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Schadenfreude Studios > Pencil & Paper > D&D 3e: Forgotten Realms® Spells


ÂmesangD&D 3e: Forgotten Realms® Spells  August 1, 2012 5:00 AM | Post #1
has lost the game




RUNEFINGER
Universal
Level Sorcerer/Wizard 0
Components V, S, M
Casting Time 1 standard action
Range 0 ft.
Area See text
Duration 1 hour/level (D)
Saving Throw None
Spell Resistance No

DESCRIPTION
This spell causes one of the caster's fingers to appear to flicker with a blue-white flame (no actual heat or flame is produced). At will, the caster can cause patterns traced in the air or on a surface by the finger to glow, remaining in place for the spell duration either (chosen during casting) moving with breezes or the movement of an object its traced upon, or remaining stationary despite changing conditions around it.
These glowing patterns can't be active magical runes, sigils, symbols, or glyphs, but they can have the appearance of genuine magic, either as instructions to another spellcaster (to cast or use a particular spell, perhaps, or to draw a symbol exactly like this one), or as a ruse to fool intruders. This spell is often used to draw directing arrows or spell out clear (or misleading) inscriptions. Its magic enables the caster to cause the lines made by certain finger movements to glow and other traceries not to, so clear and concise symbols can be created, not an endless squiggly line that "builds up" into one symbol after another.
Material Component: A pinch of powdered glowworm, a live firefly, or a bit of phosphorescent fungus.
Dragon Magazine #246 April 1998, p.90
— Conversion Manual, p.15

THUNDAERL'S UNIVERSAL TASTER
Divination/Illusion (Figment)
Level Bard 2, Sorcerer/Wizard 2
Components V, S, M
Casting Time 1 standard action
Range 30 ft.
Area See text
Duration 1 minute/level (D)
Saving Throw None or Will disbelief (if interacted with); see text
Spell Resistance No

DESCRIPTION
This spell allows the caster (only) to look at foods and see any substance harmful to the caster outlined in luminous purple flames (in the quantities present). The magic penetrates darkness, sauces, and such solid objects such as container lids and layers of meat. If a harmful substance is present, the caster can will the food to emit illusory, hissing black serpents visible to all. This can alert the provider of the food to the caster's awareness of the threat—or give the caster an excuse for destroying the tainted material along with the dangerous snakes!
Material Components: A berry from any poisonous plant (e.g., deadly nightshade) and a piece of snakeskin.
Dragon Magazine #185 September 1992, p.62
— Wizard's Spell Compendium: Volume IV, p.936
— Conversion Manual, p.15



URNOTE


ÂmesangD&D 3e: Forgotten Realms® Epic Spells  August 1, 2012 5:00 AM | Post #2
has lost the game




IOULAUM'S LONGEVITY
Transmutation (Netherese)
Spellcraft DC 74
Components V, S, XP
Casting Time 1 round
Range 12,000 ft.
Area 120-ft. radius emanation
Duration Special
Saving Throw Fortitude half
Spell Resistance Yes

DESCRIPTION
This spell deals 20d6 points of damage to every creature within its area. A living target that is reduced to –10 or fewer hit points (or a construct, object, or undead that is reduced to 0 hit points) is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. This spell also extends the caster's current age category by 1 year for every living creature it slays.
The spells's duration is instantaneous, but the age extension is permanent.

SPELLCRAFTING REQUIREMENTS
Seed destroy (DC 29), fortify (DC 17); Factors change from target to area of 20-ft. radius emanation (+10 DC), increase area by 500% (+20 DC), reduce casting time by 9 rounds (+18 DC); Mitigating Factor burn 2,000 XP (–20 DC); Cost 666,000 gp, 26,640 XP, 14 days
— Lost Empires of Faerûn, p.43
— Epic Level Handbook, p.95, p.97

MAVIN'S WORLDWEAVE
Conjuration (Summoning)/Necromancy/Transmutation [Netherese]
Spellcraft DC 100
Components V, M
Casting Time 1 standard action
Range Unlimited
Area 1-mile-radius/level circle
Duration Permanent
Saving Throw None
Spell Resistance No

DESCRIPTION
Tropic Subtropic Temperate Subarctic
Arctic
4
3
2
1
Subarctic
3
2
1
Temperate
2
1
1
Subtropic
1
1
2
The worldweave allowed an archmage to change the weather patterns of a large parcel of land until dispelled. Throughout Netheril's existence, this spell was used hundreds of times to stay the effects of the polar ice in its northern borders. This gave Netheril's land a temperate climate instead of one more suited for its placement on the globe—a subartic clime.
When cast, the archmage was able to change the climate of an area by one grade—either up or down. Refer to the table to determine the grade changes possible. It was possible to change the climate more than one step, but multiple layers of Mavin's worldweave were required.
Material Components: Raiment of the stormwalker [1] and an orb of tempests [2].

SPELLCRAFTING REQUIREMENTS
Seed energy (weather) (DC 25), foresee (to preview effected landscape) (DC 17); Factors area level dependent (ad hoc +25 DC), 1-action casting time (+20 DC), no somatic component (+2 DC), unlimited range (ad hoc ×2 DC), permanent duration (×5 DC); Mitigating Factors decrease area by 50% (ad hoc –4 DC), expensive material components (ad hoc –75 DC); Cost 900,000 gp, 36,000 XP, 18 days
— Netheril: Encyclopedia Arcana, p.11
— Conversion Manual, p.15
— Epic Level Handbook, p.97
— Champions of Ruin, p.39



[1] Magic Item Compendium, p.205
[2] Lost Empires of Faerûn, p.155



URNOTE


  


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