| Post/Author/DateTime | Post |
|---|---|
| Agudo Archmage07-02-04, 12:31 PM | For those of the Magically inclined, or just interested in the topic at hand. This is a place for posting your favorite spells and enchanted items. As well as the making of them. For example it can be told IN or OUT of character. When IN Character a short “One Post Story” will be best. (See next post below) Also this is a forum where you can ask question, on what spells work best in whatever situation you can think of. Basic Wizo rules of this Board must be followed. With that said ...enjoy :angel: |
| Agudo Archmage07-02-04, 12:38 PM | A Gnome Wizard can be seen through the window of his tower, franticly working on his latest spell. “I just don’t get it! I have the ring, and the live ram. Yet when I tell the beasts to get into the ring… it just eats the thing and then head butts me!” ((How the Ring of Ram was first made)) Elsewhere.... In a prestiges library you find a magical book >You walk over and read the one that says.....< (Magic By Agudo the Archmage of Light) >You turn the page and see…..< *Agudo’s Hovering Stone Spell.* From what you can decipher, from its complex symbols; it’s the classic turn “Flesh too Stone, with an added Levitation spell.” As you read it, not only tells you how to combine the two spells….. Ingredients- 5 ounces of Pixie Dust, 3 ounces of White Sand, 1 pound Lime rock, 4 Chicken Feathers. Boil for ten minutes in a ordinary small pot, before casting magical energies into the pot. Once learned you no longer have to make the brew, its part of your normal magical casting skills. But it also tells why it was made, in the first place…… Personal Log- After chasing down a vampire, who was running for its undead-life. I cast a Flesh to Stone spell….only to watch as the thing turned to stone in mid run; and fall to the ground, shattering in peaces….. So this is why I added a hovering spell! Should only be used by 10 level or high magic users…. Nasty side effects if used by lower mages… >As read on Agudo gives a warning…something about low level, and week minded spell users turning them selves into floating chickens…… You wipe your brow and decide on something less dangerous and embarrassing |
| De Batavier07-02-04, 01:30 PM | Greetings, This is interesting. What about the psionics-magic Transparency? Are you allowing powers here? If yes, maybe you could change the Title. Greetings. I'm interested in your lore. Arcane energies are strange for me, i'm trusting more on the powers of the mind. I'm looking forward to sharing our lore here. |
| Agudo Archmage07-02-04, 01:41 PM | De Batavier This is interesting. What about the psionics-magic Transparency? Are you allowing powers here? Welcome and yes, you can post any kind of magic. I look forward to seeing your ideas. Here is one I found made by Finwe. Finwe's "Temporal Shield" (Spell) Temporal Shield Transmutation [Time] Epic Duration: Permanent Components: V, S Casting Time: 1 Minute DC: 116 Range: Touch Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Cost (to develop) 1,044,000Gp, 41,760XP, 21 days. (Seed: Transport DC27. Factors: Temporal Travel +8, Contingent 3x +75, Permanent x5. Total: 525. Mitigating Factors: casting time: 100 days (-218 DC), Burn 10,000 XP, -100 DC, requires 6 extra epic spell slots, -102 DC. Total: 116 DC.) One of the most powerful protective spells in existence; temporal shield creates a time barrier around the recipient of the spell the instant before one is struck by an enemy attack of some kind. In Game terms, this means that on contingency, whenever one is subject to some harmful effect, the entity being protected is put into temporal stasis, and taken back out as soon at the attack subsides. However, one can choose to forgo this protection and suffer the full consequences of the effect. *** Taken shamelessly from another Library of Magic. I have played with Finwe before, so I hope he doesn’t mind me posting his idea here.’ On the other hand, if he does then I suppose I will just have to have, an old fashion magic duel with him. ;) |
| De Batavier07-02-04, 01:48 PM | Personaly i like psionics and magic to be different. So both parties must create spells and powers to counter the other. So those with a large repertoire will be most effective at countering the others side, wizards but most of all erudites. Also there would be research in combining the magic and powers in a way, items that use both energies. If i think up something interesting i will post it here. |
| Agudo Archmage07-02-04, 01:55 PM | De Batavier Personaly i like psionics and magic to be different. So both parties must create spells and powers to counter the other. So those with a large repertoire will be most effective at countering the others side, wizards but most of all erudites. Also there would be research in combining the magic and powers in a way, items that use both energies. Great idea... I would like to see the difernt effects of both powers on each other. As well as to see how each power can work together. |
| De Batavier07-02-04, 01:57 PM | A psion augmenting a wizards fireball.... |
| Silmarien Aldalome07-02-04, 11:38 PM | G'day Agudo - it's a great thread. Sil ponders over the Laboratory's contents for a moment, looking for the means to modify an existing spell. "Damned fireballs are too hard to control" she mutters to herself "and I'm not one of those Arcanists who can bend the explosion to isolate friends from the burning...." She is studying Fireshield, Fireball and Stoneskin concurrently, trying to glean methods of achieving what she wants.... "Now, if I modify the third Refraction of the Fifth Inversion Matrix. Then, shift the Arcane Vocalisation from the Propulsion to Reflection...hmm, now, then - that Fireshield Flesh-Buffer semantic stream just won't do. It's too weak to contain the fires....ah yes - now *that* should do it!" Fireball Aura Evocation (fire) Level: Fire 6, Sor/Wiz 5, Sun 5 Components: V,S,M/DF Casting Time: 1 Standard Action Range: Personal Target: You Duration: 1 Round/Level (D) Savings Throw: Special (see Below) When this spell is cast, you are immediately surrounded by an intensely bright burning aura, that is the colour of your choice. As you move, you leave whispy trails of swirling fires in your wake. The caster can maintain the firey aura for up to 1 Round per Level (or until discharged, see below). Any creature that makes contact with the burning aura either by touch or by weapon, is immediately burned by hot, magical fires. There are two versions of the spell: Discharge Buring fires that do 1d6 points of damage per level of caster (maximum 15d6). Once triggered in this way, the spell ends. A successful Reflex Save halves damage. Note - spell is immune to the Improved Evasion feat and affects Monks and Rogues normally. Continuous If the caster opts for this version at casting, the magical aura will remain in tact for the full duration of the spell (1 Round/Level). Each time the caster is touched or hit by a weapon, the assailant is struck by 4d6+1 point per level of fire damage. There is no savings throw for this version of the spell. |
| Agudo Archmage07-03-04, 03:02 AM | De Batavier A psion augmenting a wizards fireball Deep in his wizardly laboratory, the Archmage of Light, is staring at a floating fireball. Right next to the flaming mass, is a magically created Wizards Eye. Zooming around at Agudo’s command, with nothing to look at. “Now three times, I have tried to combine my ability to control the Wizard Eye spell, with the Fireball counter part.” He shakes his head, at the thought of each failure of the past hour. Turning to his seated guest, he shrugs and lets out a sigh. “Tell me De Batavier my friend, can you add your own psion abilities?” An hour later, and a couple of explosive tests. Agudo and De Batavier look on, as the Magically enchanted Fireball, zooms about the room. Smiling broadly, they shake hands, and make notes of the spell. *Psion-Fireball* (The following is based on current prices, at the city of Baldurs Gate; and easy availability of materials. Cost may go up do to difficulty of accesses of items.) Items and Cost: One Fireball scroll (1500 Silver coins “or” 500 Gold coins) Or memorized spell. (No cost, assuming you can cast magic… if not then a Magic user normally charges half the cost of the scroll,) One Psion trained user. (An hour for a highly skilled Psion user, goes for 600 Silver coins "or" 200 Gold coins) Lab Note: (Level of caster, should be no less than a 3rd level Arcane student) This Spell can work in two forms. The First being simply cast the Fireball spell, allowing a fully trained Psion user, to mentally control the Fireball. {This is also the quickest way} You will have to share your Magical-Energy-Frequency, with your Psion user. So that the Fireball can be easily controlled, by the Psion, without any inference by the Magic caster. The Second way, is to have the Psion user put her/his mental energy, carefully implemented into the Fireball. So that you the Magic user, can control the Fireball yourself. This normally takes up to one to three minutes, of mental concentration. Personnel Note: The reason why I Agudo, the well-known Archmage of Light, added the words “Carefully” Well to my embarrassment.. for you see, if you disturb the Psion user. Such as cracking ones knuckles at the wrong time… or letting your Gnome assistant scratch her nails on the chalkboard, just because she like to. My personnel apology to De Batavier. I am sure your eyebrows will grow back.. :embarrass *** Silmarien Aldalome Damned fireballs are too hard to control" she mutters to herself "and I'm not one of those Arcanists who can bend the explosion to isolate friends from the burning...." *** Just as they get done writing the combined spell, and Psion power down. Silmarien Aldalome comes walking in, with a stunning aura of fire. Agudo claps his hands for his friend new accomplishment. “That is a wonderful spell!” Silmarien twirls about happily, causing the flaming aura to spin about the room. The Archmage of Light eyes widen. “Um… Silmarien.. did you figure out how to stop your friends; from being burned by this as well?” ;) Agudo ducks down as a flame passes by. “ O’ De Batavier maybe a little Psion could help?” |
| De Batavier07-03-04, 08:40 AM | Yeah yeah. I will stand a few feet extra away, when we next experiment. Hmm, maybe i should develop a power for hair growth. Scary Hair Psychometabolisme level Psion/ wilder 1 Display: none manifesting time: 1 standard action range: personal target: you Duration 10 min/ level (D) Saving throw: none Power resistance: none PP 1 With this power you you can alter your body hair (size, shape). You could grow a beard or remove your beard. This gives you a +2 on disguise checks, and depending on the hair style +2 on intimidate or +2 on diplomacy augment: for 1 extra pp you can change haircolour for every 2 pps spend you gain an extra +1 on the appropiate skils. |
| m_man9607-03-04, 11:24 AM | (IC) A young, but not so young (is about 40, but looks 25), archmage throws away the wasted spell materials in disgust. He looks to his spellbook and reviews his notes on the manipulations of matter. After pouring over the notes for a time and drawing arcane symbols and equations in the air with his finger, he finally closes the book with a snap and says "A-ha! That's how it's done!" The archmage stands up and starts casting what appears to be a fireball, but then he adds more strange somatic and verbal components until the spell is unrecognizable. He finishes casting, and a blue ball of fire appears in midair. It hovers for a second, then the archmage points to the wall. The fireball blinks out of existence and then blinks back into existence right next to the wall. The archmage is thrown back into the opposite wall as a result of the explosion. Picking himself up, he brushes the dust off of his blue robes and says to himself, "Hmm. Better make the yield less volatile." He then notices an error in his calculations. "What?! Oh, curses!! I added an element from the delay spell? Hmph. Well, that explains the unusually high yeild for that spell. *sigh* This is going to take some work . . . " (OOC) Blinking phantom fireball Conjuration, Evocation, Transmutation (all 3= Invocation) Level: Sor/Wiz/Mage 3 Components: V, S Casting time: 1 action Range: 400 ft. + 10 ft./level Target: One living creature (effect 30 ft. radius) Duration: 1 minute/level or until detonated Saving Throw: Reflex half Spell Resistance: Yes Blinking phantom fireball brings into existence a glowing ball of phantom fire that blinks in and out of existance. Once finished casting, you order the fireball to attack a target. The fireball blinks out of existance from where you first casted it and blinks back into existance next to it's target. It then detonates, releasing a brilliant explosion of phantom energy that does 10d6 points of fire damage and 5d6 points of subdual damage as well. By the way, this spell is for a specially developed campaign of mine that uses a radically different spell system than you're used to. (Thus, the three-school classification. I actually combined all three into a single school I call Invocation.) |
| thasis07-03-04, 04:24 PM | Can you post epic spells hear? |
| Agudo Archmage07-03-04, 10:40 PM | THASIS Can you post epic spells hear? All info on spells are wanted, please be wlecome to this place of learning. :angel: |
| De Batavier07-04-04, 08:23 AM | Would be powers and/or spells that directly influence the outcome of an others spell be unbalancing? If wizard A cast a fireball at spot x and wizard/psion cast/ manifest a ready action not to counterspell, but to redirect the cast fireball to spot y (probably back to the origanal caster) Normaly counterspelling just nullifies spells, but this would turn them against the caster. Power would look like this Redirect energy power Psychokinesis Level ? display ? man time immidiate action range close target one power duration instantaneous save: as redirected power pr: as redirected power pp ? This power gives you the ability to redirect the energy from an other power. Any power that influences or creates energy in range can be so effected. You chose a new location where the power takes effect, this location must be with in your range, not that of the origenal manifester augment: for 4 extra power points you can change the energy type of the redericted power to an other one. Choses are fire, cold, electric and sonic |
| Silmarien Aldalome07-05-04, 08:02 PM | Re: "Scary Hair" :rofl: :rofl: DM: the Orcs come charging into the room hurling projectiles. Player: I cast scary hair - long thick wooly locks to catch the projectiles DM: they're on fire I love the spells! Three casters stand side by side. One has a brightly burning aura, the second is a Burning Firey Eye and the third - a furnace that winks in and out of existence. The Psionicist readies the ability to Redirect Power - and the syphon enemy fire into new purpose..... It is right at this point - as the legions of enemies approach, that Sil is inspired with another idea. As she vocalises the Arcane Inversions of New Lore - she gets a flash of Holy Fires - an Aura that is both as hot as the hottest Arcane Fires, but that which is infused with Holy Energy. More than Holy Aura, more than Flamestrike or Fireball. A fusion of both...... |
| m_man9607-05-04, 08:22 PM | Aw, doesn't anyone have anything to say about mine? |
| Agudo Archmage07-05-04, 10:01 PM | m_man96.... Aw, doesn't anyone have anything to say about mine? Blinking phantom fireball Conjuration, Evocation, Transmutation (all 3= Invocation) Level: Sor/Wiz/Mage 3 Components: V, S Casting time: 1 action Range: 400 ft. + 10 ft./level Target: One living creature (effect 30 ft. radius) Duration: 1 minute/level or until detonated Saving Throw: Reflex half Spell Resistance: Yes Well of course my ingenious friend of Arcane ideas. I was busy on the 4th of July holiday, or I would have made more posts. Just barely had time of the 3rd for a short post. Now What I was hoping to know was, when you say {Blink} in and out of existence. Is it teleporting magically to a new place? Or turning invisible then reappearing near the target? De Batavier.. Would be powers and/or spells that directly influence the outcome of an others spell be unbalancing? No I think it is like controling another object. Lets say a knife instead of Fireball. The Knife is stop by the mental power and thrown back. Just like a spell of reflection. Dont cha think? |
| Agudo Archmage07-05-04, 10:01 PM | See above for my post :rolleyes: |
| Khaira07-06-04, 01:57 AM | ((IC)) A red-haired sun elf, the famed (or, as some say, infamous...) Khaira Amastacia, walks in to join the small group of wizards and psion. Under her crook, she carries a harp that is, oddly enough, playing its own tune! She nods to Agudo and the rest. "I heard y'all were looking for magical items to compile! This is my harp, Nyphistria! Within this harp is some kind of spirit - as to what kind, I know not. Many moons ago, my harp was forged under the full moon, with help from both tricky pixies and pure angels. It has passed from owner to owner, and my own master gave it to me to help me perform better..." As she says this, two of the strings snap with a TWANG! and the harp plays an ugly, almost demonic tune. "...and make me more humble, as well! This reminds me of one of its many powers - whenever the possessor of Nyphistria speaks a lie, the harp will let that lie be known. Furthermore, Nyphistria has a very good memory - she carries with her all of the memories of all of its owners, and upon touching the harp, the new owner will "feel" all of the thoughts and memories of past owners. Furthermore, all owners are empathically linked to one another, and one owners can feel when anything drastic happens to any of the others. This is also the reason why it plays its own tunes, for whenever a significant event happens to any of the owners, Nyphistria will accentuate and celebrate that event, by playing the appropriate tune. Lastly, Nyphistria has a mind of its own; if the current owner is not treating it with respect, or if they have strayed to the "dark side", it will teleport itself and/or the user, depending on its mood, somewhere else entirely! This is not to mention the various modes of defense that it can, and will, enable if it feels that it or the owner is threatened... Of course, there may be more to this heavenly piece of art, but there is nothing more that I know! ((OOC)) Khaira's Harp, Nyphistria This is a golden harp that seem sto glow and shine, especially in times of adverse emotions (extreme joy, extreme sadness, etc.) It seems, at the most awkward times, to have faulty strings. It has been known to accentuate the breaking of the strings particularly when one has spoken a lie. Statistics of Kahain Int 17, Wis 17, Cha 10, Chaotic Neutral Empathic Harp Abilities: Darkvision and normal vision 120 feet Lesser Powers Zone of Truth 3/day, 10 Ranks in Perform, Detect Thoughts 3/day, Cure Moderate Wounds 3/day (2d8+3) Greater Powers Dimensional Anchor on foe 1/day, Gust of Wind 3/day Dedicated Power - Song of Discord The purpose of this harp is to make the possessor even more famous than (s)he already is. The creature's essence whom is within the harp is very chaotic while, at the same time, lawful. The harp itself tends to be very unpredictable. Currently, the harp has been bestowed by an enchantment that, when touched by a new person, that person is assaulted by the memories, thoughts, and emtoions of all past users. Furthermore, in a sense, they are empathically connected to the previous people who have touched the harp. The harp has an uncanny way of knowing what kind of person it is in the possession of. If it senses that the person is tellign a lie, it will cause one of its own strings to break. Furthermore, the harp itself is very musical - if some influential event happens to one of the previous owners or people who have touched the harp before, it will play a song befitting the event (i.e. marriage, death, etc.) The last effect the harp has is that it is empathically linked directly to the current owner of the harp and thus, if the current owner is feelign some kind of severe emotion (depression or ectasy), it will play at tune befitting of that emotion. |
| m_man9607-06-04, 05:56 PM | Originally posted by Agudo Archmage Now What I was hoping to know was, when you say {Blink} in and out of existence. Is it teleporting magically to a new place? Or turning invisible then reappearing near the target? When a phantom fireball "blinks" it simply teleports from it's location to the target's location and then detonates. I'm working on a new spell (Greater Blinking Phantom Fireball) that allows it to detonate more than once, thus faciliatating the "blinking" part. Imagine this: A fiery ball of blue energy hovering in midair. The mage points to a target, and the ball simply dissapears and reappears next to the target. It detonates, releasing a wave of explosive psychokinetic energy (hence the "phantom" part-I couldn't think of another way to describe it. I'm thinking it'll do something like ?d6 damage and do a number on mental ability scores as well.) The mage then points to a new target, and the ball dissapears and reappears again. BOOM!! |
| Finwe07-06-04, 09:46 PM | This is a spell I made a couple months ago. It might not be the most up to date version I have, but its sure fun :D Finwe's Fabulous Fastboom Transmutation Level: Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Short (25 ft. + 5 ft./2 levels) Area: 5' line out to maximum range Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A favorite of all those who like to give their enemies a little surprise, this spell is the ultimate for surprise attacks that pack a punch. A small mithril projectile, usually around two or three inches in diamiter, is conjured and shaped into a sort of "v" shape. A magnetic field is charged in front of it, causing the projectile to hurtle forward at hypersonic speeds, all the while the magnetic field provide an eerie blue-green glow. The shockwave creates a line of force strong enough to knock down most creatures. Anyone in the path takes 1d6 points of sonic damage per two caster levels (max 10d6). If the damage caused to an interposing barrier shatters or breaks through it, the projectile may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Also, the caster may attempt to trip creatures in the path of the projectile (use 1/2 the caster's caster level + spellcasting attribute modifier for the trip bonus [.5CL + INT/WIS/CHA]). In addition, everyone within 10ft of the line (excluding the caster), must succeed on a Reflex save or be dazzled by the light for one minute. |
| m_man9607-07-04, 10:57 AM | Originally posted by Finwe This is a spell I made a couple months ago. It might not be the most up to date version I have, but its sure fun :D Finwe's Fabulous Fastboom Transmutation Level: Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Short (25 ft. + 5 ft./2 levels) Area: 5' line out to maximum range Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A favorite of all those who like to give their enemies a little surprise, this spell is the ultimate for surprise attacks that pack a punch. A small mithril projectile, usually around two or three inches in diamiter, is conjured and shaped into a sort of "v" shape. A magnetic field is charged in front of it, causing the projectile to hurtle forward at hypersonic speeds, all the while the magnetic field provide an eerie blue-green glow. The shockwave creates a line of force strong enough to knock down most creatures. Anyone in the path takes 1d6 points of sonic damage per two caster levels (max 10d6). If the damage caused to an interposing barrier shatters or breaks through it, the projectile may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Also, the caster may attempt to trip creatures in the path of the projectile (use 1/2 the caster's caster level + spellcasting attribute modifier for the trip bonus [.5CL + INT/WIS/CHA]). In addition, everyone within 10ft of the line (excluding the caster), must succeed on a Reflex save or be dazzled by the light for one minute. Don't you think that spell should be Conjuration (Creation) and Transmutation? |
| Agudo Archmage07-09-04, 12:00 PM | *Agudo’s Crystal Magic Missiles* Ingredients- 1/2 inch Blue Crystal, Spell or scroll of Magic Missiles. Hold Blue Crystal in one hand fully stretched out. On your second hand, read and cast the spell. The crystal will magnify the magic; and cause twice as many missiles to shoot out. Personal Log- On my many trips to Ice Wind Dale, I found in the lower caves of the Dwarven Clan Dorins Deep…. A blue crystal, growing near some dripping water. I discovered the usefulness of these crystals, when I was suddenly attacked by these…. Mushroom looking things….. Latter I found out they were called “Blue Myconids” But back to my story… When they jumped me, I quickly cast Magic Missiles Yet I had forgotten I was holding a small sliver of Blue Crystal….and… well lets just say when it was all over I was thrown ten feet back, bloody and badly hurt Yet the Myconids were….Mushroom Soup! Warning- "Best" used by low level mages, 7th and below. Blue Crystal will over magnify, stronger magical energy, and most likely killing the High Caster! ! ! ! trust me :rolleyes: |
| Silmarien Aldalome07-11-04, 11:28 PM | ....inspired by Birth - Kedi's words resound through the mind. For Sil is now a parent of twins. And in birthing the newborns, Great Magic has become possible. For the fusion of Birth and Magic is a reminder that Necromancy is overly focussed on Death. There is a side to Necromancy that is Life-Affirming, and Kedi has named this New Force. The first of these powers has become known in the New Lore of this world. For, as the children arrived, Sil was transported to the Otherworld, where Rh'iel, goddess of Half-Elves stood by, and where the surge of Life-Affirming Power was shaped by Intuition alone in the Moment. This sphere of Power exploded out to Eternity at the Speed of Light as the Twins were born. And through all matter did it pass, unhindered, and unweakened by distance. Two Spheres of power they were. One pulse for each child. An explosion of Pereldar-Blue: Azure fused with Silver that is the Power of Stardust. Therefore, Silver-Starfire Lore has come to the Lands, and none, even amongst the Wise, can foresee what will transpire from this discovery. And from the airs, it was seen as a flash that passed through all the Lands, even mountains, before vanishing into the skies and over the horizon. Thence, and from above the atmosphere, as a living bubble below, the exploding Spheres passed through the entire planet, and then off to the Stars and to Infinity. And Lo! Those from the Planes, claimed it passed through all the Dimensions also. Thus the Silver-Starfire of Life-Affirmation passed through multiple Dimensions, including the Prime, all at once..... BTW - Agudo and all - are welcome to attend Half-Elven Foundation where the Twins have just arrived. Regards stav |
| Czahkiswashi07-12-04, 02:07 PM | Pulse Perception Divination Level: Bard 3, Wiz/Sor 3 Components: V, S Casting Time: 1 standard action Range: 30 ft. Target: Self Duration: 10 min./level Saving Throw: None Spell Resistance: No You gain the ability to hear the pulse of all creatures within 30ft of you. You can tell if a creature within the spell’s range is Asleep, Confused, Cowering, Disabled, Dying, Exhausted, Frightened, Panicked, Paralyzed, Shaken, Sickened, Stable, Staggered, Stunned, and/or Unconscious. Because you can hear the targets’ heart rates, you also gain a +20 insight bonus to sense motive checks against all creatures within 30ft of you. If a creature has no pulse (such as undead, or oozes), then you gain no information about them, except perhaps the fact that they have no pulse. |
| Agudo Archmage07-12-04, 06:44 PM | :angel: Thanks for the invite to your foundation Silmarien Aldalome. As well as to all who have posted so far, at the Making of Magic Spells. So many great ideas, cant wait and see what comes next:angel: |
| Agudo Archmage07-28-04, 12:38 PM | My Shamless attempt at keeping my thread going ;) **By STAV Taken From The Half Elven Foundation** Spell Series for Discrimination & Prejudice 1. Implode Prejudice 2. Force Empathy 3. Reflect Prejudice By "implode", I means a psychological kind of implosion. An exertion of magical/mental 'force' that causes the aggressive belief to "collapse" in on itself, bypassing normal psych-defences and leaving the person's true vulnerability and truer self that underlies the exposed aggression. For 2. "Force Empathy" is almost an oxymoron or tautology. However, that aside, the spell's purpose is self-evident. It's not a Charm spell, but rather a spell that identifies a person's beliefs and uses these as a hook to deepen the recipient's empathy. The result is the dissolving of the Schisms of Self that cause us to see the "other" as inhuman, or the enemy, and the "a-ha" principle is triggered. By "a-ha" - I mean "oh! Now I understand what you are feeling and what it feels like to be labelled a freak". For 3. The recipient is suddenly staring at themselves in the psychological mirror. In this mirror of beliefs, the judgments that the Aggressor puts out, come back at her or him, magnified 7 fold, so that the Aggressor actually suffers the pain of his or her own labels. Within this spell, if the Aggressor chooses to literally "start thinking warm fuzzies" the harm caused by the spell can be averted. But, if the target is naturally prejudiced, they will need to constantly concentrate on thinking warm fuzzies about their enemy (i.e. concentration check) and are prevented from doing any normal mental tasks such as spell casting. |
| Silmarien Aldalome07-29-04, 08:59 PM | Hi there Ag.A., Cz, and Co The Pulse spell is pretty cool. It's like a sensor sweep - but in the magical mode. Thanx for the thumbs up with the spell Ag.A., I'm thinking of a whole spell-series that operate on Mentation (if there's such a word). The Emotion spell is just begging to be developed further. It's a crude spell - as is Charm Person and Dominate Person. The psyche is far more subtle and intricate and there are many possibilities. Here's another one: Anticipate Cognition - hm, needs a more palatable name, but what I'm getting at - A spell that allows the caster to stay, literally "one step ahead" of their opponent. The caster may target any one individual (or possibly 1 individual per 'x' levels, depending on how you build the spell). For the duration of the spell, the Spell Caster can "auto-ready" the right kind of Readied Action to outmanaeover the aggressor. So - it's a kind of foresight, but it's very 'melee-event-bound' and literally gives you the initiative and the ability to respond to aggression by way of limited prescience. stav |
| Agudo Archmage09-03-04, 01:40 PM | Another spell by my wise friend Silmarien Aldalome. In fact its so wise I have no idea what it does ;) But I hope to have answer soon...enjoy Silmarien Aldalome \ Awakening Spirit Enchantment Spellcraft DC: 65 (adjust by choice of Factors & Mitigating Factors at Casting Time) Casting Time: 10 minutes Range: - Target: All cognisant creatures within radius of spell. Area: 20 mile radius centred on caster Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes To Develop: 585,000 gp; 12 days; 23,400 XP; Seed: Conjure, Contact, Transform (DC: 65). Factor: to add one extra target to spell in one casting (+65 DC). Mitigating Factors: increase casting time by 10 minutes (-20 DC), burn 5,000XP (-50 DC); For each Caster contributing a 9th Level Spell slot (-17 DC) |
| thasis09-03-04, 03:06 PM | I have created a little evil spell I think some will like... Perversion of Life Necromany [Evil] Spell Level: 9 Wiz/Sor, 9 Cleric Components: V, S, M, F Casting Time: 10 minitues Range: 0ft Effect: Psuedo-Natural Clone Duration: Instantaneous Saving Throws: None Spell Resistince: No This spell is similiar to the Clone Spell except well casting the spell you draw energy from the Far Planes and put it into your creation giving it the Psuedo-Natural templete as in the Manual of Planes 3.0. Material Components: A peice of flesh and labotory equipment worth 1000gp. Focus: Special Labotory Equiment worth 500gp and a item that has spent some time in the Far Realms. I don't know how balanced this is but I spent some time thinking and desinging this. I rather like this spell and if my character ever get the ability to cast 9th level spells I think I'll use it. Tell me what you think. I hope you like it. |
| Silmarien Aldalome09-04-04, 02:19 AM | I have created a little evil spell I think some will like... Perversion of Life Necromany [Evil] Spell Level: 9 Wiz/Sor, 9 Cleric Components: V, S, M, F Casting Time: 10 minitues Range: 0ft Effect: Psuedo-Natural Clone Duration: Instantaneous Saving Throws: None Spell Resistince: No This spell is similiar to the Clone Spell except well casting the spell you draw energy from the Far Planes and put it into your creation giving it the Psuedo-Natural templete as in the Manual of Planes 3.0. Material Components: A peice of flesh and labotory equipment worth 1000gp. Focus: Special Labotory Equiment worth 500gp and a item that has spent some time in the Far Realms. I don't know how balanced this is but I spent some time thinking and desinging this. I rather like this spell and if my character ever get the ability to cast 9th level spells I think I'll use it. Tell me what you think. I hope you like it. Thasis - very nice! Agudo - muchly appreciated! :) Thasis - I've been thinking about setting up two 'competing' threads, where there is also a third thread for battles and for point-scoring. Because you're spells are so.....evil - I was wondering if you were interested in co-threadkeeping a 'collective' thread project. BTW - that invite goes to Agudo (who I was hoping would contribute to a Weave-'good' thread). stav |
| Tenzhi09-04-04, 02:26 AM | On the Magic/Psionics thing: Personally, I think that if magic and psionics are treated as different, then one should also treat divine magic differently as well. |
| Silmarien Aldalome09-04-04, 02:45 AM | I would tend to agree with you Tenz-mann. While I understand that that very well used term 'game-balance' could be used to mount an argument to the contrary, I personally think that one can go too far with game balance. I like the idea of distortions in game-balance that rock the boat for cocky players who have become formulaec in their play methods. I like the idea of having Dead Magic Zones where psionicists continue to function. And also for savvy players to be able to nullify psionicists without nullifying magical powers. regards stav |
| Tenzhi09-04-04, 03:07 AM | ...and for the wizard's protections vs. magick to be ineffective against the cleric's spells. |
| Silmarien Aldalome09-04-04, 03:41 AM | ...and for the wizard's protections vs. magick to be ineffective against the cleric's spells. Radical. But you know what - I really like the idea. And while on the subject - complete separation of powers. Bardic spells Druidic spells Ranger spells Paladin spells Clerical spells Wizards spells AND Sorcerer spells And then Shadow Weave magic again. as functionally distinct and inaccessible to other classes. Possibly - yet further separation of powers - as racially specific magic. Elven magic being beyond the ken of men. And vice-versa...... it's not cannon - ;) stav |
| thasis09-04-04, 11:26 AM | Ah, hello. I'm back from sleeping. You want me to co-threadkeep a competing thread or something. I'm a little sleepy so tell me if I'm wrong, You want to make a thread for evil spells, a thread for good spells, and a thread for competing spells. Did I completly misudestand or am I dead on? |
| Agudo Archmage10-29-04, 04:44 PM | Those of Good Magic! I Agudo Wizard of Light, offer you a look at a prized book of Arcane. Please my friends use this wisely in dealing with less goodly people. Guildbooks of the Watchful Order Last Record: Bren Greycastle, Waterdhavian sorcerer, 7 Mirtul, 1373 DR. Description: This book is about 1 foot square with sturdy leather covers sewn together with thick purple silk. The front cover bears an upright white hand symbol, identical to that on the livery of the Watchful Order of Magisters and Protectors, a guild in Waterdeep that hires itself out to protect the city from crime, fires, and other dangers. On the spine is the number "1" in Thorass runes, and its hue matches the white of the hand on the cover. The interior pages are high-quality vellum, inked in black and carefully illustrated with diagrams and pictures showing the material components and effects of the spells. History: The Watchful Order of Magisters and Protectors is a guild of arcanists that was formed in Waterdeep over fifty years ago. They hire themselves out to protect the city from dangers, particularly unruly spellcasters, and they encourage local and visiting mages to be prudent and conservative in their use of magic in public so that the people of Waterdeep will respect mages for their restraint rather than fearing them for their power. Over the years they have created or acquired a collection of nonlethal spells useful for detaining criminals inside the city without causing damage to property and innocent bystanders. These spells were eventually collected into a pair of books called the Guildbooks of the Watchful Order. Members of the guild are given access to the books so they can safely protect the city. Some believe that three copies of each of the two volumes exist: one kept at the guild headquarters, one kept in the home of the guildmaster (currently Mhair Szeltune, who has been guildmaster for over twenty years and is considering retiring soon), and one kept in a secret location. Contents: The first ten pages of the book describe various portals in, under, and near Waterdeep known to the guild; these descriptions include all information about the portal that can be determined with an analyze portal spell. The guild magisters use these portals to get about the city in a hurry, such as when they need to converge on a disturbance. The next four pages describe metamagic theory on how to convert an energy spell so that it deals nonlethal damage instead of normal damage (as per the Subdual Substitution spell from Tome and Blood, though in the D&D 3.5 it should be called Nonlethal Substitution). Many members of the Watch Wizards take this feat to let them utilize their damaging spells in a nonlethal way. The remaining twenty-three pages describe fifteen arcane spells often used by the guild to subdue, detain, and incapacitate troublemakers without harm to locals and property. Two of the spells are new; the new spells are considered unusual spells, and any spellcaster who wishes to use them must first decipher them as described in the Arcane Magical Writings section of Chapter 10: Magic of the Player's Handbook. The spells in the book are scribed in order of spell level and alphabetically within that spell level. · color spray · comprehend languages · disarm (new spell, see below) · hypnotism · mage armor · protection from evi1 · trembling horn marker (new spell, see below) (City of Splendors page 88 1st) · arcane lock · battering ram (Magic of Faerun) · detect invisibility · hypnotic pattern · Igedrazaar's miasma (Magic of Faerun) · knock · locate object · pyrotechnics (Volume 2 is believed to be of similar length and hold the following spells, plus notes on other portals known to the guild: deep slumber, dispel magic, flashburst (Magic of Faerun), hold person, ray of exhaustion, summon monster III, tongues, and arcane eye.) Disarm Evocation [Force] Level: Sorcerer/Wizard 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One object up to 50 pounds Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: No You create a ramlike force that can strike with considerable power against an object, whether unattended or held by a creature. If the target is an unattended object, the force knocks the object in a direction of your choice, with the maximum distance determined by the following table: Object Weight Maximum Distance 0-5 pounds 40 ft. 6-10 pounds 30 ft. 11-20 pounds 20 ft. 21-30 pounds 10 ft 31-50 pounds 5 ft. If the target object is held by a creature, you initiate a disarm attempt against the creature holding the object. The creature does not get an attack of opportunity against you or the force. You and the target then make opposed attack rolls; your attack bonus is equal to your caster level plus your Int bonus or Cha bonus (for wizards or sorcerers, respectively). The force is treated as a one-handed weapon wielded by a Medium creature. If you win the opposed roll, the target is disarmed and the object is knocked in a direction of your choice as if it were an unattended object (see above). If you lose the opposed roll, the target does not get an opportunity to disarm you. Trembling Horn Marker Illusion (Figment) Level: Sorcerer/Wizard 1 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 10 minutes/level (D) Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) By sounding a watch horn and pointing at the target creature, you mark the creature with an invisible figment of a signal horn. This horn becomes visible, glows, and sounds a call if the target comes within 30 feet of a signal horn of the type carried by the City Watch of Waterdeep (called a trembling horn), repeating every round the horn is within that range and fading to invisibility 1 round after it is no longer in range. This allows the Watch to home in on the marked individual without the target initially being aware that he is so marked. The people of Waterdeep have learned to recognize this spell and are quick to point the Watch in the direction of any person they spot with the trembling horn marker. Focus: A signal horn. |
| thasis10-29-04, 07:24 PM | Yay!!! Activity!!! |
| Agudo Archmage11-20-04, 07:40 PM | *Agudo Quick Passage Spell.* Level: Clr 7, Dru, 7, Wiz 8, Sor 9 Magic: Divination Components: Sliver of Onyx, Half pound of Black Sand (Volcanic Sand) Three ounces of Mercury, One scrying pot and Blank Scroll. Casting Time: 15 minutes Range: Thousand miles full circle from the point of caster. Target: One Object or Creature. Duration: Forty Eight Hours Saving Throws: Special (Example-Magically Shielded Location, Divine Interference) Cost: Based on availability. Limitation: Land/Ocean based only. No interplanetary Realm/Plane Scrying Like the spell “Discern Location” that allows the caster to find an object or creature. By showing the Room, Building or Town that the object is located in Agudo Safe Passage Spell gives one more advantage. “How to get there!” The spell will show the most direct passage to the object/creature. Up to one thousand miles in any direction from the caster. It will magically draw into the blank scroll roads, water passages, mountain paths, underground caverns and so on. Starting from the location of where the spell was cast, leading all the way in detail to the final location. Presented to my Fellow Magic users for comment and helpful ideas. :) Also in hope that it will be put into the Archmage Magic Library. |
| thasis11-20-04, 08:36 PM | Very intressting. |