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Post by Ginger on Aug 6, 2012 21:42:03 GMT -5
Adding Strength and Wizard Lock and subtracting Read Magic gets us to 13 units of ink. I'm happy for the DM to roll Colby's 99% chance to write each spell in the books we already have. He'll also write Wall of Bone.
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Post by venger on Aug 6, 2012 21:52:30 GMT -5
Current spellbooks as of 8/6/12 in Barb-el-Shay:
"Entry-Level Enchanting," a spellbook (43 spell levels) 1st level: Charm Person, Friends, Sleep, Taunt 2nd Level: Alacrity, Bind, Deeppockets, Forget, Lugwiler's Dismal Itch, Magic Mouth, Invisibility 3rd Level: Suggestion, Cauthen's Infatuous Love Spell, Dispel Magic, Protection from Charm, Protection from Normal Missiles, Clairvoyance, Memory 4th level: Polymorph Other
"Introduction to the Dark Arts," a necromancer's spellbook (10 spell levels) 1st Level: Skeletal Mount, Darkness, Pain 2nd Level: Hex, Sinister Strangulations 3rd Level: Vampiric Touch
"Invocation for Idiots," a spellbook (36 spell levels) 1st Level: Magic Missile, Grease, Write Magic, Shield, Enlarge, Enlarge, Reduce, Mending 2nd Level: Force of Forbidment, Stinking Cloud, Web, Knock, Levitate 3rd Level: Lightning Bolt, The Lesser Spell of Invaded Dreams 4th Level: Rissa's Ruby Ray, Polymorph Self, Scry
"Mastering the Elements," a spellbook (34 spell levels) 1st Level: Burning Hands, Feather Fall, Fist of Stone, Melt 2nd Level: Animate Water, Flaming Sphere, Ice Knife, Smoky Form, Stony Grasp, Detect Invisibility, Levitate, Strength, Wizard Lock 3rd Level: Gust of Wind, Fire Rain, Tongues, Fly
"The Art of Conjuration," a spellbook (27 spell levels) 1st Level: Find Familiar, Unseen Servant, Ghost Light 2nd Level: Summon Imp 3rd Level: Monster Summoning I 4th Level: Monster Summoning II, Wall of Bone 5th Level: Rune of the Implacable Stalker, Beckon* (*written in the margin of this spell are the names Garzul, Hreke, Skezz, Astri the Unclean)
Colby's Travelling Book #1: (11 spell levels) Mirror Image (2nd) Wizard Sight (3rd) Spell Ward (3rd) Mage Shield (2nd) Comprehend Languages (1st)
Colby's Book #2: (11 spell levels) Identify (1st) Nahal's Reckless Dweomer (1st) Unseen Servant (1st) Web (2nd) Slow (3rd) Fire Wings (3rd)[/quote]
Youseff's Copper Tablet: (3 spell levels) Lasting Breath (1st) Feather Fall (1st) Write Magic (1st)
Ceramic Ostracon (1): (0 levels written) Hovering Skull (3rd) Sepia Snake Sigil (3rd) Sandstorm (3rd) Salaphir's Searing Serpent (3rd)
Ceramic Ostracon (2): (0 levels written)
Travelling spellbook (1): (0 levels written)
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Post by Ginger on Aug 6, 2012 22:00:24 GMT -5
Excellent. Are travelling spellbooks at normal cost? I don't know if paper is scarce here or something.
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Post by venger on Aug 6, 2012 22:04:47 GMT -5
There are a great number of bookbinders and scribes in the city thanks to the Schools of Elemental Sorcery and the College of General & Applied Magick, the Astronomical Observatory, the Grand College of the Most Learned; The Great Library, the Street of Magicians, etc.
Take it to the Barb-el-Shay thread.
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Post by Wolfgar on Aug 10, 2012 11:40:57 GMT -5
For reference.
Lasting Breath (Alteration) Level: 1 Range: 5 yards/level Components: V, S Duration: 1d4 rounds +1 round/level Casting Time: 1 Area of Effect: One creature/level Saving Throw: None This spell increases the amount of time a character can hold his breath. A character can hold his breath for a number of rounds equal to one-third his Constitution score. The effect of this spell is added to that figure. The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules.
Anti-Vermin Barrier Level: 2 Range: 30 yards Components: V, S, M Duration: 1 hour/level Casting Time: 2 segments Area of Effect: 10-foot cube/level Saving Throw: None With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 Hit Die. The barrier affects summoned creatures, such as those called by a summon insects spell. Any vermin within the area of effect when the spell is cast are not affected; however, when these creatures exit the area, they cannot return. The spell affects a cubic area whose sides are 10 feet times the caster's level (for instance, a 2nd-level priest could affect a 20'x 20'x 20' cube.
Call Upon Faith Level: 2 Range: 0 Components: V, S, M Duration: 1 round Casting Time: 2 segments Area of Effect: The caster Saving Throw: None Before attempting a difficult task, the priest may cast call upon faith to aid his performance. If the priest has been true to his faith (as determined by the DM), the priest gains a +3 (or +15%) bonus to one die roll (his choice) needed to complete the task. The bonus may be used to affect a saving throw, attack roll, ability check, etc. For example, if a priest were about to cross a narrow log high above a chasm, he could cast this spell and gain a +3 bonus to his Dexterity ability check.
Draw Upon Holy Might Level: 2 Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 2 segments Area of Effect: The caster Saving Throw: None When this spell is cast, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per level of his experience (+1 at 3rd level, +2 at 5th, etc.) Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6. All benefits for exceptional attributes listed in the Player's Handbook apply; however, the divine abilities found in the Dieties & Demigods book cannot be gained by use of this spell. When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 4d6 turns. A successful Constitution check (at the priest's normal attribute score) reduces this time by 50%. The material components are the priest's holy symbol and a vial of holy water.
Log of Everburning Level: 2 Range: Touch Components: V, S Duration: 1 hour/level Casting Time: 2 segments Area of Effect: Special Saving Throw: None This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash. This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire. The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches.
Castigate Level: 3 Components: V, S, M Range: 6" Casting Time: 3 segments Duration: Instantaneous Saving Throw: Special Area of Effect: 2" radius By means of this spell, the priest is able to deliver a blasting rebuke upon his foes. The spell's effect depends on the alignment of those within the area of effect. Victims of the same alignment as the priest must make a successful saving throw versus spell or be deafened for 1-3 rounds by the blistering words of the caster. Victims with a difference of one alignment component (either lawful, neutral, chaotic, good, or evil) suffer 1 point of damage per level of the caster. A successful saving throw versus spell reduces this damage to 1/2 point per level. Victims with both alignment components different from that of the caster suffer 1-4 points of damage per level of the caster. Again, a successful saving throw versus spell will reduce the damage by half. A lawful good priest casting this spell would deafen those of lawful good alignment, do 1 point of damage per level to those of lawful neutral, lawful evil, chaotic good, and neutral good alignments, and would do 1-4 points of damage per level to those of true neutral, neutral evil, chaotic neutral, and chaotic evil alignment. The priest's holy symbol is the material component required for this spell.
Zone of Sweet Air Level: 3 Range: 10 yards/level Components: V, S, M Duration: 1 turn/level Casting Time: 3 segments Area of Effect: 10-foot cube/level Saving Throw: None Zone of sweet air creates an invisible barrier around the area of effect that repels noxious elements from poisonous vapors, including those created magically (such as stinking cloud). The spell offers no protection against poisonous vapors created by dragon's breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally. If a poisonous vapor is expelled within the area of effect (for example, a stinking cloud is cast), the spell takes effect normally but dissipates in half the time normally required. The spell affects a cube whose sides equal the caster's level times 10 feet (for instance, a 10th-level caster could affect a cube whose sides are 100 feet long).
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Post by Ginger on Aug 10, 2012 21:13:49 GMT -5
Colby doesn't have these spells yet, but these were all on offer for trading purposes. Some of them are pretty awesome.
Elemental College list: 1st Lasting Breath (hold breath 1 round/level longer) Hail of Stone (1d3/level damage, small AoE, must roll to hit each target) Fiery Eyes (light fires with eyes, creatures meeting gaze save or be hypnotized, -2 saves when used with hypnotize, charm, suggestion, etc) Fire Burst (explodes fire doing damage) Chill Touch (cold version of shocking grasp) 2nd Fog Cloud (fog cloud) Whispering Wind (send brief msg miles/level) Wind Breath (blast of wind 5mph/level caster) Smoke Shape (form smoke, mist, clouds into shapes) Fire Shuriken (1 shuriken every 6 levels (1-6, 7-12), roll to hit, 2d8 damage) 3rd Cloudburst (cleric spell UA) Animate Fire (control movement of fire, cause it to burn x2 damage) Steam Breath (1d6/level cone) Statue (turn into a statue) Wind Wall (UA) Flame Arrow (PHB) Watery Double (creates duplicate of caster to fight, no spell ability) 4th Dig (PHB) (I don't know why this got listed in 3rd level) (prob bc it sucks)
Azul-azrad's list: 2nd Fist of the Adder (poisonous touch attack 1d4/level @ higher levels (7th+) save vs. poison or die) Flying Jambiya (dancing dagger attacks at caster level) Flame Fury aka Agannazar's Scorcher (we had this in the other campaign, continuous line of fire that deals damage 2d6 until caster stops casting it or spell expires) Ghoul Touch (paralysis touch attack w/save, save again or emit ghast stench in 10' as well) Pillar of Sand (raises a pillar of sand 10' round, unwilling target gets save - think levitate - requires sand present) 3rd Hovering Skull (flying skull with fangs acts as Wizard Eye and can attack within 30' of caster) Sepia Snake Sigil (UA) Insatiable Thirst (save vs. spell or drink uncontrollably) Sandstorm (scales with level of caster: obscure vision, lower move rate, damage per round, choke on sand for more damage, save vs blindness Salaphir's Searing Serpent (tendril of flames attempts to entangle nearby creatures, burns and burns more on contact)
Entomb (save vs spell or be entombed in solid stone, suffocate) Wall of Sand (creatures passing through are affected by Sandstorm effects, see above) Dig (PHB) Curse of the Choking Sands (powerful curse - save vs. magic or be unable to drink water for a period of one week as water turns to sand) Yagi's Unyielding Yurt (regional Leomund's Secure Shelter)
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Post by Ginger on Aug 13, 2012 21:51:21 GMT -5
Colby played around with the spells he traded for, and they're pretty sweet.
Hovering Skull (Necromancy) Range: Special Components: V, S, M Duration: 2 rounds/level Casting Time: 3 Area of Effect: Special Saving Throw: None
This spell creates a glowing human skull with sharp fangs. The skull hovers about a foot above the caster's shoulder; as the caster moves, the skull hovers along with him. If the caster stops moving and concentrates, he can mentally command the hovering skull to move in any direction within a 30- foot radius. The caster can see through the skull's eyes as if they were his own; for instance, the hovering skull could be ordered to investigate a dark cave or peek over a high wall. Additionally, the caster can order the hovering skull to attack victims with its razor-sharp teeth. If the caster's concentration is interrupted while controlling the skull, the skull immediately drops to the ground (but it takes no damage). If the caster resumes concentration, he can continue to command the skull. The hovering skull has the same statistics as the caster, except the skull has 3 hit points and inflicts 1-6 hit points of damage with its bite. Attacks directed at the skull do not harm the caster, nor does damage directed at the caster affect the skull. The material component for this spell is the tooth from a human skull.
Sand Storm (Evocation) Range: 6" + 1"/level Duration: 1 round/level Components: V,S,M Casting Time: 3 Area of Effect: 5"x5"x5" cube Saving Throw: Special This spell creates a sand storm from any convenient source of sand, gravel or loose topsoil in the area of effect. The degree of the storm created is variable, based on a d20 roll against the table below. For every 3 levels of the wizard casting the spell, there is up to a +/- 1 modifier, if the mage wishes to take it. Unless noted as such, there is no save for effects.
01-04 Light | Obscured vision, 3/4 mv. 05-12 Moderate | Obscured vision, 1/2 mv., 1 hp/rd damage. 13-17 Heavy | Obscured vision, 1/2 mv.,d4 hp/rd damage. 18-19 Turbulent | Obscured vision, 1/4 mv., d6 hp/rd damage, svs. magic +2 or choke on dust, etc. for d10 damage extra 20 Extreme | Obscured vision, 1/8 mv., d8 hp/rd damage, svs. magic or choke on dust, etc. for d10 damage extra, svs. spell or be blinded (svs. once)
Note that any man-sized or smaller flying creature is downed by a heavy storm, large creatures are downed by a turbulent storm and gargatuan creatures are downed by an extreme storm. The material component of the spell is a handful of fine sand which is blown off the hand in the direction in which you wish the sand storm to rise.
Salaphir's Searing Serpent(Conjuration/Summoning) Range: 1"/level Components: V, S, M Duration: 1 round/level Casting Time: 3 Area of Effect: One source of fire Saving Throw: Special This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire. The flaming tendril is 10 feet long, has AC 7, can be hit only by magical weapons and has hit points equal to double the caster's level. Any creature within 20 feet of the tentacle is subject to attack as directed by the caster. The victim must attempt a saving throw; if successful, the subject has avoided entanglement, but suffers 1d6 points of fire damage from contact with the tendril. If the saving throw is failed, the victim is entangled by the flaming serpent and suffers 2d6 points of fire damage each round until the tendril is destroyed or the spell expires. If the fire source from which the tentacle emanates is extinguished, the remaining time that the fiery constrictor may exist is cut in half.
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Post by Ginger on Aug 14, 2012 9:29:56 GMT -5
I added encumbrance and # of total spells. With the Dark Arts book in storage, this leaves 1480 GP encumbrance for our books. Colby can carry most of the books in his deep pockets robe, if Mary takes one of the big ones with her and Youssef carries his own book.
Current spellbooks as of 8/23/12 in the Ovens of Ar-Gar:
"Entry-Level Enchanting," a spellbook (43/48 spell levels) (300 encumbrance) 1st level: Charm Person, Friends, Sleep, Taunt 2nd Level: Alacrity, Bind, Deeppockets, Forget, Lugwiler's Dismal Itch, Magic Mouth, Invisibility 3rd Level: Suggestion, Cauthen's Infatuous Love Spell, Dispel Magic, Protection from Charm, Protection from Normal Missiles, Clairvoyance, Memory 4th level: Polymorph Other
"Introduction to the Dark Arts," a necromancer's spellbook (10/48 spell levels) (300 encumbrance) 1st Level: Skeletal Mount, Darkness, Pain 2nd Level: Hex, Sinister Strangulations 3rd Level: Vampiric Touch
"Invocation for Idiots," a spellbook (36/48 spell levels), (300 encumbrance) 1st Level: Magic Missile, Grease, Write Magic, Shield, Enlarge, Enlarge, Reduce, Mending 2nd Level: Force of Forbidment, Stinking Cloud, Web, Knock, Levitate 3rd Level: Lightning Bolt, The Lesser Spell of Invaded Dreams 4th Level: Rissa's Ruby Ray, Polymorph Self, Scry
"Mastering the Elements," a spellbook (34/48 spell levels), (300 encumbrance) 1st Level: Burning Hands, Feather Fall, Fist of Stone, Melt 2nd Level: Animate Water, Flaming Sphere, Ice Knife, Smoky Form, Stony Grasp, Detect Invisibility, Levitate, Strength, Wizard Lock 3rd Level: Gust of Wind, Fire Rain, Tongues, Fly
"The Art of Conjuration," a spellbook (27/48 spell levels), (300 encumbrance) 1st Level: Find Familiar, Unseen Servant, Ghost Light 2nd Level: Summon Imp 3rd Level: Monster Summoning I 4th Level: Monster Summoning II, Wall of Bone 5th Level: Rune of the Implacable Stalker, Beckon* (*written in the margin of this spell are the names Garzul, Hreke, Skezz, Astri the Unclean)
Colby's Travelling Book #1 (11/12 spell levels) (30 encumbrance) 1st Level: Comprehend Languages 2nd Level: Mage Shield, Mirror Image 3rd Level: Spell Ward, Wizard Sight
Colby's Travelling Book #2 (11/12 spell levels) (30 encumbrance) 1st Level: Identify, Nahal's Reckless Dweomer, Unseen Servant 2nd Level: Web 3rd Level: Fire Wings, Slow
Youseff's Copper Tablet (4/12 spell levels) (100 encumbrance) 1st Level: Burning Hands, Feather Fall, Lasting Breath, Write Magic
Clay Ostracon of Serpents and Sand (12/12 levels written) (60 encumbrance) 3rd Level: Hovering Skull, Salaphir's Searing Serpent, Sandstorm, Sepia Snake Sigil
Clay Ostracon #2 (6/12 levels written) (60 encumbrance) 3rd Level: Haste, Fireball
Colby's Travelling Book #3 (0/12 levels written) (30 encumbrance)
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Post by venger on Aug 14, 2012 10:00:54 GMT -5
Well done, sir.
Minor edits above:
Enlarge was failed once, I "struck through" the failed attempt.
Despite any previous confusion, Wizard Sight IS third level. I have no recollection or record of anyone failing to write Mage Shield in a travelling spellbook so I removed that and the spell level count is still 11.
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Post by Wolfgar on Aug 22, 2012 22:43:32 GMT -5
Can Youssef learn Wall of Fog as his 2nd level spell? Will that work in arid regions? Are there other special elemental spells he can discover?
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Post by venger on Aug 23, 2012 10:09:47 GMT -5
Well, the rule is that a spellcaster can pick any non-named spell from the PHB appropriate to their level.
Additionally, as a house rule, I allow a magic-user to attempt to discover brand new spells by telling me what they'd like to learn and allowing me to pick a similar spell from my massive DM spell lists. Mary did this and learned something she thought was "Cat's Grace" -- unfortunately she rolled a 96% to learn it and it came out as a cursed spell.
So in this case Youssef would be attempting to learn a spell like Wall of Fog and I would pick something suitable. Considering Wall of Fog is a first level spell right on my master spell list, he would at least get that or he may end up with something else that delivers a similar (or better) spell effect - as the DM looks favorably on spellcasters who let him pick for them.
Of course if he fails his roll he might get something weird... like "Colby's Mistake" or Fire Wings, which was also the result of a failed roll.
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Post by Ginger on Aug 23, 2012 10:26:20 GMT -5
Current spells by level as of 8/23/12 in the Ovens of Ar-Gar. Spells which require evil components are in red, those only available as scrolls are blue. I also updated the most recent spell book listing. I recall Colby writing an additional spell into Youssef's book, but I don't remember what it was.
1st Burning Hands Charm Person Comprehend Languages Darkness Feather Fall Find Familiar Fist of Stone Friends Ghost Light Grease Identify Lasting Breath Magic Missile Melt Nahal's Reckless Dweomer Pain Shield Skeletal Mount Sleep Taunt Unseen Servant Write Magic
2nd Alacrity Animate Water Bind Deeppockets Flaming Sphere Force of Forbidment Forget Hex Ice Knife Invisibility Lugwiler's Dismal Itch Mage Shield Magic Mouth Mirror Image Sinister Strangulations Smoky Form Stinking Cloud Stony Grasp Strength Summon Imp Web Wizard Lock
3rd Cauthen's Infatuous Love Spell Clairvoyance Dispel Magic Fire Rain Fire Wings Fireball Gust of Wind Haste Hovering Skull Lightning Bolt Monster Summoning I Protection from Charm Protection from Normal Missiles Salaphir's Searing Serpent Sandstorm Sepia Snake Sigil Slow Spell Ward Suggestion The Lesser Spell of Invaded Dreams Tongues Vampiric Touch Wizard Sight
4th Confusion (written in the language of the ancients) Monster Summoning II Polymorph Self Rissa's Ruby Ray Scry Wall of Bone
5th Beckon (written in the margin of this spell are the names Garzul, Hreke, Skezz, Astri the Unclean) Creeping Darkness Conjure Elemental Fire Breath Magic Jar Rune of the Implacable Stalker
6th Enchant an Item Invisible Stalker Monster Summoning IV
7th Monster Summoning V
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Post by venger on Aug 23, 2012 10:51:28 GMT -5
Spells which require evil components are in red Hovering Skull (Necromancy)... The material component for this spell is the tooth from a human skull. Colby considers this a neutral component? I recall Colby writing an additional spell into Youssef's book, but I don't remember what it was. I thought it was Burning Hands.
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Post by Ginger on Aug 23, 2012 10:57:37 GMT -5
Spells which require evil components are in red Colby considers this a neutral component? I recall Colby writing an additional spell into Youssef's book, but I don't remember what it was. I thought it was Burning Hands. The red basically connoted the spells that were in the Dark Arts book. In this particular case, a "tooth from a human skull" just means a human tooth, since a skull is just the bone structure in a human head, living or dead. Colby can be the tooth fairy of Barb-el-Shay and give kids coppers for their baby teeth. It was Burning Hands, I'll update it.
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Post by Wolfgar on Aug 23, 2012 11:38:22 GMT -5
I wasn't sure if there were any additional spells he could learn as an elementalist. Maybe something he saw his master do. There aren't so many elemental spells in the PHB, so he is kind of limited in what he can research.
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Post by venger on Aug 23, 2012 12:02:24 GMT -5
There aren't so many elemental spells in the PHB, so he is kind of limited in what he can research. Another good reason to let the DM choose...
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Post by Wolfgar on Aug 24, 2012 9:10:35 GMT -5
Youssef wants to learn Lead Balloon (Feather Fall reversed). The object or creature effected suddenly becomes extremely massive instead of light as a feather. This will cause the affected object to lose most of it forward velocity (momentum being conserved) and drop to ground unless they are able to support the increased mass. Unwilling victims are entitled to a saving throw, which, if successful, negate the effects of the spell. This only works on creatures or objects that are in the air. Maximum weight is like Feather Fall. As are range, duration, area of effect and casting time. The material component is a small sphere of lead.
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Post by venger on Aug 24, 2012 9:21:20 GMT -5
Sounds suspiciously like Earth magic, which he can't learn. Also that's similar to a higher level spell that I have in my list.
I was not suggesting that Youssef can create brand new spells, sorry if that language was confusing. Researching NEW spells is covered in the DMG on page 115. I'm saying that if you let the DM pick there's a chance you'll get something interesting that the party doesn't know about and I'm open to suggestions of a general nature -- but if you pick you'll pick out of the PHB non-named spells.
Youssef can choose non-elemental spells but he has a -25% chance to learn them. He can pick non-Air spells at his standard intelligence chance to learn them.
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Post by Wolfgar on Aug 24, 2012 9:35:32 GMT -5
Fine. He will try his luck and see what the DM comes up with. Something of the elemental variety, not necessarily Air magic, but definitely not Earth magic.
Come on. No whammies, no whammies, no whammies.
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Post by Ginger on Aug 24, 2012 9:46:00 GMT -5
Youssef wants to learn Lead Balloon (Feather Fall reversed). The object or creature effected suddenly becomes extremely massive instead of light as a feather. This will cause the affected object to lose most of it forward velocity (momentum being conserved) and drop to ground unless they are able to support the increased mass. Unwilling victims are entitled to a saving throw, which, if successful, negate the effects of the spell. This only works on creatures or objects that are in the air. Maximum weight is like Feather Fall. As are range, duration, area of effect and casting time. The material component is a small sphere of lead. Feather Fall functions basically in this way already, doesn't it? I know in that past a magic user has used it to avoid a ballista or a giant-thrown boulder. Once a boulder is light as a feather you can just bat it away.
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Post by Wolfgar on Aug 24, 2012 10:25:24 GMT -5
I like the thought of Youssef banishing something or someone from the Air. Feather Fall is more like the Air safely delivering you to the ground. I want it out of the Air now, and I want it to hurt when it hits. That is probably asking too much.
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Post by venger on Aug 24, 2012 10:54:34 GMT -5
For a 1st level spell, yes, that's a bit powerful. But there is such a thing, don't despair. Yay for letting the DM pick. 1d100=9Youssef will learn Lightning Serpent. (Alteration, Invocation/Evocation, Air) Level: 1 Range: 10 feet/level Components: V, S, M Casting Time: 1 Duration: 1 round/level or if dispelled Area of Effect: 1 creature/round Saving Throw: 1/2 When this spell is invoked, the caster brings into existence a crackling field of electricity that adopts a snakelike shape. Thereafter, the caster can command the lightning serpent to attack any one creature within range. The lightning serpent attacks with the caster’s THAC0, inflicting 1d6 points of electrical damage with each successful “bite”. A successful saving throw vs. spell reduces this damage by half (rounded up), but each strike requires a separate saving throw, with success or failure applying only to the strike in question. Once the caster directs the lightning serpent to attack, he or she is free to engage in other activities, although changing the serpent’s target requires the caster’s total concentration for that round. Otherwise, the serpent continues to attack the chosen target for the full spell duration, even if that target is slain before the spell’s expiration. The lightning serpent cannot be attacked physically in return, but it can be negated prematurely with a successful dispel magic or similar effect. Likewise, it can be repelled or reduced in effectiveness by the appropriate defensive measures (such as electrical or lightning immunity, protection from lightning, and so on). Although electrical in composition, a lightning serpent does not generate sufficient heat to ignite flammable substances, nor does its energy conduct through objects or materials that are not carried or worn by its intended target. The material components for this spell are a snake bone and a copper or silver coin (or the equivalent weight in unworked metal). Both the bone and the metal are consumed in casting.
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Post by Ginger on Aug 24, 2012 11:27:00 GMT -5
I like the thought of Youssef banishing something or someone from the Air. Feather Fall is more like the Air safely delivering you to the ground. I want it out of the Air now, and I want it to hurt when it hits. That is probably asking too much. It would be really useful against Levitation or Telekinesis to defensively make someone under the effects become too heavy to move.
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Post by Ginger on Aug 24, 2012 17:19:31 GMT -5
I have a question about Deeppockets. The description is clear about what happens to the items when it gets dispelled or if the duration expires. A successful save vs. spell and the items appear. Failure and they're lost forever. I presume it would be the same if the robe is destroyed via a fireball or some such?
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Post by venger on Aug 24, 2012 17:44:23 GMT -5
I don't enforce this aspect of Deeppockets unless you want me to. If Deeppockets is dispelled the character is simply encumbered. If a Deeppockets robe fails its save, all the items within must save.
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Post by Ginger on May 13, 2013 13:03:52 GMT -5
Can we get updated spell book lists and descriptions for the non-PHB/UA spells?
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Post by venger on May 26, 2013 7:58:50 GMT -5
"Entry-Level Enchanting," a spellbook (43/48 spell levels) (300 encumbrance) 1st level: Charm Person, Friends, Sleep, Taunt 2nd Level: Alacrity, Bind, Deeppockets, Forget, Lugwiler's Dismal Itch, Magic Mouth, Invisibility 3rd Level: Suggestion, Cauthen's Infatuous Love Spell, Dispel Magic, Protection from Charm, Protection from Normal Missiles, Clairvoyance, Memory 4th level: Polymorph Other
"Introduction to the Dark Arts," a necromancer's spellbook (10/48 spell levels) (300 encumbrance) 1st Level: Skeletal Mount, Darkness, Pain 2nd Level: Hex, Sinister Strangulations 3rd Level: Vampiric Touch
"Invocation for Idiots," a spellbook (36/48 spell levels), (300 encumbrance) 1st Level: Magic Missile, Grease, Write Magic, Shield, Enlarge, Enlarge, Reduce, Mending 2nd Level: Force of Forbidment, Stinking Cloud, Web, Knock, Levitate 3rd Level: Lightning Bolt, The Lesser Spell of Invaded Dreams 4th Level: Rissa's Ruby Ray, Polymorph Self, Scry
"Mastering the Elements," a spellbook (34/48 spell levels), (300 encumbrance) 1st Level: Burning Hands, Feather Fall, Fist of Stone, Melt 2nd Level: Animate Water, Flaming Sphere, Ice Knife, Smoky Form, Stony Grasp, Detect Invisibility, Levitate, Strength, Wizard Lock 3rd Level: Gust of Wind, Fire Rain, Tongues, Fly
"The Art of Conjuration," a spellbook (27/48 spell levels), (300 encumbrance) 1st Level: Find Familiar, Unseen Servant, Ghost Light 2nd Level: Summon Imp 3rd Level: Monster Summoning I 4th Level: Monster Summoning II, Wall of Bone 5th Level: Rune of the Implacable Stalker, Beckon* (*written in the margin of this spell are the names Garzul, Hreke, Skezz, Astri the Unclean)
Colby's Travelling Book #1 (11/12 spell levels) (30 encumbrance) 1st Level: Comprehend Languages 2nd Level: Mage Shield, Mirror Image 3rd Level: Spell Ward, Wizard Sight
Colby's Travelling Book #2 (11/12 spell levels) (30 encumbrance) 1st Level: Identify, Nahal's Reckless Dweomer, Unseen Servant 2nd Level: Web 3rd Level: Fire Wings, Slow
Youseff's Copper Tablet (4/12 spell levels) (100 encumbrance) 1st Level: Burning Hands, Feather Fall, Lasting Breath, Write Magic, Lightning Snake 2nd Level: Fog Cloud, Wind Breath
Clay Ostracon of Serpents and Sand (12/12 levels written) (60 encumbrance) 3rd Level: Hovering Skull, Salaphir's Searing Serpent, Sandstorm, Sepia Snake Sigil
Clay Ostracon #2 (11/12 levels written) (60 encumbrance) 3rd Level: Haste, Fireball 5th level: Conjure Elemental
Colby's Travelling Book #3 (10/12 levels written) (30 encumbrance) 5th Level: Creeping Darkness, Firebreath
“Chronomancy,” a spellbook (27/36 levels written) (150 encumbrance) 1st Level: Read/Write Magic 7th Level: Reverse Gravity 9th Level: Temporal Stasis, Time Stop
“Paradox,” a spellbook (21/36 levels written) (150 encumbrance) 3rd Level: Alternate Reality 4th Level: There/Not There, Unluck 5th Level: Arcane Avatar, Magic Vortex
“Iz Omazzi” a spellbook (36/36 levels written) (150 encumbrance) 3rd Level: Phantom Steed, Leomund’s Tiny Hut 4th Level: Summon Swordsmen, Minor Globe of Invulnerability, Wall of Ice 5th Level: Summon Shadow, Teleport, Faithful Hound
Kali Mage's Travelling Spellbook, (12/12 levels written) (30 encumbrance) 1st Level: Chill Touch, Magic Missile, Read Magic 2nd Level: Acid Arrow, Invisibility, Mage Shield 3rd Level: Fireball
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Post by Wolfgar on May 30, 2013 12:50:15 GMT -5
Spells by level: - 1st: Burning Hands, Charm Person, Chill Touch, Comprehend Languages, Darkness, Enlarge, Feather Fall, Find Familiar, Fist of Stone, Friends, Ghost Light, Grease, Identify, Lasting Breath, Lightning Snake, Magic Missile, Melt, Mending, Nahal's Reckless Dweomer, Pain, Read/Write Magic, Reduce, Shield, Skeletal Mount, Sleep, Taunt, Unseen Servant, Write Magic
- 2nd: Acid Arrow, Alacrity, Animate Water, Bind, Deeppockets, Detect Invisibility, Flaming Sphere, Fog Cloud, Force of Forbidment, Forget, Hex, Ice Knife, Invisibility, Knock, Levitate, Lugwiler's Dismal Itch, Mage Shield, Magic Mouth, Mirror Image, Sinister Strangulations, Smoky Form, Stinking Cloud, Stony Grasp, Strength, Summon Imp, Web, Wind Breath, Wizard Lock
- 3rd: Alternate Reality, Cauthen's Infatuous Love Spell, Charge, Clairvoyance, Dispel Magic, Fire Rain, Fire Wings, Fireball, Fly, Gust of Wind, Haste, Hovering Skull, Leomund’s Tiny Hut, Lightning Bolt, Memory, Monster Summoning I, Phantom Steed, Protection from Charm, Protection from Normal Missiles, Salaphir's Searing Serpent, Sandstorm, Sepia Snake Sigil, Slow, Spell Ward, Suggestion, The Lesser Spell of Invaded Dreams, Tongues, Vampiric Touch, Water Breathing, Wind Wall, Wizard Sight
- 4th: Confusion, Minor Globe of Invulnerability, Monster Summoning II, Polymorph Other, Polymorph Self, Rissa's Ruby Ray, Scry, Summon Swordsmen, There/Not There, Unluck, Wall of Bone, Wall of Fire, Wall of Ice
- 5th: Airy Water, Arcane Avatar, Beckon, Cone of Cold, Conjure Elemental (Water/Earth/Ooze), Conjure Elemental, Creeping Darkness, Faithful Hound, Firebreath, Hold Monster, Magic Jar, Magic Vortex, Rune of the Implacable Stalker, Sending, Summon Shadow, Teleport, Wall of Force, Wall of Stone
- 6th: Enchant an Item, Invisible Stalker, Lower Water, Monster Summoning IV, Move Earth, Part Water, Project Image, Tenser's Transformation, Transmute Dust to Water
- 7th: Monster Summoning V, Reverse Gravity
- 8th: Binding, Greater Spell of Teleportation, Planar Seal
- 9th: Crystalbrittle, Elemental Attunement, Elemental Aura, Symbol of Death, Temporal Stasis, Time Stop
indicates only on a scroll
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Post by Ginger on Aug 21, 2013 20:12:51 GMT -5
Can we get a new spell book list up here? In addition to the 2 new ones, there are a bunch of travelling tables we've purchased.
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Post by Wolfgar on Aug 22, 2013 7:44:30 GMT -5
Adding copy of description here:
Charge (Conjuration, Abjuration) Level: 3 Components: V,S Range: 0 Casting Time: 4 rounds Duration: Special Save: Special Area of Effect: 1 object The caster of this spell brings forth an electrical charge from the quasi-elemental plane of Lightning, to be placed onto an inanimate object or item to protect it from the touch of any but the caster. If placed on a living being or sentient object, the dweomer fails and the spell is lost, doing no damage to the target or the caster. The first living creature to touch the charged object is shocked by an electrical discharge for two points of electrical damage per level of the caster. A save for one-half damage is allowed. The charge is transferred through any conductive material, so it is passed through daggers, tools, etc. The charge lasts until triggered by a living creature, dispelled, or negated by the caster. The caster may negate the charge by touching the object so protected if she desires, but the spell will not harm the caster in any event.
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