of this spell is a small sapling of any origin, combined with the rose from a Dweomer Garden cast by the same caster trying to create a Dweomer Treant. Nym accidently created the first treat and was forced to kill it before it was fully grown. It is rumored that the materials that compose the Book of Nym came from that first treant. |
| Vaelan07-02-06, 07:17 AM | So what is it that you want from this thread? |
| Arcanim07-02-06, 02:33 PM | I have found as of late that many things are not about wanting, but rather about giving. Please, just enjoy the story, and as always constructive comments and opinions are welcome. |