Magic

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Re: Magic

Postby Robin » Thu Nov 09, 2017 2:08 pm

The differences between Conjuring and Summoning Elementals

Conjure Elemental
Basic 5th level Conjuration spell
Range: 240’
Duration; Concentration
Effect: Summons one 16 HD Elemental or lower by wand or staff
Saving Throw: None
Casting time; If Conjure 5 (sometimes longer—see table additional info).........If Summon up to 10
This spell allows the caster to conjure any one Elemental of one type known(AC-2, AV by sort, HD16, Damage 3d8).When a Magic-User casts this spell on the Prime Plane, the Magic opens a vortex on both Planes (both the called Material Plane and the Prime Plane) and creates a tiny wormhole connecting them. The wormhole is very small—less than an inch across—and it pulls a life force from the Elemental Plane through the vortex. The life force appears on the Prime Plane near the spell caster, and forms a new temporary body from material nearby. To form a new body, the Elemental life force can only use material its familiar with; a Water Elemental must have water, an Earth Elemental must have Earth, and so forth. When the Magic ends, the creature’s life force goes back to its Plane through the still existing(on the same spot) wormhole, and the wormhole and both vortices disappear. When seen from an Elemental Plane, the creature affected by the spell is slowly ripped painfully from its body and simply disappears. The material of its body suddenly dissipates and drifts, with no life force left to hold it together. When the life force returns to the Elemental Plane of Origin, it immediately forms a new body, and resumes its “normal“ life, however if it is slain, its soul will travel to Limbo and its body will become prey to local life.
Only one of each type of Elemental (Earth, Air, Fire, Water) can be summoned by the same caster in one day. The Elemental will perform any tasks within its power (carrying, attacking, etc.) as long as the caster maintains control by concentration. Communication is magically understood by both caster and the elemental. The caster can’t fight, cast other spells, or move more than half speed, or the control is lost. If the control is lost, it can’t be regained. An uncontrolled Elemental will try mostly to slay its Summoner (due to the horrific torment it went through), and may attack anyone in its path while pursuing him. A controlled Elemental may be returned to its home Plane simply by concentration (it returns and regenerates whole). An uncontrolled Elemental may also be sent back by the use of a Dispel Magic or Dispel Evil spell (it returns and mostly dies due lack of regeneration) This spell can’t be cast on any other Plane than the Prime.

Recent discovery; Summon Elemental 978 AC GSM Glantri
A Summon Elemental (druidic in origin and recently also available to Elementalists and a limited amount of magic users) actually makes a call first to a named or a random elemental where upon agreement a one-direction gate leading from the Elemental Plane to the Prime Plane will be opened to let the Elemental enter without harm. These elementals can't be dispelled by Dispel Magic or Dispel Evil. But the summoner can on a single command open a new one direction gate back home for the Elemental. The casting time is as with the normal Conjure Elemental Spell only 5 initiative segments, but the communication to call upon may take some time...making it up to double this.
This spell variant is used in a lawful way, and doesn’t require concentration. To use the spell in this way the caster must succeed an Intelligence check (penalized by 3 if not an Elementalist or related creature) or must sacrifice a pure and whole gem corresponding to the Element required. Use the following table.
Then he cast the spell and creates the vortex between the two Planes, but in this case no pull toward a nearby Elemental is created. Instead it creates a way to communicate with the Elemental on the other end, and with good reasons to ask for aid, it will willingly come through the vortex (possibly even bringing other help). This is especially when Elemental and caster have met earlier, and know each other. The penalty will be reduced by 1 if they now each others name, and by 2 if they have become allies or even friends. The caster just needs to call the name of the Elemental (without mistakes) and the vortex will come to existence nearby the Elemental named. The rest is up to the caster and the Elemental. The Elemental will come and go as he or she pleases and will become angered as normal if a Control spell is applied on it. This Elemental doesn’t have to be 16HD as with a Conjure Elemental spell, but can be of any Strength.
Remember that an Elemental splits itself of form time to time to reproduce, this is also the end of the original Elemental (its “Death”). The caster will never know if the Elemental he calls for is still alive or just refuses or is unable to respond.
Any positive reaction will bring the Elemental at the earliest opportunity toward the caster.
Any negative reaction could be no reaction at all to a frontal attack and all possibilities in between.
When the reaction will be neutral further talking will be needed, any alignment differences will result in a -10% per step (L-N=1, L-C=2, C-N=1, and Evil -N=1, Good-N=1, Evil-Good=2). This spell can be Conjured underwater, but still needs its basic amount of related Elemental material, therefore can Air Elementals be created only to the surface and Earth Elementals only on the bottom and must stay in contact with them. A Fire Elemental can only be summoned in an underwater volcano and losses 2HD per round as long as he remains underwater. A Water Elemental will give no problems of course. Similar problems will arise underground, high up in the Air, or in great fires or volcanoes, but of course other Elementals will be affected.
Summoning always only calls for Normal Elementals and enables to speak with them, and as such this spell can’t be used to acquire help from other Elemental Creatures.


as can be seen Here the elemental version has the same variation between Summon/Conjure
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Re: Magic

Postby Sturm » Thu Nov 09, 2017 2:49 pm

Very interesting spells :) Indeed I do not recall where there was an adventure with the PCs summoned by elementals.. was also your source of inspiration? in which module/supplement it appeared?
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Re: Magic

Postby Robin » Thu Nov 09, 2017 3:15 pm

Sturm wrote:Very interesting spells :) Indeed I do not recall where there was an adventure with the PCs summoned by elementals.. was also your source of inspiration? in which module/supplement it appeared?


Thanx ;)

That is actually the Problem....I can't exactly tell which adventure it was :oops: ;( , probably an older Dungeon, or Dragon or AD&D2 adventure, however, most information I delved from these sources; Rules Cyclopedia page 176, TSR 9303 HWA1 Nightwail, TSR 9310 HWA2 Nightrage, TSR 9311 HWA3 Nightstorm, when read clearly there was already a description of Elemental casters with their own spells, the magic use earth elementals was somewhat further explained (by inserting the Dimension Distortion spell as a elemental spell), as the inter-elemental relationships in the nightwail trilogy. I also mentioned the difference in the conjuration/summoning in Threshold
So if you (or anybody else) knows the adventure speaking of PC summoning by Elementals...please tell...that way I can improve the knowledge :ugeek:
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Re: Magic

Postby stanles » Sat Dec 09, 2017 3:14 pm

Robin wrote:The following spell I took from Dragon Magazine 265 page 34-41 by Jennifer Tittle Stack and readjusted it slightly to Fit Mystara with its cellular structure.
http://4.bp.blogspot.com/-1vSVwZKk8Yk/UXPsYi1JXlI/AAAAAAAAAQ0/9l2nJQLceqI/s1600/tectonic+known+world.PNG
Fault lines are the lines between the cells. as such Mystara has many more fault lines like a non-living planet


Seismic Trigger


what level is this spell Robin?
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Re: Magic

Postby Robin » Sun Dec 10, 2017 1:25 am

stanles wrote:
Robin wrote:The following spell I took from Dragon Magazine 265 page 34-41 by Jennifer Tittle Stack and readjusted it slightly to Fit Mystara with its cellular structure.
http://4.bp.blogspot.com/-1vSVwZKk8Yk/UXPsYi1JXlI/AAAAAAAAAQ0/9l2nJQLceqI/s1600/tectonic+known+world.PNG
Fault lines are the lines between the cells. as such Mystara has many more fault lines like a non-living planet


Seismic Trigger


what level is this spell Robin?


oeps :oops: ...indeed forgot to note that :shock: . Thanx now its done. ;) ..it's a 3rd level rare spell btw :halo:
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Re: Magic

Postby Robin » Mon Dec 11, 2017 12:20 am

Ok....
Magic can be nice, functional, powerful, nasty and a lots more....however, as any DM knows, magic can be a pain in the ass in the game.

There are some limiting rules;
Like you can only wear one similar magical item; (ie helm, armor,belt, necklace, etc.) or one pair(ie gauntlets, boors, etc).
Like only two rings (one per hand).

But the poor DM still has to battle magic items. any adventure spoils the PC's with magical items, often these are too low for them to be useful other than to sell, yet still the PC's stuff themselves as full as they can with magical items.
So here I present the solution
Have fun with a real balance




The nasty side effects of Magic


Magic can also be a cause of problems to a living body. When ever there is drawn power from somewhere else to overpower a corporeal (or even incorporeal) entity, it will easily affect the body during the effect of the magical procedure and sometimes even beyond. To be sure there is a simple way to see if magic will affect the body. A few rules have to be looked after:
No two magical effects (be it produced by item, or spell) with the same general effect can be working simultaneously. It will always be the strongest, which will function.

This includes: a potion drunk while another is still in effect (excluding Healing and other instantaneous effects), and this includes a potion with an effect similar to a spell cast together with it or an item with the same effect. The only spell that can be cast simultaneously with a potion effect is the haste spell together with a potion of speed. The spell effect can then be produced from a spell or from an item, the potion is the constant in this process. A Haste spell and an item with a Haste effect will not work simultaneously. And any item of Protection +2 will be useless if any item of Protection +3 or greater is used.
No more than 1 dose of similar or related magical power can be carried on a entity per natural Hit Dice the entity has.

There are but two exceptions to these rules.
At first instantaneous magic, will not cause further effects, as the magic also passes instantaneously. Examples, are healing spells, and most damage causing magic. As soon as they take effect, the magic is lost. Not even a residual effect will be enough to trigger a magical side effect.
At second the clerical and magical variant of a speed / haste effect (this can include spells, potions and items). Somehow these two variants of magic will work together, further increasing the speed of the affected person, yet they both count toward the grand total of allowed magic on the body. This means that a 1st level/1 HD character can’t use both effects simultaneously without triggering some nasty side effect.

As Demi-Human-oids rarely go beyond 9th Hit Dice, this means that it is almost impossible for such a creature to have more than its Hit Dice on magical power. There are 3 categories; One Defensive Magic (AC or AV, or Protection), Offensive Magic (Weapons), other (Alteration like Invisibility, speed, etc). Each can't go higher than the wearer's current HD, without being magically poisoned. Thus he can’t have more than +9 on his armor class in total, be it from rings armor, shields, spells or items. Nor can he have more weapons carried on his or her person with a total magical power of +9 or more. This does not include the additional bonus a weapon can have. So a Sword +1, +2 vs. Giants is counted as a magical bonus of 1, an axe+0, +1 vs. Dragons is not counted at all because its weapon magic bonus is specialized. Artifacts don’t follow this rule and have there own system of affecting the body. Remember that this does not include levels and does not affect abilities (except when they are magical). Thus a 30th level character can carry a sword+3,+5 vs. Undead, a Dagger+3, and a Lance +3 and wearing an armor +5 with a shield +3 and an spell effect +1. But as soon as he carries another magical weapon or spell effect that further adds to his weapon bonus or tries to don a magical ring of protection or similar effects he will succumb to the negative downside of magic and does not have any effect of all the magic of that factor he uses. So when he has done a ring of protection, he will still be able to use the magic from his weapons, but not from his armor, shield, ring or spell that was on him for as long as the power is greater than his hit dice.

One side note; spells affecting the wearer will be added to these three numbers. This will also reveal its danger; if a wearer is at its limit, even a benificial spell could become dangerous. Imagine a fully packed fighter charged to its limit with magic, being subjected by a mere low level caster its (on itself) benificial spell, becoming affected by magic poisoning effects as dicated in the tables below.
A character of lower than 9HD/Level affected by Level draining will alo have a chance of becoming affected by magic poisoning of items worn already.

Why do common humans rarely use magic.
The effects when crossing this Hit Dice-Magic Power balance can be nasty, dangerous or downright devastating. Often affecting the character mentally or corporeal. To see what could happen to the character wearing or using too much magical power on him or her, see through the following listings. The degree of magical side effects never changes unless more or less magic is applied to the character in question. The effect depends on the amount and sort of magic used.

Nasty effects are most common and result when the character is of lower Hit Dice than 4. It is brought forth by the amount of additional magic is 1 or 2 beyond the character's HD, or by lower magic like potions or such. Examples of nasty magical mishaps are: coloring of the character, wholly or partially, emanating a smell or alike. It often copies effects similar to a Minor Curse, but can only be dispelled by depriving the character of all magic affecting him or her for as long as the magic that was worn was affecting the character in question. Sometimes (DM!) Dispel Magic, or Anti-magic effects are needed to dispel effects called forth. But mostly the effects will worn of after a period of about 4 days.
Choose or roll 1d60 (or 1d6 and 1d10 for tens & singles) to see the effect.

Dangerous effects come forth when the character continues to add magic whilst under the nasty effects by magical poisoning already (even when it would have no effect) and the amount of total additional magic higher than the character's current HD is between 2, 3 or 4. Dangerous effects mimics the effects of the Major Curse spell, further affecting the character as with nasty effects written above.
Choose or roll 1d3-1 & 1d10 (tens & singles). Roll again if 38 or higher is rolled.


Devastating effects are brought forth only when the character still uses the total added magic after a week of Dangerous effects, or exceeds the limit of the character's current HD by more than 4, and will last for at least a year, at minimum (even after removing the magic item or spell). Devastating effects are rolled on the following table by rolling 1d10.
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Re: Magic

Postby Robin » Mon Dec 11, 2017 6:47 pm

For a touch of the season :o :mrgreen: :halo:
Image
Happy Christmas , Happy Newyear, Happy Yule, or whatever other holiday you have
For me the New Year begins 21 december 17;28. Then 12 days of Yule party.
Have fun and take care of those around you.


Wall of Paper GSM 1000AC
Uncommon 3rd level Conjuration spell
Range: 5 yards per level of the caster
Duration; Permanent
Effect: 10 square feet per level of the caster
Saving Throw: None
Casting time; 5
Components; A bit of Parchment, vellum, rice-paper, papyrus, etc. (whichever type of type of Wall is created).
This spell brings into existence a gigantic mass of free-standing parchment, papyrus, rice-paper, or vellum (Component depending). It can be created across a gap (for example, to block a corridor or span a pit), in which case it will attach itself to the designated surfaces, or it can be rolled-up for later use. It is possible to mark on the Wall of Paper with any sort of ink or paint, for its surface is smooth and absorbent. The Wall of Paper is twice as sturdy as normal paper, but weighs half as much. nonmagical writing, drawing, and painting on this paper takes place at twice the usual speed and can’t be smeared, smudged, or erased by nonmagical means except as desired by the inscribing Wizard. The paper also tears sharply and folds in accordance to verbal commands from the caster, and can be used to enclose packages, form itself into envelopes or sheets of any Dimensions, attach itself to walls or flagpoles , etc. Once created the paper is permanent (i.e. a Dispel Magic can’t destroy it), but it is otherwise normal paper, and can be destroyed by flame, electricity, acid, immersion in water (or other liquids), and heavy or Magical wind and precipitation. (Santa Claus(a mortal Mage identity of Odin) also uses this spell.).
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Re: Magic

Postby Hugin » Mon Dec 11, 2017 9:37 pm

Awesome, Robin! Thanks for the Christmas wishes!
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Re: Magic

Postby Robin » Wed Dec 13, 2017 8:45 pm

Hugin wrote:Awesome, Robin! Thanks for the Christmas wishes!


Thanx ;) I enjoy reactions like these on my work, be it compilation or created or both, or just my sense of input :halo:
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