| Post/Author/DateTime | Post |
|---|---|
| #1Dark_Wizard_02Mar 16, 2008 16:14:32 | I've been meaning to start a thread like this for a long time. Ever since Eberron came out, one of the main criticisms of the Realms in contrast to Eberron has been that magic use in the Realms is entirely oriented to combat and adventuring uses (and thus completely illogical and unrealistic). This is an understandable perception given the relatively few mentions of more mundane magic use in the official sources (where as Eberron makes a point to heavily emphasize widespread magic use). This is not aimed at attacking Eberron, but rather to see just how far magic suffuses the setting of the Forgotten Realms for constructive purposes. Previous sources have mentioned non-destructive uses of magic, so this thread will try to catalogue and reference them, to see how much there really is. There could be pages of examples or so few that the criticism is accurate and warranted. I'm willing to bet the number and scale of examples will be surprising one way or another. I will admit I am not at all qualified for this (my knowledge in the Realms is very limited), but I will try my best to help organize the information. The outcome of this will be a thread listing off the various examples of constructive, practical magic use in the Realms. Perhaps this will give people a better image of how life is in Faerun. I am not aware of any effort to do this before, but I would be very happy to hear about any previous listing compiled for this area of Realmslore. Like previous efforts in other threads, this is a community effort, so write in if you see or recall something of note. A few basic guidelines, I would like to limit this to official sources, source books, novels, web and magazine articles, author and designer commentaries, essentially primary sources. It would be ideal if page numbers and other such references accompany each entry to facilitate easy finding for any interested reader. The sorts of magic use we're looking for there will focus on non-combat, constructive, practical uses. That is not to mean it cannot be used for combat purposes, but the primary reason for this magic is not with fighting or offense in mind. These examples can include spells, individual examples in history, individual casters or organizations of spell-casters who use their magic for creative or utility purposes, any magical items used for such, wards, enchantments, guilds, etc. I'll start the ball rolling with a few entries off the top of my head, additional entries, references for page numbers and sources to follow as I look them up. The entry format will grow in sophistication as the list improves. Compilation below. |
| #2Dark_Wizard_02Mar 16, 2008 16:16:07 | Agriculture - Goldenfields outside of Waterdeep: - Minimals: Magically miniaturized animals, notably used by the Harpell family of wizards to reduce the space needed to keep livestock. - Plateau-wide wards and enchantments of Thay: Increases rainfall on the otherwise arid landscape of Thay. Necessary to help feed Thay's population. Architecture and Urban Development - Magic of Wealthy Calishites: (Source book: Races of Faerun, Calishite Magic Items) "Magic is an important aspect of Calishite culture, and many mundane objects are crafted to pamper the whims of Calimshan’s idle rich. Doors and gates that recognize those allowed inside and open automatically for them, clothing that sheds stains and dirt, torches that extinguish and relight automatically as needed, or levitating feather fans to keep air circulation constant and cool are all examples of Calishite arts of this sort." - Imaskari Architecture: (Novel: Darkvision (The Wizards series) by Bruce Cordell) Imaskari construction makes grand scale use of extra-dimensional space. - Magical Street Lighting in Ankhapur: (Novel: King Pinch (The Nobles series), by David Cook) - Narbondel in Menzobarranzan: A construction in Menzobarranzan that uses faerie fire for time keeping and lighting purposes. - The Trade Way across the Calim Desert: (Source book: Empires of the Shining Sea) The paved road across the desert enchanted during the Shoon Imperium. The enchantments prevent damage to the roads by purple worms burrowing beneath. Magically warded minaret flank each side of the road every two miles. At the top of the arched parapets for each tower is a brazier that when lit cloaks the road in a magical blue field. This fields keeps sand off the roads, reduces the winds blowing over the roads by half and reduces the glare of sunlight over sand and salf flats. Health and Medicine - Crystal Prosthetics: (Novel: Darkvision (The Wizards series) by Bruce Cordell) Travel and Transporation - Crossroads and Backroads: (Source book: Magic of Faerun, page 44 - 47) Magical routes tied to fey magic known only to fey, and some druids and bards. Backroads can be used for travel, much like portals, and for communications, carrying a vocal message to another site as if the speaker stood at the other site. Crossroads are watched over by guardians who can allow or deny use of a backroad. Fey can access backroads whenever, wherever they wish without restrictions. Druids have mapped out or created portions of these backroads. Some have regular schedules that use the communication features of backroads to quickly spread news and information. - Halruaan Skyships: (Source book: The Shining South (2e and 3e)) - Magical Portage at Featherdale: (Source book: The Dalelands, page 27) The wizard Cholandrothipe used to provide a portage service to boats around Featherdale Falls. He diminished the boats and then dispelled the effect on the other side. Red Wizards later killed him. The dalesman upgraded the old non-magical portage equipment after his death. - The Moonbridge of Silverymoon: (Source book: The Silver Marches) A gigantic force construction (much like a wall of force) that spans across the River Rauvin connecting the two parts of Silverymoon. Labor, Production and Maintenance - Gold Dwarf Magical Craftsman Tools: (Source book: Races of Faerun, Gold Dwarf Magic Items) "Magic items particularly prevalent in the Great Rift and the trade cities at its edge include anvil of the blacksmith, belt of dwarvenkind, forge of smithing, hammer of the weaponsmith, and tongs of the armorer. These items can be purchased at a 10% discount in the Great Rift." Information and Communication - Crossroads and Backroads: (Source book: Magic of Faerun, page 44 - 47) Magical routes tied to fey magic known only to fey, and some druids and bards. Backroads can be used for travel, much like portals, and for communications, carrying a vocal message to another site as if the speaker stood at the other site. Crossroads are watched over by guardians who can allow or deny use of a backroad. Fey can access backroads whenever, wherever they wish without restrictions. Druids have mapped out or created portions of these backroads. Some have regular schedules that use the communication features of backroads to quickly spread news and information. Arts and Entertainment Defense, Security and Investigation - Temple Security: (Source book: Magic of Faerun, page 50) Some temples rely on extraplanar for storage of sacred relics. Others use magic to hide the relics in plain sight. Some special sites are protected by divine power. Gods can place geas or curses directly on a site to prevent theft or even violence (or at the very least heavily punish those transgressors). - Elven Mythals - Netherese Mythallars - The Udoxia of the Twelve Cities of Jhaamdath |
| #3Dark_Wizard_02Mar 16, 2008 16:16:59 | Reserved for possible future development |
| #4rinonalyrna_fathomlinMar 16, 2008 16:30:26 | I will admit I am not at all qualified for this (my knowledge in the Realms is very limited), Are you kidding? You always struck me as a person who knows what he's talking about. ![]() |
| #5KhaeliethMar 16, 2008 19:45:55 | Whaddabout sewers in Shade (They've gotta be magic!) and Halruuan skyships? |
| #6markustay63Mar 17, 2008 2:49:06 | There is some 'slight' evidence that the Imaskari had 'Maintenence magics' built into many of their structures. Several novels note the 'amazing condition' of Imaskar ruins, and several sources mention places like Solon that seem to have some sort of 'repair work' taking place covertly. I'm thinking Automatons that are designed to handle the routine maintenance of the cities, but unfortunetly most of the destruction has been beyond their ablity to 'fix'. |
| #7meldreadMar 17, 2008 4:04:23 | MarkusTay63- Could it be a form of Prestidigitation that they cast upon the buildings after they were built? (So that they naturally repair and keep themselves clean.) |
| #8markustay63Mar 17, 2008 12:31:32 | It could easily be cantrips overlaid in a single-building mythal-type effect, but since they have already been associated with Automatons (thats where the Raumather supposedly got the knowledge), I just thought that little 'Maintenance Droids' with would be kinda cool, ya know, scurrying around a site serepticiously, making the PCs all nervous as hell... ![]() I remember earlier editions had quite a few mainteneance/non-combat orientated spells, but most of those got down-graded to cantrips. No ones going to take Polish Boots over a Fireball... ;) I believe a good deal of Eds replies over at CK dealt with this day-to-day sort of stuff, so that would be a good place to start searching, DW. |
| #9rinonalyrna_fathomlinMar 17, 2008 12:36:01 | It could easily be cantrips overlaid in a single-building mythal-type effect, but since they have already been associated with Automatons (thats where the Raumather supposedly got the knowledge), I just thought that little 'Maintenance Droids' with would be kinda cool, ya know, scurrying around a site serepticiously, making the PCs all nervous as hell... Domo Arigato, Mr. Roboto? |
| #10markustay63Mar 17, 2008 12:38:48 | Also, Halaster seemed to be pretty handy with them (or was it one of his apprentices?), and since we now know for a fact that he is indeed Imaskari, it also lends credence to my musings. ;) Domo... :D |
| #11alediranMar 17, 2008 12:43:02 | Konichiwa. Mythals are also in the utilitarian section, they are not only defenses. Evereska's Mythal has a Spider Climb effect so anybody can go from one level to another. Myth Drannor's had a Fly effect. |
| #12markustay63Mar 17, 2008 12:48:55 | That is TOO funny... A Spider and a Fly effect? ![]() |
| #13bonzaiMar 17, 2008 17:54:58 | I actually came up with a campaign based sort of off the idea magic used for mundane reasons. It started out with this question, how were the great empires in history created? The answer is slave labor and conquest. Slave labor being the first real key. The reason behind this is simple. In a pre-industrial nation, it takes all a family can do to susist on a farm. Throw in some slave labor, and they can grow more, and probably prosper. If they do very well, then the owner gets the rarest comodity of all.. leisure time. They now have time to think beyond survival, and can begin to inovate and grow. So I thought I'd creat something similar in the realms. Only instead of slaves, I took a single powerful necromancer, and his small army of undead. The premis was that a necromancer decided to settle down and build his tower near a small mining camp. Using magic, he quickly built a tower, using move earth and many, many, walls of stone. He then made a deal with the camp. He would trade with them for basic supplies from time to time, and they would leave him alone. This worked well, until orcs started attacking the camp. The Necromancer didn't like the inconvienience, so he used his magic to fortify the camp, and his undead to patrol, and hunt down goblinoids in the area. The camp became safer, and soon grew into a small town. Since the Necromancer had already taken the place under his protection, he began building the town the way he liked it, and soon undead were helping construction efforts, keeping the town clean, patroling, and defending it. He helped improve the roads, so trade flourished, bringing even more people. At first the people were repulsed by it, but when Obould and his horde came, the Necromancer became their savior. The Necromancer turned back the invading orcs, and the town was soon swelled to capacity with refugees. Thus came the adventure hook... The party learns of a powerful and evil necromancer that rules over a small city with an iron fist. Several Harpers have gone missing trying to stop him. When they get there, they learn that the people of the city revere and respect the Necromancer. Even worse, they learn that if they kill him off, the city would be defenseless against the hordes of orcs at it's doorstep. So they must decide, let the evil necromancer live, or defeat him and leave the town at the mercy of the orcs. |
| #14rjfrasMar 18, 2008 4:01:20 | One book to check is Races of Faerun. Under each subrace is a section called "Magic and Lore" and gives examples of common magic items favored by that race. Some include items for fighting, some for non-fighting or a mixture. Example: GOLD DWARF MAGIC ITEMS Gold dwarves favor magic items that aid in combat, facilitate craftwork, provide personal protection or comfort, guard against theft, or are adorned with fine metals and gems. Blades and axes are commonly crafted with keen, holy, lawful, mighty cleaving, sundering, and stunning special abilities. Hammers and maces are commonly crafted with holy, impact, lawful, As you can see items like the tongs of the armorer or anvil of the blacksmith are not for combat, but items used by a craftsman. Another example: CALISHITE MAGIC ITEMS Magic is an important aspect of Calishite culture, and many mundane objects are crafted to pamper the whims of Calimshan’s idle rich. Doors and gates that recognize those allowed inside and open automatically for them, clothing that sheds stains and dirt, torches that extinguish and relight automatically as needed, or levitating feather fans to keep air circulation You can see their culture has quite a few common non-combat uses for magic as well as combat uses. Quite a few of the various realms books mention magic being used for different things, you just have to look... 1. this building is still maintained and frequented thanks to its enchanted baths that magically refresh the water and stay at constant warm or cool temperatures, no matter what season. 2. The numerous palm tree groves that are planted within the walled courtyards and the many magically maintained fountains make this sabban a peaceful area for contemplative walks during the day. You can also look in the FRCS on page 94, under Magic Items, where it talks about the the two broad categories that most magic items fall under -- gimmicks and adventuring magic. Gimmicks amuse, delight, entertain or do something useful in a small way. Things like a pot that can make itself hot or a broom that can sweep by itself, etc. |
| #15jiggawha_dupMar 18, 2008 6:12:26 | spells from Shining SouthCoral Growth: Coral growth is popular for constructing buildings and statues out of coral in Halruaa. It is also a favorite of various aquatic races for building underwater cities. Darsson's Chiling Chamber: This spell was originally developed as a means of preserving food (cast inside cellars), but wizards quickly determined that it could be used as a deterrent (on long hallways or in treasure vaults, for example) or for creating a comfortable environment for cold-loving pets. Darsson's Fiery Furnace: This spell was originally developed as a means of cooking food (cast inside cauldrons, brick ovens, and smoke houses), but wizards quickly determined that it could be used as a deterrent (on long hallways or in treasure vaults, for example) or for creating a comfortable environment for heat-loving pets. Sea Legs: You grant a creature the ability to maneuver easily while aboard ship, even during inclement weather. Any creature affected by a sea legs spell automatically succeeds on Balance checks (DC 20 or lower) made due to sloped surfaces and slightly slippery conditions. Furthermore, the creature can move at its normal speed while balancing on a ship’s deck, rather than half speed. Sparkles: This spell is popular during festivals in Halruaa, where the wizards cast it over the cities from their skyships and let the motes decorate the celebrants. However, others have found more practical uses for it, including exposing invisible and hiding foes. |
| #16StiggerMar 18, 2008 6:22:07 | I seem to recall 2e's DotU mentioning that the drow were fairly skilled with enchanted metal, presumably adamantine, prosthetics that seemed pretty impressive from what little I recall of them. Could be good for health and medicine up there. |
| #17markustay63Mar 18, 2008 10:11:46 | Yeah, I did a piece for the Elven Netbook covering Elven prosthetics - Drow are more likey to resort to them (Lolth's magic does not lean toward healing), but there are some created by surface Elves that are works of art of form and funtionality. They are discussed at some length in either Evermeet or CE, I forget which, but there were no rules. I cobbled together some for 3e, but they haven't been play-tested. Rules aren't really my thing, and the magic-creation rules for 3e are SO confusing that I'm not sure if I got it right. I like that idea mentioned above about the portage - applied to movement of materials in general. Think about how efficient it would be if a merchant could shrink down everything before traveling. You could fit ten times the cargo on a single ship or caravan! Maybe thats where those Minimals came from... :D |
| #18alediranMar 18, 2008 10:24:52 | The Harkels are into reduced farms and farm animals. They had like 100 cow heads over a small table. |
| #19StiggerMar 18, 2008 13:43:47 | Think that's Harpell actually, but close enough really. Think they called them minimals, though I'll be damned if I can remember where that reference is from... |
| #20KhaeliethMar 18, 2008 14:19:28 | What about magic used to build cities? The Seluvaneden cities and Proctiv's Move Mountain? |
| #21StiggerMar 18, 2008 14:29:48 | The Elven Construction spell comes to mind... maybe stuff like Move Earth, Transmute X to Y, stuff like that. Lyres of Building seem like good examples too. |
| #22Bullet06320Mar 19, 2008 2:37:35 | Think that's Harpell actually, but close enough really. Think they called them minimals, though I'll be damned if I can remember where that reference is from... I think it was one of the Drizzt Novels, I recall the reference but not exactly where. Just Imagine trying to BBQ one of those cows |
| #23StiggerMar 19, 2008 8:55:58 | Could be... think they were supposed to be brought back to normal size when it came time for butchering though. :P :D |
| #24Bullet06320Mar 19, 2008 16:57:42 | Returning them to normal size takes the fun out it. You roast them like marshmellows |
| #25StiggerMar 19, 2008 17:51:44 | That's much better than what I was envisioning... :D |
| #26markustay63Mar 19, 2008 22:23:29 | Minimals were in 1e, and later appeared on their own island in the 2e Pirates of the Fallen Stars. RAS didn't create them (nor did the Harpells), he just used them in the story because they are weird (both the Harpells and the Minimals). I just thought of the MOST excellent utilitarian Cantrip!!! Redirect Fart Causes both the noise and any obnoxious odors to emanate from someone else's trousers, skirt, or dress. Range = (5ft x caster lev); best used in a contingency fashion. Highborn ladies of Waterdeep, Cormyr, and other prominent cities have had some of their finest jewelry bespelled with this effect. On the other end of the spectrum, certain churlish young nobleman have had great fun getting an Orc drunk and feeding him large quantities of cabbage, eggs, and other noxious substances, and then bringing him outside the window of a fancy dinner party, using the spell's magic to redirect the ensuiing cacophany and smell into the room. A Halfling from the Tunland Marshes was said to have used it with a Catoblepas, but he was later hung because of the resulting deaths. |
| #27rjfrasMar 20, 2008 1:17:23 | From Empires of the Shining Sea:The single most important feature of Calimshan geography is the Calim Desert, which dominates the western half of the country. It is a flat, trackless waste where only the hardiest cactus and desert flowers grow. The final leg of the great Trade Way road cuts directly across this desert on the way to Calimport. For traders from the north, the desert is a final challenge to a long, wearying journey; for those heading north, it is an early test. |
| #28alediranMar 20, 2008 13:39:46 | Minimals were in 1e, and later appeared on their own island in the 2e Pirates of the Fallen Stars. RAS didn't create them (nor did the Harpells), he just used them in the story because they are weird (both the Harpells and the Minimals). ![]() ![]() ![]() ![]() ![]() ![]() |
| #291_ton_ghostMar 21, 2008 11:06:24 | -Thayans have nearly perfect weather for Agricultural endeavors given the Red Wizards "i don't give a damn" mindset of magic and it's fallout. Control Weather. coincidentally, this cause compensating "bad weather" in neighboring lands. -Narbondel and other applications of Fairie Fire in Menzoberranzan. practical. how would you measure time w/out the sun in the Underdark otherwise? -Clockwork music boxes w/ imbedded Ghost Sound -Basic Continual Flame street lighting, sometimes indoors as well -Permanent Gentle Respose FX in tombs of heroic fallen, etc. |
| #30markustay63Mar 21, 2008 15:06:56 | Self-lighting pipes. Elminster's would float in the air near him, so he could still use his hands for other things. Hmmmmm... smoking DURING, rather then after... OH, that El! :D Also, wasn't there an entire Netherese Enclave that acted as a fishing ship, and the whole bottom of the thing worked like a refrigerator, storing all the fish in deep-freze until needed? I think it survived, and is sitting upside down somewhere, IIRC. ![]() |
| #31Dark_Wizard_02Mar 23, 2008 21:47:54 | Thanks to everyone for the support and information so far. I updated the listing to reflect most of the lore pointed out by the responders. I apologize for not thanking each and every participant. I do thank you all. I'll get to creating a participants list. I'm still working to add entries for some of the lore mentioned, but most of it is up, including a few for the bare bones entires I started with. Keep them coming, there's a lot out there. I'm trying to track down bits and pieces I recall reading somewhere but really don't have compiled enough solid information worth putting up yet (i.e. portals). @ Rinonalyrna: Thanks for the early vote of confidence. I guess I do know a few things regarding my usual favorite bits and pieces (and I do mean itty-bitty bits and pieces) of Realmslore, but for something like this it helps to have wider interests and knowledge. I do hope other fans will chip in with pieces they recall or discover (and so far it's worked wonderfully). Special thanks to rjfras and Jiggawha (I'm still trying to figure out how to list individual spells) for providing lots of lore and references. Not that anyone else's efforts aren't appreciated, but they made it really easy. :P @ 1 ton ghost: Do you recall where the reference is to Thayan use of weather magics. I could have sworn they had some very impressive enchantments in place, but I can't seem to find it. Maybe I'm over looking something. Also any additional city/street/home lighting references would be greatly appreciated, because that is the biggest "illogical misuse of magic" people seem to get caught up on. |
| #321_ton_ghostMar 23, 2008 22:08:38 | Thayan weather: pretty sure Unapproachable East is where i read it. i know for sure it was a 3/3.5 ed publication that mentions their uncanny meteorology manipulation and the resultant fallout to their neighbors, particularly Rashemen if i remember correctly. but even that, for them, is a bonus the default Continual Flame gaslight districts aren't specific to one book that i know. that is, i've seen it referenced in many, and i'm not talking just Eberron here either. yeah, it's pretty liberal, but given the spell descriptor, lack of XP and it's permanence, you could get one Hell of a concession from city hall for dumping 1 every 40ft on a street over a period of a week really. i mean, assuming you're not doing Item Creation or are spoken for magically speaking, how many spell slots/permanent lamps is that for the good ppl of town 'x'? you'd get popular really fast and save the ppl/govt. alot of $ in the long run. plus, no storm, rain, snow, etc. is an issue and it would facilitate law-enforcement and commerce. it's blatant to be sure, but a really nice donation from a goodly caster, a trade for a land grant, simple cash for services rendered, whatever... |
| #33rinonalyrna_fathomlinMar 24, 2008 9:22:16 | Dark Wizard, you're welcome.![]() |
| #34StiggerMar 25, 2008 1:12:47 | 2e's Volo's Guides and I think perhaps Forgotten Realms Adventures made numerous references to Driftglobes and uses of Continual Light (fairly different from Continual Fame as I recall it) effects to light things in several different regions, Waterdeep most notably as I recall, although certainly not limited to that... For some reason I seem to recall a reference in the Volo's Guide that covered the Unicorn Run region (Dessarin maybe its properly called... can't recall offhand) that mentioned at least a few places in that relatively remote corner that used magical lighting, so I'd imagine its a relatively common phenomena. |
| #35markustay63Mar 26, 2008 1:55:17 | The Thayan Weather thing I read about a long time ago, before UE came out (although it may be in there as well). I would try going back further, either to Spellbound or Dreams of the Red Wizards. The refrigerator-Netherese Fishing Enclave I KNOW is in the Netheril box set, but I also remember reading about it more recently, perhaps in either LEoF or the GHotR. Since your serious about this, I'm going to dig through some of the older books now (I think the spellbook Pages from the Mages may have had a little something as well. |
| #36StiggerMar 26, 2008 5:25:20 | Spellbound mentioned the weather controlling magics as far as I recall. |
| #37faraerMar 27, 2008 13:01:02 | There's a scene in (I think) one of Ed's novels which shows a mage-for-hire levitating trade goods and is an insightful glimpse of mercantile wizardry. I'm blanking on where it is. |
| #38selunatic2397Mar 27, 2008 13:36:05 | I believe that it was in one of the three novels that followed the three modules for the time of troubles. The incident was used to highlight the wild magic effects that ran tampant during those three novels/modules. Which of the three novels I am blanking on...:embarrass sorry. I hope that I have been of some small help...selunatic2397 |
| #39rinonalyrna_fathomlinMar 27, 2008 15:16:02 | There's a scene in (I think) one of Ed's novels which shows a mage-for-hire levitating trade goods and is an insightful glimpse of mercantile wizardry. I'm blanking on where it is. If you can think of it, tell us. ![]() |
| #40markustay63Mar 27, 2008 17:02:35 | Going further afield, in most of the 'Water' sourcebooks, they go into depth (no pun intended) about the usefulness of magic on shipboard (controlling the winds, etc), and there are magical devices that specifically help in this regard (enchanted anchors, etc). I don't have anything specific - its been awhile since I've been through any of them. Some FR ones would be : Pirates of the Fallen stars Sea of Fallen Stars Core: Of Ships and Sea Stormwrack Plus there are dozens of mentions in other books, including a description of Thay's 'Ironclad', the Red Scourge, and some stuff about Thayan Bombards. I know those applications are military, not mercantile, but as far as sea-trade goes (and piracey), they often amount to the same thing. Also, in one of the Drizzt novels they make a big deal about 'any respectable ship' having a shipmage, both for combat, and to help out with the weather. Also, all of the methods into and out of Skullport are magical, so every nuiance of seaborne trade uses 'utility magic' in some fashion. After all, what is a portal, then the ultimate form of utility magic? And FR is rife with them On another track altogether... Don't know if it was mentioned yet, but the Dupari have been experimenting with magical crystal prosthetics. |
| #41thinbladeMar 27, 2008 18:09:33 | A couple of others: * Tsarra has a magical version of a shower, I think. She traded with the priesthood of Sune to get it, so it's probably fairly common. That's in the novel Blackstaff, but my copy's in storage, so I can't find the exact page. * Mention of Red Wizard weather meddling goes all the way back to the original Old Empires, because it mentions the problems the Mulhorandi and Untheric priesthoods were having combating the Thayans' habit of stealing all the available rain clouds. * Tzigone uses a magical version of a tape recorder in The Floodgate to record a conversation. No mention is made of how much the device (likely created by Elminster) could record, but playback was flawless. * Cormanthyr mentioned that Khelben's father created a spell to duplicate the famous ice and snow sculptures (I think), thus annoying some of the craftsmen, and I believe the sculpting them spread into things like fire and water and other odd materials. * Cadderly made a flashlight out of a closable tube and a rod with a continual light spell on it. (Cleric Quintet) * Most of the elven high magic rituals were utilitarian, whether building cities, creating permeable wall of force windows, returning cities to loam, creating objects (like elven chain) or gates. That's all in Cormanthyr. * Drow cities use continual faerie fire spells much like we would use neon; to highlight art and attact the eye. Narbondel was actual fire, however, since it needed to heat the stone. * Extra-dimensional buildings - everywhere. Netheril, Cormanthyr, Cormyr's Sword Heralds, the Hidden House. |
| #42markustay63Mar 27, 2008 20:29:53 | The Cormyrian Warcloaks are VERY utilitarian. The throat-clasp functions as a limited-use walkie-talkie (once per day), and they have an 'escape pocket' that allows an emergency teleport. The Old 2e spell Dig was insanely useful, for many things. Flying carpets (and Brooms) are perfect examples of utilitarian magic, as are flyng ships, come to think of it. I know there was a spell somewhere, probaly in 2e, but maybe 1e, that allowed you to keep food (and other things) fresh for an extended period of time. |
| #43StiggerMar 28, 2008 1:02:31 | Think it was 2e... Nulathoe's Nineman comes to mind for some reason, but I can't recall if that was it for sure. |
| #44thinbladeMar 28, 2008 1:41:06 | I thought of that as well, and checked. Nulathoe's Ninemen (Pages from the Mages) permanently protects a corpse from decay, and prevents it from becoming any kind of undead. Volo's Guide to All Things Magical implies that this can be extended to other types of organic materials, but doesn't specifc exactly what. It's not the grand anti-crop rot spell we were thinking of. |
| #45StiggerMar 28, 2008 14:58:26 | Hey, speaking as a carnivore, good enough for me... :D Though I do recall that anti-crop one being mentioned as well... could be a Chauntea specific one perhaps. Can't check amusingly enough, since both of the books it would probably be in are off visiting a player of mine for creation of a new character of his. |
| #46Bullet06320Mar 28, 2008 15:20:48 | There's a scene in (I think) one of Ed's novels which shows a mage-for-hire levitating trade goods and is an insightful glimpse of mercantile wizardry. I'm blanking on where it is. FRE1 Shadowdale adveture page 7 I just read through the module last week, I campaign I'm running is taking place at the same time and my PC's are about to arrive in shadowdale just before the Zhent Army arrives with Bane |
| #47StiggerMar 28, 2008 20:28:16 | Slow Rot... that was the name of the spell. 3rd level priest spell, Plant sphere, from the 2e Tome of Magic, page 70. Its a lot more effective than I recalled though... it affected 100 cubic feet of plant material per level, and lasted 1 week per level. |
| #48markustay63Mar 28, 2008 21:12:29 | In the Dwarves Deep supplememnt, they have these little hammers (Air Hammer) that they place all over their tunnels that when shattered (or struck firmly on something) would open up a pocket of Oxygen from the plane of air. This could be used to drive off smoke, gas, water, or just fouled air. The were basically 'emergency air' for dwarves in need. The down side is that the produce pure Oxygen, so if there an open flame.... ![]() They also had Blast Spikes, which looked just like normal iron pitons. they could be hammered into a crevice and used the same way, but when struck with a second Blast Spike they would cause a huge explosion (like a blasting cap). The were used in mining, and in emergencies to clear debri. And then there are Glowstones, developed by the Dwarves of Cormanthor, because they couldn't 'handle' magic the same way the other races could. Bottom Line - they were batteries, and stored magical energy that could be used to power magical devices like wands (stuff that Dwarves normally couldn't use). They were also modular! You could just 'pop one off' of a device, and slap it onto the side of another, and you were good to go. Also listed in that product were various technological things the dwarves had, like pumps and elevators and the like, but those are not magical so they really don't fit the topic. I just thought I'd note that the Dwarven 'tech level' is somewhat higher then the surrounding humans. |
| #49jiggawha_dupApr 06, 2008 7:14:01 | Deep Imaskari unseen servants |
| #50fapinpublicApr 06, 2008 14:37:34 | Minimals were in 1e, and later appeared on their own island in the 2e Pirates of the Fallen Stars. RAS didn't create them (nor did the Harpells), he just used them in the story because they are weird (both the Harpells and the Minimals). that's great :rotfl: |
| #51BadCatManAug 31, 2008 22:22:25 | Why did I never see this thread before? (Cast Raise Thread)In the city of Procampur in the Vast: * The priests of the temple of Deneir attempted to create a golem that would work as a scribe. It rammed a quill through a wooden desk. Now it acts as a guard and porter. ("Patronage" by David Cook, Realms Of Valor) * There are magical streetlamps in the Nobles District. ("Patronage" by David Cook, Realms Of Valor) * Quimby's Enchanting Gourmet: The mage Quimby of Procampur created this variant on the Unseen Servant spell dedicated to cooking and serving food, as well as cleaning up the kitchen afterwards. It has served as a bartender at least once. (Pages From The Mages) In the duergar city of Gracklstugh: * There is a red dragon known as the Wyrmsmith (Themberchaud is the latest of several dragons in this role) that keeps the forges hot with his fire-breath. (Underdark) * On the Darklake: "Some of these ramshackle barges are powered by mindless undead, such as skeletons or zombies, that are bolted to the oars or paddlewheels and used as tireless necromantic engines." (Underdark) In Baldur's Gate: (Volo's Guide To The Sword Coast) * "Lonthalin Mintar is one of several minor mages who work from stalls in the Wide (open market) of Baldur's Gate. He specializes in adornment spells that give clients temporary fantastic hairdos, tattoos, body scents, and hue changes and cause daring costumes to adhere." * "Talessyr Tranth: This tall, courtly, mustachioed man is actually a woman wearing a semipermanent disguise... She runs a stall in the Wide (open market) in Baldur's Gate where she creates shortlived magical disguises, body adornments, costume alterations, or the like for clients who wish to impress at parties, hide their true likeness, or shock friends or social rivals." * "...And several minor wizards [including the above two] who specialize in spells that temporarily arrange a client's hair into intricate patterns, cause areas of the body to glow or to adhere to certain scraps of garment or pieces of jewelry, alter skin and hair hue, and even cause scents to wax, wane, or move around the body - sometimes accompanied by radiances." * The Elfsong Tavern is lit by blue-hued driftglobes. * Felogyr’s Fireworks sells enchanted fireworks amongst various alchemical products. * The mage Halbazzer has made a fortune off a spell that banishes mildew and moisture. He keeps the details to himself, and the Baldurian authorities protect him from Amnian and Calishite thieves who try to steal it. He also runs a side-business using mending to fix household objects. * Gond's Hall Of Wonder is lit by enchanted glowing globes. Ward tokens control access to the building, and gargoyles act as security. In Daggerford, the gnome jeweler Korbus Brightjewel is said to use magic to make his works more beautiful. (Volo's Guide To The Sword Coast) Cormyr's Castle Crag has begun employing psionicists to quickly send emergency mental messages to Purple Dragons in Arabel. (Cormyr, Class Chronicles) The Jhaamdathans used reildoxia word crystals that psionically recorded thought images. (Grand History Of The Realms) The Jhaamdathan city udoxias allowed users to swap their psionic powers and feats. (Lost Empires Of Faerun and Candlekeep Web Enhancement) Candlekeep is protected by wards that prevent anything from burning except for candles, not paper. They also kill moulds and insects, in addition to blocking teleportation and other defenses. Wards and tokens are used to limit access to important areas. (FRCS 3e, Volo's Guide To The Sword Coast) The Friendly Arm Inn on the Sword Coast is rumoured to have iron golems magically disguised as maids. (Volo's Guide To The Sword Coast) The hamlet of Kheldrivver on the Sword Coast has a local mage who regularly casts a spell to repel insects from local places. (Volo's Guide To The Sword Coast) Volo's Guides are full of these things. Of course, there's all the usual applications of defense, magical spying, teleportation blocking, priestly healing and curing, and so on. I'll do more later. |
| #52BadCatManAug 31, 2008 22:59:13 | Like, uh, now. (Work's a pain.) The town of Roaringshore on the Sword Coast has the Broken Goblet tavern, where a ward that prevents offensive spells and safely redirects thrown objects. It also prevents glasses from breaking. (Volo's Sword Coast again.) Dauravyn of the Way Inn has magical communication with the Lords Of Waterdeep, in emergencies. (V's SC) |
| #53BadCatManSep 01, 2008 22:51:36 | The Imaskari used portals and extradimensional spaces in their architecture and city design, including buildings and cities bigger on the inside than without, portals for fast travel about the city (and in some cases, around the home), and portals to the elemental planes provided them with heating and water, and probably cooling too. (LEoF) Now you're thinking with portals! Somewhere in the Raurin is the Skysea, a desert of glass that becomes baking hot under the sun. To get across, one can use the cloudskate, which absorbs the heat and magically converts it into hovering power and propulsion. The cloudskate then becomes a hovercraft. This is something of a legendary artifact however, not in common use, at least by the start of the DoD module. (Desert Of Desolation) Bloodforges of the Utter East, which produced the Basal Golems. Not just for war, they could also be used to build buildings and walls. The land is also home to Artificers, who combine magic and technology. (Blood & Magic) Take that, Eberron! The Drakelight on the Bay Of Chessenta: an 800ft high lighthouse, supported by magic. However its only lit when pirate fleets enter the bay, and no word on whether its a magical flame or natural. (OE) I assume the former. Some courtesans in Chessenta get enhanced with magic, including colour, scales, claws, wings. (Elminster In Hell) Detect Magic is used on athletes before competition in Chessenta. (OE). Like drug-testing. |
| #54naexSep 01, 2008 23:55:45 | Jhaamdath made use of pocket dimensions for storage. Now that the ruins are above water, many of these are available for exploration. (Of course this is technically utility psionics, but still...). |
| #55Dark_Wizard_02Sep 02, 2008 0:03:52 | Jhaamdath made use of pocket dimensions for storage. Now that the ruins are above water, many of these are available for exploration. (Of course this is technically utility psionics, but still...). Like the silly muggles know the difference, har har har.... Oh wait, wrong setting. Excellent finds BCM. I think I'm just going to link them (in the morning, cause it's late here) to the first page because it's clear and detailed the way you posted it. |
| #56BadCatManSep 02, 2008 0:04:02 | Jhaamdath made use of pocket dimensions for storage. Now that the ruins are above water, many of these are available for exploration. (Of course this is technically utility psionics, but still...). Is that canon lore, or homebrewed? I hadn't found anything about that in my researches. I do know Dhinnilith was strangely retconned from being the First City to be being a "pocket plane" refuge accessed via Naarkolyth, which went from being a Palace to being the First City. Weird. |
| #57naexSep 02, 2008 0:06:19 | Is that canon lore, or homebrewed? I hadn't found anything about that in my researches. I do know Dhinnilith was strangely retconned from being the First City to be being a "pocket plane" refuge accessed via Naarkolyth, which went from being a Palace to being the First City. Weird. There was one in cannon, a storehouse for Dhinnilith. (IIRC) I may be thinking of what you wrote above though. |
| #58Dark_Wizard_02Sep 02, 2008 0:06:44 | When was Dhinnilith retconned? |
| #59BadCatManSep 02, 2008 0:08:45 | Excellent finds BCM. I think I'm just going to link them (in the morning, cause it's late here) to the first page because it's clear and detailed the way you posted it. Thanks. :D And I'm just going from my notes on my hobby topics (ie the ones I DM or have grown curious about): Chessenta, Sword Coast South, Psionics, Raurin and the Utter East, and the Vast (I'll do that later). That's only a small chunk of the setting. I daresay almost every region of FR should turn up similar examples of utility magic, in quantity. The Realms can afford to be more subtle and less ostentatious than Eberron. ;) |
| #60naexSep 02, 2008 0:17:58 | Jhaamdath did have the Udoxias however, 12 to be exact, and these allowed anyone in a fairly wide area to access basic psionic powers, based on the type of the Udoxia. Though (Home-brew alert) 2 have recently been destroyed. |
| #61ssvegeta555Sep 02, 2008 0:20:09 | MarkusTay63, I can't stop laughing after reading Redirect Fart. That made my day, I haven't laughed that hard in a while. ![]() Here's a cookie. ![]() |
| #62BadCatManSep 02, 2008 0:29:04 | When was Dhinnilith retconned? Grand History Of The Realms Dhinnilith was first established as the First City Of The Sword (ie the capital) in Lost Empires Of Faerun, and survived as the phantom city that materialised above the waters of the Vilhon Reach. The Class Chronicles series on Psionics created the Palace Of Naarkolyth, now in a ghostly extraplanar state, obviously intending it to be a part of Dhinnilith. It was inhabited by 12 suspended elans, Abysm, and Bpdethrys, the thing that dwelled in the Dhinnilith of LEoF. Whoever did Jhaamdath for GHotR somehow managed to confuse the palace with the city, and went and rewrote every reference to Dhinnilith as Naarkolyth, and said retconned "the magical refuge of Dhinnilith, a secure pocket plane accessed through the palace at Naarkolyth." And now Naarkolyth lies at the bottom of the sea. What precisely does appear floating on the sea is now a mystery. It's one of the strangest retcons I've ever seen, as I don't know how anyone could have confused it, and it's so much effort to go to. Perhaps they thought a floating ghost city was too big? For my game, I'm keeping Naarkolyth the palace, Dhinnilith the city, the former is a part of the latter, and the whole was shunted into the astral plane only to reappear on the Reach every now and then. |
| #63BadCatManSep 02, 2008 22:32:34 | And now for the Vast. Disappointingly, this realm didn't show up very much in the way of utility magic. I didn't look at Ravens Bluff mind you, which I'm sure would have a lot more. * In an inversion, the dead magic zone of Tantras was a popular locale for people seeking to avoid wizards, for safety or for magic-neutral meetings. (City Of Ravens Bluff) This has shrunk due to repairs however. And Sossal: * The people of Sossal trade with other realms "beautiful items of shaped wood" and "ornate and smoothly shaped furniture", which is not carved at all but "sculpted by the minds of Sossrim 'carvers'". (FRCS 3e) This is probably wood shape and similar spells, cast by druids. |
| #64lord_karsusSep 03, 2008 12:10:09 | -The former camp of Yamun Khahan was also settled near a Dead-Magic Zone, for the exact same reason. |
| #65BadCatManSep 03, 2008 20:30:57 | Another one... Magical torches (ie everburning torches) used for illumination, at least in some underground tunnels, in the Shining Lands. (The Citadels: Neversfall) |
| #66lord_karsusSep 03, 2008 21:41:44 | -The Fortress of Sentinelspire was a volcano altered by the Imaskari to have it's heat channeled elsewhere, have cold air brought in, have fresh water brought in, etc. (Sentinelspire) |
| #67BadCatManJun 23, 2009 1:12:27 | Partly for a bump, partly for new things I've learnt, partly because I saw Dark Wizard posting again and it reminded me, and partly because the Eberron vs Forgotten Realms argument has reared its ugly head again. I've been looking at Wheloon while running the Cormyr: Tearing Of The Weave adventure, and turned up some more examples of utility magic. Volo's Guide To Cormyr: In Wheloon * The Falconstar Shipping wharf is lit by driftglobes. (I think these are floating glass spheres with magical lights inside.) * The Fish House fishmonger is run by a retired wizard who sells frozen fish and ice with the aid of his ice magic (a ring of frost, like an endless wand of frost in 2e terms). * The Silvery Sembian Snail festhall run by a cleric of Sune sells cheap wines magically altered to taste like better vintages, supplies sober-up spells, and magical lighting. Also has a tale about a dancer who uses flying illusions in her act. Cormyr: Tearing Of The Weave: In Wheloon The Temple Of Mystra is lit by everburning torches. It was constructed with the aid of magic. They have a pet otyugh to clean up sewage, and use silent image spells for demonstrations. Elsewhere, there are various efforts to use portals for long-range transport and trade. There was an attempt in Cormyr: Tearing Of The Weave, and an Impilturan mage plans to gain control of the Longsaddle-Gray Forest portal (Class Chronicles). The Volo's Guides are chock full of utility magic, at all levels. An assumption should be made that FR as a whole is dense with the stuff, perhaps more so than Eberron. It's just optional for taste, and lacks big stuff like the lightning rail (a train through dangerous monster-filled wilderness is just asking for trouble). |
| #68KnoJun 23, 2009 10:43:48 | Won't monsters fear the lighting rail, like in Jurassic Park? |
| #69markustay63Jun 23, 2009 11:33:07 | I have thought about this thread often since it 'disappeared', but I hadn't bothered to dig it up. During my research into 'lands forgotten', I often come across utility magic... in fact, far more often then I realized before this thread brought it to my attention. Can't think of anything specific ATM, but if you start going through ALL of the Volo's Guides, you'll see that magic is fairly common and even tiny villages usually have something of interest going on (and in most cases, some sort of specialized use of magic, which pertains to this thread). |
| #70Dark_Wizard_02Sep 05, 2009 15:43:17 | Just doing this to bump up this little (oft neglected due to my own fault) compilation so it doesn't fall into the nether. Thanks to all those who bumped it through the months. |
| #7118DELTASep 05, 2009 16:17:18 | -The Fortress of Sentinelspire was a volcano altered by the Imaskari to have it's heat channeled elsewhere, have cold air brought in, have fresh water brought in, etc. (Sentinelspire) I would have prefered Sentinelspire blowing up to the Spellplague. Magical disasters are getting old in my opinion. Give me a good meteor stike that devastates vast areas, and causes the masses to flee from the affected areas. Causing people to lose faith in the gods...Still working on this idea. I will post it one of these days. |
| #72The_SilverswordSep 06, 2009 0:56:26 | Kool thread. I can't believe I've missed this one. |