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Showing posts with the label wizard

Arcane Casters of Eska

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I was a lapsed gamer, coming from 5e straight from 2e, though I did buy and read 3.5e. Wizards I get, and sorcerers as well. Warlocks are overall new to me, never playing in or running a game with one. While they are present on Eska, they will probably be the least fleshed-out of the options. Wizards, sorcerers and warlocks have long established histories on Eska. Wizards learn their magic either through academies or through a lone master teaching his apprentice. Warlocks gain their power through pacts with powerful entities, while sorcerers come by their magic naturally. I see them more like mutants or super heroes, whose powers manifest as spell like abilities. The elves, especially the mith'edhel have always sought to control wizardly magic. The grey elves run the traditional magical academies. In their usual haughty and arrogant views, the other races are not worthy of admission to their schools. The occasional exceptional applicant does gain admittance, however. The m...

Orjalun’s Arbatel

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Hope you all had a wonderful Christmas.  Like I've mentioned before, I work at UPS, and have survived yet another peak season.  Now I can get back on a more regular posting schedule. This brings us back again to  Dragon Magazine issue #92, and another spellbook by Ed Greenwood, Orjalun's Arbatel, and two new spells, encrypt , which lets you send hidden messages, and secure , a beefed up version of arcane lock . Orjalun’s Arbatel Appearance This volume consists of nine plates of beaten and polished mithril, stamped by the elvish smiths of Silverymoon with letters of the High Tongue, graven on small dies that are positioned on the page and then struck sharply with a hammer so as to leave their distinct impressions.  The plates are pierced at the top and bottoms of their left sides (as they are read), and fastened together with bronze rings. The work had an ornate case of stained wood and was carried wrapped in canvas, but these may well have perished. Histo...

Aubayreer’s Workbook

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We now move on to Dragon Magazine issue #92, and I'll be pulling from Pages from the Mages by Ed Greenwood, and a collection of spellbooks, and, of course, new spells. Phase trap is listed as a transmutation spell, but I changed it to abjuration.  Just felt right.  I will also add phase trap to my sorcerer spell list.  Seems to fit with the ectoplasmic spell ability of the incantatrix I posted. For whatever reason, the thunderlance description is getting weird formatting.  Keeps adding all the extra spaces.  I've tried to fix it, but to no avail. Aubayreer’s Workbook Appearance This book is fashioned of a long strip of green hiexel bark, folded and refolded upon itself accordion-fashion. It is bound, protected, between two rectangular pieces of oiled wood held together with hempen cord.  Upon one of the boards is carved a rune, thus: and by this rune the work can be identified as that of the mage Aubayreer. History and description ...

Gauntlets of Heat, Flame Arrow

There are a bunch of magic items in Dragon Magazine #91, some are hit and miss, not sure if all of them are worth converting.  The Gauntlets of Heat were originally by David Baldwin.  Each of the spell abilities were originally usable a certain number of times per day, but I based it on the Staff of Fire.  Produce flame and heat metal are druid spells, and heat metal is on the bard's list as well, so I restricted attunement to those classes.  I also use elementalist wizards and sorcerers, so I opened attunement up to them as well. One of the abilities, flame arrow, is not a 5e spell, so I updated the 3.5e version.  I'm adding it to my ranger, sorcerer, and wizard spell lists.  I'm on the fence about the "at higher levels" portion.  That's an additional 10d6 worth of damage for each spell slot, which is a lot.  Of course, I'm picturing using this to ignite 1 arrow each of a unit of archers in a mass battle as the initial shot in an attack, with e...

Wall of Bones

Moved to my new blog here .

Creeping Darkness

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Another of the spells that can be found in the necromantic spellbook Cryptichronos conjures a inky black cloud. Creeping Darkness was mentioned in the article as being a spell that could be in the book and originally appeared in Oriental Adventures. It later appeared in 3.5's Complete Arcane.   It's listed as a 4th level evocation spell on the wu jen spell list. I felt it fits better as a conjuration, and was a bit under powered, so I changed it to 3rd level. Creeping Darkness 3rd level conjuration Casting Time: 1 action Range: 120 ft. Components: V, S, M ( A whisker from a black cat and a tiny bottle of smoke captured on a moonless night.) Duration: concentration or 1 minute This spell creates an amorphous cloud of inky blackness that you can shape and move as desired. While you concentrate on it, the darkness can move up to 20 feet per round, either floating through air or seeping through the smallest cracks. The cloud stops all light and sound, s...

Amorphous Blob

Moved to my new blog here .

Crimson Scourge

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Another of the spells that can be found in the necromantic spellbook Cryptichronos causes the red death . Masque of Red Death  by Greg Hildebrandt Crimson Scourge 5th level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (scarlet robe and a faceless red mask, both made from the finest silk, worth at least a 1,000 gp each) Duration: Special This terrible spell can affect one humanoid being.  Upon pronouncing the curse, you touch the victim, who gets a Constitution saving throw.  Failure results in the victim bleeding profusely through the pores of the skin, taking 1-2 hp damage per round until dead. Regular first aid cannot prevent this damage, and most magical curatives have no effect upon the affliction. Such spells as remove curse , and cure wounds can staunch the hemorrhaging, but hit points may be re-gained fully only through time and rest. A heal spell, on the other hand, can dispel the results of this evil magic ent...

Vampire Mist

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Another of the spells that can be found in the necromantic spellbook  Cryptichronos   summons a hungry mist. Vampire Mist 4th level necromancy Casting Time: 1 action Range: 30 ft. Components: V, S Duration: 1 minute With this spell, you cause a pale, large sized cloud of chilling vapor to form at any desired spot within a 30’ radius. The vapor billows, shifts, and appears almost sentient even though it is not truly alive. It moves at a rate of 30 ft. per round, seeking out and enveloping the nearest life-form within reach of its gaseous tendrils (possibly attacking you if you do not take precautions). Once the spell is cast, you do not need to concentrate upon the magic in order for its effects to persist.  You do not have any control over the mist once the spell is cast.   The vapor can flow over 10’ high walls and can seep through even the smallest openings and cracks. It cannot pass through airtight barriers (such as a wall of  f...

Sinuous Horrors

Another of the spells that can be found in the necromantic spellbook  Cryptichronos   transforms your arms into poisonous snakes. Sinuous Horrors Level 4 transmutation Casting Time: 1 action Range: self Components: S Duration: 1 minute This spell transforms each of your arms into a writhing, hissing serpents that can strike at any opponent within arms reach.  Each arm attacks as a poisonous snake. Bite. Melee Weapon Attack: + to hit equal to you spell attack bonus, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a Constitution saving throw against your spell save DC, taking 10 (4d4) poison damage on a failed save, or half as much damage on a successful one.  It also inflicts the poisoned condition. You cannot cast this spell while holding an object, or wearing anything on your hands (e.g., rings or gloves).  You cannot grab ony object while under effects of the spell, or cast any spells with a som...

Undead Control

One of the spells that can be found in the necromantic spellbook  Cryptichronos   is one that allows you to control an undead creature. Undead Control 3rd-level necromancy Casting Time: 1 action Range: 20 yards Components: V, S, M Duration: 1 hour You attempt to control a single undead creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is controlled by you until the spell ends or until you or your companions do anything harmful to it. The controlled creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was controlled by you. The material component is an evil priest’s unholy symbol or some other properly cursed talisman forcefully presented to the affected monsters. The component is not lost in the casting and may be subsequently reused. At Higher Levels: You can control more powerful undead c...