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Forgotten Realms Notebook Volume 4
Forgotten Realms Notebook Volume 4
Forgotten Realms Notebook Volume 4
Shield of Durr
The hub is highly magnetic, and it causes any object that comes into
contact with the shield to become stuck fast. What happens depends on
the object concerned and the situation:
Notes:
Metallic objects other than weapons: the shield will stick to all metallic
objects, including armour, coins etc. Contact must be made in order for
the item to become stuck to the shield. This will result in strength
checks being made by the wielder of the shield if the shield becomes
stuck to, for instance a worn suit of plate mail. If the shield owner fails
his strength check he looses grip on the shield and it remains stuck to
the metallic object.
3. Neither the shield itself, not the hub of Durr that gives it it's
properties feels sticky to the touch.
History
Antoman Durr was an alchemist and mage working in his cave on the
the High Moor, not far from the edge of Misty Forest, a large wood but
three days trek South-East from Waterdeep. He had lead a successful life,
having been both a freelance adventurer and a battle mage in his time.
Retiring on the proceedings of his numerous campaigns, he spent a decade
studying a creature that he had always found facinating - the adherer. He
went on many expeditions to study these life forms, and eventually decided
to attempt to recreate their ability. Many attempts were made, but
these involved sticky secretions that eventually wore off. Deciding
on magically generating a form of magnetism that would only work on
contact, Antoman eventually created an enchanted alloy of adamantite and
iron that he called "Durr". Durr was even more successful than Antoman
had hoped since it would propogate it's adherence through other metals.
This meant a metal item did not have to be made entirely of durr, it could
just have a plate of durr on it and the whole item would exhibit the
"sticky" properties.
In 1263 DR, the year of the Tressym, the merchants of Waterdeep were busy
trying to rebuild the city's reputation after the guild wars of two years
previous. Many fetes, faires, parties and balls were organised throughout
the year. Antoman presented his discovery in the form of a shield at an
exhibition of new spells and magical items, where the judges and the audience
were impressed by Antoman's achievements.
Having won third prize for his ingenious discovery, he was promptly
assassinated on his way home on the orders of one of the exhibition
organisers who wanted the shield for himself. The organiser was killed in an
accident several weeks later, when a money purse belonging to a sergeant of
the guards became snagged on the shield. The sergeant was slightly drunk and
accussed the merchant of trying to rob him. Before the merchant could
explain the sergeant promptly ran him through, then reclaimed his purse,
after a bit of a struggle with the shield.
From: Simon McIntosh-Smith <Simon.N.Smith@CM.CF.AC.UK>
Dagger of Grimm
A word of warning. If the wielder did not read the command word
on the handle of the dagger before trying to put it down (and
it becoming the tattoo) for the first time, he will be unable to
remove the tattoo, nor get the dagger to reappear. The command
word is not visible in the tattoo, which is an exact likeness
of the dagger.
o deploy
o manifest
o conspicuous
o open hand
o perforate
o scratch
etc. etc.
History
Grimm fled the building before the alarm was raised, returning
his dagger to its tattoo form. The guards were looking for a
man carrying a bloodied knife, but none was found.
Grimm escaped Waterdeep and headed for his safe house in the upper
levels of the dungeons nearby, known as Undermountain. The nobleman's
family immediately announced a reward for information leading to
the capture and execution of the assassin. The mage who had manufactured
the blade came forward, motivated by greed, and told a false story
about being approached by a man matching the description of the
assassin, asking for magical assistance for the attack on the Lord.
However, the mage was known for his previous crimes, and he was
imprisoned. But he had already given the High Justice the information
they needed to track down the assassin. They descended on Grimm's lair
in Waterdeep, from which he nearly escaped but was finally slain by
the youngest son of the dead lord. As Grimm's last breath was gasped,
a dagger shimmered into existance in the dying man's hand, then fell
from his grasp, its only decoration a small symbol of an open hand...
Dreamweaver Blade
It's a light longsword with an elven grip and handle. The blade is made
of pure silver and bathed in liquid moonlight at its creation. There are
a pair of intertwined roses racing up either side of the blade. The hilt
is a normal brass ball filled with sand.
The guard is styled with the thorns of the roses and tapers.
Dreamweaver was crafted by Aero, High Elven Enchanter about 250 yrs ago.
It is a +1 blade when used by anyone, but this rises to +3 if used by
either an elf OR an enchanter, again rising to +5 if used by
an elven enchanter.
Powers:
Sleep 1x/d, Forget at the swords prerogative, Shadow Walk 1x/wk, Dream
1x/wk, Invisible Stalker upon wielders death.
She rarely speaks but when she does it is in a soft feminine whisper.
She is never angered and is neutrally aligned. Dreamweaver will never
reveal her invisible stalker or forget powers.
Upon the death of the wielder, w/i a few rounds, the invisible stalker will
come to take the corpse and all it's possessions to the final resting place
of all High Elves, whereever that may be in your campaign.
Created by an evil mage with a flair for the dramatic, this cloak is
enchanted to swirl and flare at the slightest provocation. At times it
seems to be several yards long, but due to it's magics will never tangle
the wearer's arms or legs. It has only one purely defensive magic, a
continous feather fall spell [which allows the cloak to spread like wings
in order to make an unforgettable entrance/exit], but this is counterbalanced
by the -1 to armor class, as the wearer attracts the attention of all opponents.
Spellbinder
This 3-foot long sceptre was created by an ancient king who despised
magic, so by forcing his court wizard to cast "Enchant an Item" backwards,
as well as several other arcane acts, he caused the rod to be empowered.
The Rod absorbs most magics, save for those which create physical objects,
such as wall of stone, and enchantment/charm spells which affect the mind
directly. This alone makes it a highly powerful item, however the Rod also
causes magical items to cease to function [1 day for self renewing magics,
permanently for rechargeable ones (until recharged)], and when a successful
hit roll is made, causes a spellcaster to lose all memorized spells. Note
however, that the user cannot wield and other magics, either by spell or
item.
SPELL BOOKS
New Rules
The Following is adapted with little variation from Best of Dragon Volume III. I
hope
this will keep some magic users in-line, and modest.
I. Spell books
A. Types
i. Standard--2 kinds
a. Contains up to 36 cantrips, 24 level spells under 4th level,
and 16 under 7th.
b. Contains 8 spells of 7th, 8th, and 9th level spells
ii. Travelling spell books contain at most 1/4 of the spells that a
standard book has
B. Cost
i. Standard
a. 1000 gp for materials, plus 100 gp per spell level in book
1. The first book or two is provided to the mage free
2. Entering a first level spell=100 gp, 2nd level=200 gp, ect.
ii. Travelling
a. 500 gp for materials, not travelling spell books are provided.
Spell entry costs the same as standard books.
b. Can be obtained by treasure discovery, too
C. Physical Properties
i. Standard--16"x12"x6"
a. weight = 150 gp
b. encumberanc = 450 gp
c. one will fit in empty backpack or large sack
ii. Travelling--12"x6"x1" or 9"x9"1"
a. weight = 30 gp
b. encumberance = 60 gp
c. 5 will fit in an empty backpack, 10 in an empty large sack
D. Value
i. Standard
a. XP value = 1000 per highest level contained in book
b. GP value = 200 gp per highest spell level in book
ii. Travelling
a. XP value = 500 per....
b. GP value = 1000 per....
iii. General Information
a. Spell books must either be sold immediately or else XP value is
taken. Thus, a spell book cannot be kept whil certain spells
transcribed, then sold. If it is ever sold, the XP value x2 is
lost from the character's xp.
E. Casting directly from a book
i. The caster must know the spell
ii. The spell is destroyed, there is a 1% chance that the surrounding
spells will also be destroyed.
iii. Read magic allows the M-U to read other M-U's spell books
a. It takes 2-8 hours per spell level to learn. After studying the
spell, the spell is usable by the M-U regardless of level.
From: Sylvain_Robert@UQTR.UQuebec.CA
Nobles of Waterdeep
I have added some informations and corrections under the names of the Lords
proposed by Eric Boyd
Barred Schools: War Wizards are barred from the school of nec-
romancy, due to the repugnant nature of this discipline to the
goodly rulers of Cormyr, and to the debilitating effect having
a necromancer in the ranks would do to morale.
Weapon Proficiencies:
Required: short sword
Barred Schools: Freestaves are not barred from any school, al-
though necromancers rarely find consistent employment as mer-
cenaries or have the temperament for such work.
At 2nd level and above, the agonized spellfire-wielder can urge the release
in one general direction, provided the character is free to act. There is
intense burning pain, such as that suffered by Shandril when destroying
Rauglothgor's lair. The wielder must save vs. paralyzation at -2. If this
save fails, a spellfire wielder of any level 3leaks2 energy as a 1st level
spellfire wielder until the total falls back to a controllable number. If
the save succeeds, the wielder can use the release as an attack, and can
opt to release all or any part of the excess energy in a single burst;
however, each excess level of energy still inflicts 1d6 points of damage on
the spellfire wielder no matter how it is released.
At 5th level and above, the attack is made at +1. It increases by +1 per
spellfire-level thereafter.
New Spells
Feldegast's Spells
this spell does (lvl)d4 dmg to anyone but the caster, outward from
the caster.
this spell prevents the caster's spells from affecting the caster,
resulting in illusionary or minimal (burnt eyebrows) harm; it can
likewise protect the caster from inferior foes (if hd < lvl);
expending (Level) grants a save if none or +4 if there was a
save.
Fire Dart
School: Invocation/evocation (elem. fire)
Level: 2
Components: V,S
Range: 10 yds/lvl
Casting time: 2
Duration: Instantaneous
Area of effect: Special
Saving throw: None
Similar to Magic Missile, this spell produces one missile per 2 caster
levels, rounded up, with a maximum of 5. The difference is that these
missiles are made of flame; thus, they CAN be directed against non-living
targets, and also set any flammable materials they hit on fire.
Lava Bolt
School: Conjuration/summoning (elem. fire & earth)
Level: 3
Components: V,S,M
Range: 10 yds/lvl
Casting time: 3
Duration: Instantaneous (see below)
Area of effect: 1 creature or object
Saving throw: None
This spell conjures a bolt of molten lava which the caster throws as if he
were a fighter of equal level (DEX bonuses apply). If it hits a creature,
it takes 3d6 impact damage plus 3d6 fire damage; unless the lava is somehow
removed, the target will take another 3d6 each round, for 1 round for each
3 levels beyond 5th of the caster (1 extra round at 8th, 2 extra at 11th...).
The material component is a piece (at least 2 ounces) of pumice, volcanic
glass, or other lava-based rock.
Lava Wave
School: Conjuration/summoning (elem. fire)
Level: 4
Components: V,S,M
Range: 10 yds/lvl
Casting time: 4
Duration: Instantaneous (see below)
Area of effect: 20 by 40 rectangle OR 30 by 30 square
Saving throw: Special
This spell is similar to Lava Wave except that it conjures a wave of molten
lava over the given area. All creatures within take 1d6/2 levels of the
caster (rounded up; max. 6); unless a successful save is made, this damage
will continue, at the rate of 3d6 per round, for 1 round per 3 levels of the
caster beyond 4th. The material component is 4 ounces of volcanic rock, and
an open flame of any kind (the flame is not extinguished in the casting).
Elemental Join
School: Alteration, Enchantment/charm (elem. fire, earth, air, or water)
Level: 5
Components: V,S
Range: 5 yds/lvl
Casting time: 1 round
Duration: 1 turn/level
Area of effect: 1 elemental
Saving throw: Special
With this spell, the wizard physically joins her body with an elemental. A
saving throw is allowed only if the elemental is not one the wizard has
conjured. Once the wizard's body has joined with the elemental, the wizard
can use all the abilities of the elemental's body as her own, including
Hit Dice, THACO, damage, movement and invulnerability to nonmagic weapons.
However, as the wizard's body and any equipment on it are transformed into
the appropriate element and joined with the elemental's body, this equipment
cannot be used in any way while inside the elemental's body. The only spells
that can be cast are those not requiring material components (those
components are stuck inside the elemental's body), and even then the
elemental must be able to speak (I don't think most can).
The wizard may end the spell at any time. The wizard's body appears anywhere
within 10 feet of the elemental. If the elemental is one the wizard has
conjured, she may dismiss it at the same time; if not, the elemental is
likely to be furious, so the wise wizard will be cautious. Note that both
caster and elemental will be confused and disoriented (no action) for 1 round
after the separation. The maximum duration in any case is 1 turn per level
of the caster.
There are several important things to note about this spell. First, if the
elemental's body is slain with the wizard inside, the wizard dies. Second,
if the spellcaster is attempting to take over an elemental conjured by
another wizard, the elemental gets the save of its conjuring wizard OR its
own (whichever is better); in either case, there is a +2 bonus (representing
the prior claim of control by the conjurer). Third, the new body takes some
getting used to; the caster is at -2 to hit for the first 2 strikes she takes
against an opponent.
Matthew's Hellfire
School: Invocation/evocation (elem. fire)
Level: 5
Components: V,S,M
Range: 5 yds/lvl
Casting time: 5
Duration: Instantaneous
Area of effect: 1 creature
Saving throw: Special
Non-fire spells:
Darksight
School: Alteration
Level: 2
Components: V,S
Range: Touch
Casting time: 2
Duration: 5 rounds/caster level
Area of effect: 1 creature
Saving throw: None
This spell allows the creature touched to see clearly in any form of
darkness, magical or not. It does not allow detection of invisible, out of
phase, ethereal or astral creatures, nor does it compensate for any blindness
due to natural or magical causes.
Somaticize
School: Alteration
Level: 2
Components: V
Range: 0
Casting time: 1
Duration: Special
Area of effect: Caster
Saving throw: None
With this spell, the caster may cast another spell without somatic
components. Somaticize is cast; the round afterwards, the other spell must
be cast, or all benefits are lost. This spell has obvious uses for a bound
or otherwise restricted wizard.
Level: 2
Range: Caster Only
Components: V,S,M
Duration: Special
Casting Time: 3 rounds
Area of Effect: Caster Only
Saving Throw: None
Level: 2
Range: Caster only
Components: V,S,M
Duration: Special
Casting Time: 1 turn
Area of Effect: Caster only
Saving Throw: None
Level: 2
Range: 60 yards + 10 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Special
Level: 2
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: Special
The casting of this spell allows the mage to filter any leaves
out of his vision for the spells duration. The leaves are treated
as if they weren't present only for vision purposes. Spells that
require a line of sight will work for the caster.
This spell was developed after one too many forest ambushes.
Note that it will not detect invisible creatures, only those using
natural cover.
Level: 3
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2
Level: 3
Range: 30 yards + 10 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: 1 magic using creature
Saving Throw: Special
When this spell is cast, the wizard creates the illusion of one
of the most fearsome things imaginable to the victim, simply by
forming the fears of the victim's subconscious mind into something
that his conscious mind can visualize. In this case, the fear is
that the victim can no longer cast spells.
The only defense against Quiz's Nullifying Magic is an attempt
to disbelieve, which can be tried as many times as desired. To
disbelieve the phantasm, the subject *must specifically state that
he is making the attempt* and then roll a saving throw vs. spell.
For each attempt of a saving throw after the first there is a -1
to the roll. For example, attempting a fourth saving throw would
have a -3 penalty to the dice roll.