Magic

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Robin
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Re: Magic

Post by Robin » Thu Nov 09, 2017 1:08 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.
1d100| [b]Additional information; Chance to receive the following Prime Planar creature with Conjuring[/b] 1-85|Normal Elemental of HD of magic used (Spell/Staff, Wand) or lower 86-90|Fundamentals as many as the magic allowed by normal HD 91-93|Elemental animal of HD of magic used or Lower (example; Xorn, Weird, Salamanders, etc) 94-95|Other Sentient Elemental Creature of HD of magic used or lower 96-100| The conjuration is blocked by a Protection from Conjuration spell, and is delayed by 5 initiative segments to locate another subject(roll again 1d100 on this table)
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.
[b]Plane[/b]|[b]Gem[/b]|[b]Basic Alignment[/b]|[b]Reaction[/b] |[b]toward [/b]|[b]summon Request[/b] |||[b]Positive[/b]|[b]Neutral[/b]|[b]Negative[/b] [b]Earth[/b]|Corborundundum|Lawful|1-50%|51-80%|81-00% [b]Water[/b]|Emerald|Neutral|1-40%|41-80%|81-00% [b]Fire[/b]|Ruby|Chaotic|1-30%|31-60%|61-00% [b]Air[/b]|Diamond|Neutral|1-45%|46-75%|76-00%

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

Post by Sturm » Thu Nov 09, 2017 1:49 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

Post by Robin » Thu Nov 09, 2017 2:15 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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stanles
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Re: Magic

Post by stanles » Sat Dec 09, 2017 2:14 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/U ... +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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Robin
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Re: Magic

Post by Robin » Sun Dec 10, 2017 12:25 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/U ... +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

Post by Robin » Sun Dec 10, 2017 11:20 pm

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.
1 | Adherence| The cursed one is very “sticky.” This means that everything that he touches adheres to him. Alcohol topically applied negates this effect for several minutes. Adhering to large objects can result in the accursed becoming stuck fast. This curse can be designated to affect either the whole body or just part of it. 2 |Animal Features| This curse causes the recipient’s features (ears, nose, etc.) to become animal-like. Which animal’s features are gained is entirely up to the Spellcaster, and have no further effect, than changing the appearance. 3 |Appendages Growth| One of the accursed’s appendages grows to a disproportionate size. 4 |Appendage Shrinkage| One of the accursed’s appendages shrinks to a disproportionate size. 5 |Arthritis| The victim suffers from painful arthritis.(-1 on Dex. or Str. when a check roll is needed). 6 |Babbling| The cursed individual constantly talks and chatters, unable to remain silent for more than a moment. This causes a 25% chance of spell failure. 7 |Baldness| Rather obvious in its intent, it can also be cast to cause those around the cursed one for any length of time to suffer baldness. 8| Barkskin| This causes the accursed’s skin to take on the texture and appearance of tree bark. This actually increases the recipient’s Armor Value by 3. It also relays a particular weakness to fire, increasing damage by all fire-based attacks by +2/die and saves vs. Fire at -2. It also makes the target vulnerable for plant affecting spells (like Charm Plant) while normal vulnerabilities will remain in existence. 9| Belching|: As this is uncontrollable, it causes a 25% chance of spell failure. This makes it hard to move silently or remain quiet. In certain circumstances it will lower Cha -4 points (as at a Royal Court, in Temples, etc.). 10| Body Odor| The recipient is the unfortunate victim of a repugnant body odor. While not affecting him physically, it lowers Cha. by -4. He can be tracked more easily, a tracker receives a +2 on his skill rolls. 11| Brooding| The recipient is continually downcast and suffers from melancholia. This also lowers Cha. by -4 points. 12| Casting Requirements| This sets a series of events (dancing a jig, knocking on wood, etc.) that person must perform before or during an action (like spellcasting, fighting, etc.) for it to be active or unhindered (if not done, than the recipients Dex. will seem to be 3, and so be very clumsy, affecting AC, Missile Fire, Fighting, etc. There are unlimited options available for humor and challenge here. 13| Change Skin Color| This changes the color of the recipient’ skin to any tone of the caster’s choice. The color could be a single color or even a pattern or mixture of colors. A red/black checkered colored person would be strange and/or funny indeed. There is even the possibility of a continues changing of colors according circumstances, handlings, surroundings etc. but no benefits come from it. 14| Chills| The cursed one suffers chills, as with a fever. This lowers his reaction time and drops overall Dex .by -2 points. 15 |Continual Smiling| While not seeming much of a curse, this can result in many a skirmish. Many will be offended by the constant grin. 16| Disrobing| The cursed individual will unknowingly take off his clothing during the most inopportune of moments. If this happens while spell casting, there is a 25% chance of spell failure, and when attacking/defending while disrobing the individual receives a penalty on THAC0 of -2. The victim will not remember to disrobe, but will find himself naked after 1d3 turns, when it is told to him or shown. 17| Double Vision| This causes THAC0 of -2 and lowers effective Dex. - 2 points. 18| Droolin| Uncontrolled drooling lowers a victim’s Cha by -4 points. 19| Elasticity| This allows the cursed individual to stretch his body beyond its normal parameters. Unfortunately, the body doesn’t return to its original shape immediately; it takes 1d4 hours to do so after being stretched, during which Dex. = -4. 20| Filthiness| Poor hygiene in the extreme. Regardless of how many times the accused one bathes, he remains dirty. Furthermore, the filthiness extends to the cursed person’s clothing, or even to its surroundings (his living apartments, bed, etc.). A variation of this curse causes the accursed simply no longer to care about personal hygiene (or hygiene at all). 21 |Flatulence| The afflicted person is beset with extreme stinking and loud flatulence. This is not the normal variety, though. The flatulence is equal in its effects to a Stinking Cloud spell. 22| Floral Hair| This causes one’s hair to become like weeds, grass, twigs, and flowers. While possibly raising Cha. toward woodland creatures (like Fairies, Treants, etc.), it lowers the accursed’s Cha. by -4 points in the view of most others. 23| Forgetfulness| Lapses of memory triggered by certain events or contact with particular objects or creatures incur a 25% chance of spell failure. This can also be bad for non-Spellcasters. 24 |Generosity| The cursed individual feels a need to give away everything (mostly of value) that he owns. 25| Greed| This persuades the accursed individual to covet anything of value that anyone else owns. Often this leads him to theft. 26 |Hair Growth| The cursed person is beset by rapid, uncontrollable hair growth. Regardless of how often the person tries, he can’t control the growth or keep it properly groomed. It should be noted that this hair growth is all over the body, not just the head. 27 |Halitosis| The afflicted person is beset with bad breath. This variety is equal in its effects to a stinking cloud spell. 28 |Hit Roll Penalty| THAC0 of -4. 29| Insatiable Appetite| The accursed can never satisfy that feeling of overwhelming hunger. 30| Insatiable Thirst| The accursed can never satisfy that feeling of overwhelming Thirst. 31| Insomnia| Other than making the accursed tired and edgy all the time, insomnia takes away the mental edge. This leads to a 25% chance of spell failure. Other skill penalties will also apply (DM!). 32| Invisibility| There is no need to describe this curse’s effect. However, consider what it would be like to remain invisible permanently. This causes no physical impairments other than a –2 Dex. when attempting actions requiring a measure of hand-to-eye coordination, and it places a horrible mental strain upon the individual. The caster can’t see himself or the objects he is touching, except the large unmovable or heavy objects, like walls, doors, heavy furniture and the like. This spell can be made truly horrific by making the accursed one also absolutely silent. This will cause the accursed to become nearly non-existent. Most normal beings will see the caster as a ghost. Only a “Second Sight” will make the accursed visible, but this will not work on the accursed himself, except when naturally available. 33|Itching| Two forms of this curse are possible. The first involves constant, non-stop itching. The second involves itching only when a set series of events occurs or when the accursed is under duress. Both instances reduce Dex. and THAC0 of -2 points and cause a 25% chance of spell failure. Long term itching will reduce the overall Cha. By -1 /week of scratching (to a maximum of -4), due to multiple scratch wounds, reddening of the skin, and the continuous scratching itself. 34| Kleptomania| The victim suffers an irresistible urge to pilfer from others. If he is not a thief, he will not be very good at it, and this could cause problems with the law and the victims of the theft. 35| Lethargy| The victim suffers from extreme drowsiness either all the time or under circumstances of extreme duress. Once again, there is a 25% chance of spell failure and a -2 penalty to Dex. and THAC0. 36| Metal Allergy| Every time the accursed touches metal his hand breaks out in hives and blisters. In fact, this is the same reaction as Lycanthropes have from silver. The accursed one will be extra vulnerable to metal weapons, resulting in a +1 damage/die. 37| Myopia| (extreme near-sightedness.) This reduces THAC0 of -4 and can wreak havoc when determining the placement of area-effect spells. Be wary of myopic Wizards lobbing fireball spells. 38| Narcissism| The victim’s extreme vanity causes problems. He is quick to point out his own looks to everyone else while pointing out their flaws. When persons spend any length of time around the accursed one, they perceive him as having a Cha. -1d4 (for that individual who looks at the accursed one) lower than normal. 39| Nausea| The nausea only arises when specific requirements set by the caster of the curse are met (e.g., entering a small room, meeting a dwarf, etc.) reduces the THAC0 of -4 points and creates a 25% chance of spell failure. 40 |Pathological Lying| No explanation is necessary to portray what an inability to tell the truth can cause. 41| PR Penalty| The caster his Prime Requisites are reduced by 50% (str. for a fighter, int. for a Mage, etc.), round up. 42| Profuse Sweating| Doesn’t cause any detrimental physical effects, it might have deleterious effects on Charisma. 43| Save Penalty| The accursed get a penalty of -2 on all saves. 44| Serpent Hair| A person afflicted with this curse is often mistaken for a medusa by others, who may become prone to attack first and examine the corpse later. The accursed hair changes into locks of living serpents. These snakes are indeed poisonous to all but the afflicted, making them hazardous to all who are close to him. The snake will have a length of at least 1’ and bite with poison E. 45| Serpent Hand| This curse causes one or both of the victim’s appendages to become the maw of a living, poisonous snake. The type of snake is decided by the caster. The snakes can’t harm the accursed, but aren’t under his control, attacking any who venture too close. This curse causes a THAC0 by -4, and cause a 25% spell failure with a somatic portion (which include most spells). 46|Slurred Speec| This curse doesn’t affect a character physically, but causes a 25% chance of spell failure during casting. 47| Smoldering| The curse recipient constantly emits smoke from his skin and hair. This can cause some visual impairment, THAC0 -2 and causing errors in distance judgment for spell casting. Furthermore, anyone suffering from this curse has no chance of going undetected unless he is standing downwind in a gale. 48| Sneezing| Sneezing fits, set to trigger when a particular event occurs or the victim is in a stressful situation, causing a 25% chance of spell failure during casting. 49| Spike Growth| Once cursed, the victim sprouts numerous spikes from all over his body. While the spikes are no danger to the accursed, they can serious damage others (1d4 dm/spike.). The curse can also be cast in such a way that the spikes will be shot when persons of the same race, alignment or sex are within 30’ (this is up to the caster of the curse). Then each person near will be hit by 1d4 spikes for normal damage within 30’. A Save vs. Wands can negate a spike, but a next spike save will be penalized by -1, etc.. 50| Stumbling| This affects manual Dex. regarding movement. Any walking or running requires a successful Dex. check made at -2 to avoid tripping over one’s feet. This is in addition to a penalty of -2 to normal Dex. 51| Temporary Polymorphing| The character temporary changes shape to a (often vermin-like) animal, but keeps behavior and ego (Int/Wis) as normal. A true lesson can be learned from this curse. 52| Truth| This is the opposite of pathological lying. 53| Uncontrollable Laughter| Many people find being laughed at insulting. What appears to be a minor curse can have some serious repercussions when the curse causes problems with the wrong persons in the wrong places. 54| Unintentional Insulting| The cursed individual has no control over his tongue when around others. It usually only takes a few curse-inspired insults to cause the accursed some major problems. 55| Vulgarity| Insults can be forthcoming with this curse, but unlike the unintentional insults, profanity is uttered in with every breath. 56| Wart Growth| The cursed person becomes covered from head to toes with warts. This reduces Cha. -4. 57| Weariness| The accursed individual is always tired. This causes a THAC0 -2 and Con. -2 (possible reducing the hit points also). This makes wearing armor or equally heavy objects for long periods of time nearly impossible. 58 |Weight Gain| The cursed individual immediately begins to gain weight at a rate of 5 Lbs./day. The curse causes weight gain until the afflicted one is 200 Lbs. over his original weight. Of course, clothing and armor no longer fit. This will cause Dex. – 2. 59|Weight Loss| The cursed individual immediately begins to lose weight at a rate of 5 Lbs./day. The curse causes weight lost until the afflicted one is 35% of his original weight. Of course, clothing and armor no longer fit. This will cause Con. -2. 60| Whistling| This curse appears at random times. When it does, it has a 25% chance of interrupting the accursed’s spell casting and of those in the accursed’s direct vicinity. This is not likely to build friends among Wizards. It also makes it difficult to hide.
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.
1| Age Progression| This curse ages the accursed from 10d6 years or the Demihuman equivalent. This can result in Death by age. 2 | Age Regression| This curse makes the accursed younger by 10d6 years. This can result in Death by youth (a fetus, or less). 3| Agonizing Pain| The accursed is wracked by continual pain. This reduces Dexterity, reaction Time, attack rolls, and any saving throws involving Dexterity, all by 6 points. Hp are reduced by 25% so long as the curse is in effect. Furthermore any spell-casting has a 50% chance of failure. 4 |Alteration, Gender| The permanent change of one’s sex can be disconcerting, and needs powerful magic to reverse 5| Alteration, Race| The accursed becomes another race: Dwarf, Elf, Human, Halfling, Humanoids, etc. . All racial abilities are lost, and the new ones must be learned. 6|Alteration, Sub-Race| This change involves an alteration within the same genus, as in change from wood Elf to aquatic Elf or White skinned Thyatian in a Copper skinned Alphatian. 7 |Amnesia| This is a total loss of memory (not survival and Self-preservation skills associated with being an adult, movement, and racial skills are not lost but the character just forgot how to use them). 8 |Aura, Antipathy| The accursed radiates an aura that causes creatures surrounding him to have hostile feelings towards the accursed. Charisma is virtually 10 points lower than normal, even among close friends and family. All reaction checks register as hostile. 9 |Aura, Attraction| Aside from attracting the unwanted affection of everyone the accursed comes in contact with, the cursed individual might find himself in the middle of many an armed confrontation between two such creatures wanting the accursed’s attention. No 10|Blindness| Much like the spell of the same name, but this can’t be dispelled by any means other than a wish or remove major curse spell. A Cure blindness will not return sight. 11| Breathing, Air| Imagine its effects on a sea dweller, especially if the recently accursed is under water at the Time of effect. 12| Breathing, Water| Imagine its effects on a land dweller, especially if the recently accursed is on land at the Time of effect. 13| Conditional Petrification| If the cursed person does a certain act, he turns to stone. The caster decides which effect and the trigger. For example, the accursed might turn to stone if he is exposed to sunlight. Depending on the nature of the casting of the curse, the accursed may or may not know the nature of his problem. A stone to flesh dispels the effect of this curse, but not the curse itself. Also will the effect last only as long as the act or trigger is activated. 14 |Conditional Death| If the cursed person does a certain act, he dies. The caster decides which effect and the trigger. For example, the accursed might die if he is exposed to sunlight. Depending on the nature of the casting of the curse, the accursed may or may not know the nature of his problem. A raise dead(fully) dispels the effect of this curse, but not the curse itself. Also will the effect last only as long as the act or trigger is activated. 15| Confusion| Whenever the accursed comes under circumstances of extreme duress (which consequently, is often found while adventuring) he acts as if under the effect of a confusion spell. 16| Deafnes| Not being able to hear what s said, having to learn to read lips, and having to discover new ways to be ware of one’s surroundings are not stymie any adventurer. The inability to hear one’s own words (when unused to being deaf) creates a 25% chance of spell failure during casting. He is also easily surprised(95%) unless he is looking exactly in the direction someone is coming from( in which case he is surprised normally. 17| Deafening Voice| Every word that leaves the target’s mouth comes out deafening loud. A whisper sounds like ten men shouting, a yell like a flight of Dragons roaring. 18| Disfigurement| This is a serious deformation of the cursed person or creature’s body. 19| Gelatinous Form| Nearly every being, with the exception of the Tanar’ri Lord Jubilex and his contingent of Slimes and Oozes, agrees that it is a horrible fate to become a blob. Spellcasting and weapon use are all but impossible. 20| Growth| Being Giant-sized isn’t a problem? What if you’re a Halfling and suddenly the size of a Hill Giant? It is up to the caster whether a victim’s clothing and gear grow with him. 21| Deadly Halitosis| This atrocious case of bad breath has an effect equal to that of an Cloudkill effect. 22 |Insanity| Often confused with a simple Feeblemind spell, this curse is much more powerful. Any person attempting to remove the curse by any other means is also affected by the curse if they fail a Save vs. spells. One who successfully saves has a chance of becoming Confused as per spell of the same name. Of course, they are allowed a Save to prevent this. 23| Multiple Personalities| The cursed person might mistakenly assume that he is having bouts of temporary amnesia. Each of his 3d4 personalities has no knowledge of the other existence’s nor recollections of memories gained by them. A good player and DM may create different statistics for each personalities, but corporeal statistics(Str, Dex, Con, Com, are not affected of course, for this curse is mental. It is possible for having monstrous or sexual different characters. It can even be that the personalities are real, and the curse called them from Limbo. Then the curse can be only dispelled if each character’s personalities personal goals have been completed, or given up by that personality. 24| Muteness| This eliminates ability to cast spells that have verbal components. 25| Polymorph| This is another typical curse. Only a Wish or remove curse spell can return the character to normal; one can’t use a Polymorph Other spell to return the accursed to his original form. 26 |Shrinkage| This curse turns a man-sized person into a pixy-sized person 27| Touch, Chilling| The accursed person’s touch causes 1d10 damage of freezing damage. This can’t harm Undead or creatures immune to cold. While this can be used as a weapon, it causes problems in normal social interaction. Also will all liquids be frozen solid when touched. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curs effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 28| Touch, Flora Wilting| Often called the Druid’s Bane, this curse is sure to attract the hostile attention of nature lovers, Druids, and Forest Dwellers, and end any career plans in gardening or horticulture. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curse effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 29|Touch, Petrification| The accursed can turn Flesh to Stone by a simple touch. As with other touch curses the target of the spell has no control over whom is petrified by his touch. While this may seem a benefit in combat, it soon proves to be a curse. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curs effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 30| Touch, Poison| The accursed’s touch is instant Death. The creatures touched get a Save vs. Death Magic, but this is at a penalty of -4. Undead are not affected. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curs effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 31| Touch, Scorching| The accursed touch causes 1d10 points of flame damage and ignites combustibles. Unfortunately, the accursed’s clothing and equipment are not immune to the effects of the flames that envelop the victim’s hands. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curs effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 32|Touch, Shocking| The accursed’s grasp delivers a jolt of electricity to the person touched. This causes 1d10 damage. Combustibles on or in close proximity to the accursed are ignited. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curs effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 33| Touch, Withering| The accursed touch drains 1d10 years from those touched, unless saved vs. Death Magic at -5. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curse effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 34| Undeath| This is believed how Skeletal Warriors originated. This curse transforms the Target instantly into an Undead creature. He retains all Intelligence and former abilities. The accursed is under the caster’s control unless the caster doesn’t specify it as so or the caster dies. A Raise Dead reverses the curse. The accursed will be unable to function in day light, and all other effects , such as the target’s body beginning to decay or dissicate will happen as normal dead corpses. 35| Vulnerability| Superman’s bane was Kryptonite; what will the accursed’s be? It is up to the caster what single substance weakens and destroys the target creature. Water, Air and such materials can’t be used as such. 36| Weakness| Similar to the Minor Curse weariness, this is a much more potent spell. The Cursed character is unable to do anything for himself. Constant attention by another will be necessary for daily survival and necessities. 37| Withering| Regardless of how much is eaten or if Magical items are employed (such as a ring of Sustenance), the accursed continues to lose weight until he perishes from starvation.

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.
1| Triggered Antimagic| No magic of the sort starting the reaction will work on that character ever again. Thus if the above Fighter donned a ring of protection, no protection rings will ever work on the Fighter ever again. 2| Continued Antimagic| No magic of the sorts the character had at the moment of affecting him negatively will work on him ever again. Thus in the example of the same Fighter, he could never again use the magic of any of the weapons he wore at the moment of the of additional weapon magic use. He would still be able to use the weapons, but the magic inside would no longer affect him. Therefore he would be forced to use other magical weapons if he needs to continue to fight magical beasts. 3 |Magic Deprivation| Character needs magic to survive. If he does not use magical items accordingly he will die as if by starvation, like food. The Fighter above in this example would be forced to absorb the magic from protection devices at the rate of +1 each month. Starvation will start to affect him as if he refuses to eat. 4| Antimagic| No magic will ever work on the character ever again. This means the character becomes totally nullified for the sort of magic used. So when Elven magic was used he could never be affected by any natural magic at all. When it was Clerical, no Clerical spell from that (or allied) Immortal would affect the character. But he would still be able to use magic from similar magic from other origins like Elemental Magic, Radiance, Draconic, Beholder, or from other non-allied Immortals, etc. 5 |Wild Magic| Character becomes an area of wild magic. Thus always distorting all magic brought near to him. He would never be able to determine if an effect would be malign, benign, dissipating or special. This area would equal 1’ per magical bonus more than Hit dice the character had at the moment of effect. This effect would affect all magic brought in the area, even that of others. 6| Limbo Blockade| Character would be denied access to Limbo, thus making him or her a Ghost or similar Undead after he died. 7| Magic disturbance aura| The character would affect all magic on him. The effect would be the opposite effect the magic originally was. So a weapon +2 would become a weapon -2, a Fire Ball Spell would become somewhat like a ball of Air (the opposite Elemental effect), etc. Only Necromantic spells would not be affected as such. 8 |Magic increase aura| Character would magnify all magical effect in an area equal to the magic amount greater than his hit dice at the moment of effect by one Hit Dice Thus a 6th level Fireball would become a 7th level if the additional power would have been +1, and a +1 weapon would be +2 in the same area. A +1 effect spell would become +2 to all effects in the affected area. And so on. This area would equal 1’ per magical bonus more than Hit dice the character had at the moment of effect. This effect would affect all magic brought in the area, even that of others. 9 |Magic decrease aura| Character would Minimize all magical effect in an area equal to the magic amount greater than his hit dice at the moment of effect by one Hit Dice Thus a 6th level Fireball would become a 5th level if the additional power would have been +1, and a +1 weapon would be -1 in the same area. A +1 effect spell would become -1 to all effects in the affected area. And so on. This area would equal 1’ per magical bonus more than Hit dice the character had at the moment of effect. This effect would affect all magic brought in the area, even that of others. 10| magic explosion| The character would explode in an area equal to the magic amount greater than his hit dice at the moment of effect time 10 feet. All magic in the affected are would become nullified permanently (except artifacts) All creatures in the area would fall victim to the magical disruptive explosion (thus no protection would be enough except a Well worded Wish) of 10d8 for each of the magic amount greater than his hit dice at the moment of effect.
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Re: Magic

Post by Robin » Mon Dec 11, 2017 5:47 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

Post by Hugin » Mon Dec 11, 2017 8:37 pm

Awesome, Robin! Thanks for the Christmas wishes!

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Re: Magic

Post by Robin » Wed Dec 13, 2017 7:45 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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Re: Magic

Post by Robin » Wed Apr 11, 2018 6:13 pm

Another Glantrian Magical spell with an awesome use...and game effect...mimicking the old Dracula movies
I imagine this to be the major transportation device of Prince Morphail Gorevitch-Woszlany of Boldavia, Baron of Igorov, Viceroy of Tchernovodsk, or Prince Brannart McGregor of Klantyre, Viscount of Crownguard, Sir Boris Gorevitch-Woszlany, Baron Youri Ivanov of Palatinsk , Viscount Jadzia of Essuria (Denagoth), Baron Laszlo Wutyla of Mariksen, Baron Piotr-Grygory Timenko of Kutchevski...all of the secret Necromancer Craft.


Death Chariot created 964AC by a combined effort of several Necromancer Craft members.
7th level Necromantic Conjuration spell
Range: 25 feet
Duration; Special
Effect: Special
Saving Throw: None
Components: A bit of wood and a bone from a Horse and a Human
https://cdnb.artstation.com/p/assets/im ... 1490725001
Several Necromancers spent years researching a spell to Conjure a Chariot that resembles the legendary Death Chariot legends of several nations. They, must have cared for prestige and appearance—the Chariot doesn’t seem very useful, considering the substantial power required to cast it. The spell creates a black wooden Chariot with golden (or copper) adornments (normally used for transport of the dead to a graveyard or alike). At 10 feet long by 8 feet wide, the chariot holds three to four passengers inside and eventually one seated passenger next to the driver on top. An amount of 10.000cn of equipment could be taken on the Chariot (4000cn under the deck sheets at the back and 6000cn on top). The Chariot is driven by a seemingly alive human dressed in a dark cloak (Charisma 8). (A nonmagical driver may be included, but is not part of the spell). This darl cloaked character speaks seldom, knows nothing important (or doesn’t reveal any information) and even Divination spells will not reveal any information about this character or the journey, the Chariot or its creator. The only information the character reveals are questions like: “Are you-name character?”,” Enter, the master awaits!”, ”Hurry, there is not much time!”, “We have a long journey ahead!”, etc.. Its enchanted nature causes the craft to glow with a fearful Radiance most cultures find disconcerning and fearful.
The virtually indestructible Conjured Chariot moves over any area (except water, which it can’t cross) so smoothly that is always travels as if riding on a road (speed reductions only by slowing down, or weather implements, barriers, and such). If the caster wants the Chariot to drive continuously on maximum speed it will do so. The Chariot is pulled by 2 or 4 Black Stallions, Skeletal Horses, or Nightmares (caster’s choice). These creatures are Conjurations as the Chariot and will disappear when the spell ends. The Chariot will have a basic movement of 120’/40’ which can be increased by 10’ per level of the caster. The Chariot is impervious to any attack, except holy water (although 10 +1 dose per level of the caster are needed), which will instantly dispel it. The Chariot will cause an eerie cold fog to appear in a radius of 1 mile per level of the caster, where all creatures will become anxious in such a way, they are less easily surprised(-1). The Chariot makes normal sound when heard from outside the Chariot, and outside sounds will penetrate normally to within, but inside sounds will not leave the Chariot. This effect doesn’t affect the drivers seat or when any of the doors is opened.
The Chariot provides a luxurious and impressive way to be transported. A Vampire inside the Chariot doesn’t have to be fearful for the light of the sun, as long as he keeps the curtains closed, it will not penetrate to within. The curtains will not open accidentally, or by movements of the Chariot. This also provides a dark and restful place for any within. If they sleep in the Chariot, they will be so relaxed that they heal naturally at double the normal rate. The caster can choose to negate this effect of the Chariot, if he intends to do; then the characters will have such a bumpy ride, that they are exhausted when finally leaving the Chariot. Under these circumstances will no natural healing take place, and the characters will (even if they slept the whole time) not be able to rememorize any spells.
The Chariot has a duration of 2 days per level of the caster, or until it reached its final destination or until the second new moon, whichever is first. The driver knows this and will always be hasty and impatient. When the Chariot is expired it will seem to be fading away in the mists. When dispelled, while it is driving, all on and within will fall to the ground and take 1d20 points of damage from the fall and abrasions and must make 2 Constitution checks (modified by Dexterity bonuses and penalties) to see if they haveband how many broken bones. They will roll as many feet forward in the direction the Chariot went as the caster h of the Death Chariot has levels, and so can fall into a cliff, rock side, and so on, with further effects. This spell can be made permanent, but even then it will disappear after the normal duration has passed, but in this case will the chariot reappear when the caster ( and only he) concentrates for one round on the reappearance of the chariot.
Every time the chariot appears or disappears, a large cloud of eerie cold fog will also come into existence with a radiance of 100 yards per level of the caster and a sight of 100-1 yard per level of the caster, so it does obstruct sight, but not like that of a Fog Cloud spell. The fog is not completely opaque. The fog will remain in existence for 1 unit per level of the caster. A unit lasts 1 Turn while the sun is shining (this means the very moment direct sunlight comes forth), and will take 3 Turns at night or during full moon (including the preceding and following days). Example: a 30th level Necromancer could create a fog bank of 3000 yards with a sight of 70yards maximum, which lasts for a total of 30 time units. If he did cast the spell 3 hour before sunrise, (this is 3x6 is 18 Turns at night , then from sunrise 6 time units being 14 Turns ( 14 time units while the sun shines). Which indicates that the fog will last for a two hours and two turns into day time. The appearance if the Chariot will vary slighty by each caster,as such no two chariots are alike. The appearance can’t be changed ever once this spell is cast. As such each chariot can be recognized as to whom it belongs.
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Re: Magic

Post by Robin » Sun May 06, 2018 10:39 pm

Broom of Flying variants

Inspired by the variant Movies on Flying Brooms and their variations here a nice list. Enjoy

Brooms can have saddlebags, sadle blankets, holdings and handrests each of these adds 10% to the Price and weight, additional seatS double the price per seat, footholds add 50% of cost , both add 25% to the weight.
For more information on MF (Maneuvering Factor) see Dawn of the Emperors Boxed Set (Thyatis book page 27).
The following additional abilities work on special commands or automatically
Auto Sweep is that is is able to sweep a 10’area clean of dust, sand and othr minor loose debris in 1 Turn/10 square feet.
1 mile distance activation is that it can be summoned to fly on itself to or from(as commanded to a known place) user 1 mile distance
Protection from Norml Missiles, Invisibility or Blink; this is equal to the spell with the same name.
Master Broom can cause 3d4 slave brooms to follow in its same path. In open sky, they follow in a group, in narrow/confined areas in a single file.
Scroll of Shelter effect; as Scroll of Shelter, but only when Broom is not in flight, and standing up. When broom is no longer standing up, all inside will be expelled.
Create Atmosphere as the spell, works automatically in locations withput atmosphere.
A Void Broom can fly extra-ordinary speeds as suggested in Champions of Mystara Builders book page 33-35.
Home Tree Banch Brooms are indeed made from the top branches of Elven Home Trees
Various Brooms of Flying
Name Branch Broom
Stick Chaotic Branch
End Bound Twigs
Weight (cn) 45
FL (0-50% load) 150'/50'
FL (51-100% load) 75'/ 25'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 1800
Passengers 1
Average Buying cost (gp) 5000
Making Cost (gp) 3000
Durability (use in Hr) (1+1d4)x1000
Extra abilities (on Command) none
Name Oaken Branch
Stick Chaotic Oaken Branch
End Bound Twigs
Weight (cn) 50
FL (0-50% load) 180'/60'
FL (51-100% load) 90'/30'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 2000
Passengers 1
Average Buying cost (gp) 6000
Making Cost (gp) 4000
Durability (use in Hr) (1+1d4)x1500
Extra abilities (on Command) none
Name Home Tree Branch
Stick Chaotic Hometree Branch
End Bound Twigs
Weight (cn) 55
FL (0-50% load) 210'/70'
FL (51-100% load) 105'/35'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 2200
Passengers 1
Average Buying cost (gp) 25,000
Making Cost (gp) 16,500
Durability (use in Hr) (1+1d4)x10.000
Extra abilities (on Command) none
Name Elm Broom
Stick Straight Elm Stick
End Bound Twigs
Weight (cn) 50
FL (0-50% load) 180'/60'
FL (51-100% load) 90'/30'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 2000
Passengers 1
Average Buying cost (gp) 8000
Making Cost (gp) 4800
Durability (use in Hr) (1+1d4)x2000
Extra abilities (on Command) none
Name Improved Elm Broom
Stick Straight Elm Stick
End Bound Straw
Weight (cn) 50
FL (0-50% load) 240'/80'
FL (51-100% load) 120'/40'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 2000
Passengers 1
Average Buying cost (gp) 11,000
Making Cost (gp) 7260
Durability (use in Hr) (1+1d4)x2000
Extra abilities (on Command) Auto Sweep
Name Home Broom
Stick Straight Pine Stick
End Flat Bound Reeds
Weight (cn) 45
FL (0-50% load) 180'/60'
FL (51-100% load) 90'/30'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 2000
Passengers 1
Average Buying cost (gp) 12,000
Making Cost (gp) 8000
Durability (use in Hr) (1+1d4)x1000
Extra abilities (on Command) Auto Sweep
Name Standard Broom
Stick Various Shapes and Wooden Stick
End Bound Twigs/Straw
Weight (cn) 65
FL (0-50% load) 240'/80'
FL (51-100% load) 120'/40'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 4000
Passengers 1-2
Average Buying cost (gp) 10,000
Making Cost (gp) 6666
Durability (use in Hr) 4d4x1000
Extra abilities (on Command) none
Name Mages Broom
Stick "Straight" Branch (Various)
End Flat Bound Straw
Weight (cn) 50
FL (0-50% load) 240'/80'
FL (51-100% load) 270'/90'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 4000
Passengers 1-2
Average Buying cost (gp) 15,000
Making Cost (gp) 10,000
Durability (use in Hr) 4d4x1100
Extra abilities (on Command) 5% chance Invisibility
Name Witches Broom
Stick Chaotic Branch (various)
End Bound Weeping Willow Twigs
Weight (cn) 45-55
FL (0-50% load) 360'/120'
FL (51-100% load) 180'/60'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 4500
Passengers 1-2
Average Buying cost (gp) 20,000
Making Cost (gp) 13200
Durability (use in Hr) 4d4x1300
Extra abilities (on Command) 1 mile distance activation
Name Messenger Broom
Stick Straight Mahogany Stick
End Flat Bound Grab Grass Straw
Weight (cn) 75
FL (0-50% load) 360'/120'
FL (51-100% load) 180'/60'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 5000
Passengers 1
Average Buying cost (gp) 33,000
Making Cost (gp) 22,000
Durability (use in Hr) 4d10x1000
Extra abilities (on Command) Bag of Holding
Name Speed Broom
Stick Shaped Birch Stick with Seat & Foot Holds
End Shaped Bound Reeds
Weight (cn) 80
FL (0-50% load) 450'/150'
FL (51-100% load) 225"75'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 2000
Passengers 1
Average Buying cost (gp) 60,000
Making Cost (gp) 40,000
Durability (use in Hr) (1+1d4)x1000
Extra abilities (on Command) 5% chance Blink
Name High Speed Broom
Stick Shaped Birch Stick with Seat & Foot Holds
End Shaped Bound Reeds
Weight (cn) 90
FL (0-50% load) 480'/160'
FL (51-100% load) 240'/80'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 2000
Passengers 1
Average Buying cost (gp) 90,000
Making Cost (gp) 60,000
Durability (use in Hr) (1d4)x1000
Extra abilities (on Command) 25% chance Blink
Name Long Flight Broom
Stick Straight Willow Stick with Seat
End Flat Bound Straw
Weight (cn) 100
FL (0-50% load) 150'/50'
FL (51-100% load) 75'/ 25'
MF (0-50% load) 3A
MF (51-100% load) 5A
Max Load (cn incl passenger) 4000
Passengers 1-2
Average Buying cost (gp) 10,000
Making Cost (gp) 6666
Durability (use in Hr) 4d4x1000
Extra abilities (on Command) Alarm
Name Battle Broom
Stick Straight Beech Stick with Seat
End Bound Horse Hair
Weight (cn) 120
FL (0-50% load) 150'/50'
FL (51-100% load) 75'/ 25'
MF (0-50% load) 1/2A
MF (51-100% load) 1A
Max Load (cn incl passenger) 3500
Passengers 1-2
Average Buying cost (gp) 50,000
Making Cost (gp) 33,000
Durability (use in Hr) 4d4x1100
Extra abilities (on Command) Proection from Normal Missiles
Name Master Broom
Stick Straight Dragon Bone
End Bound Dragon Fibres
Weight (cn) 80
FL (0-50% load) 150'/50'
FL (51-100% load) 75'/ 25'
MF (0-50% load) 1A
MF (51-100% load) 3A
Max Load (cn incl passenger) 3000
Passengers 1
Average Buying cost (gp) 45,000
Making Cost (gp) 30,000
Durability (use in Hr) 4d4x1200
Extra abilities (on Command) Control over 3d4 Slave Brooms
Name Slave Broom
Stick Straight Dragon Bone
End Bound Reeds
Weight (cn) 65
FL (0-50% load) 150'/50'
FL (51-100% load) 75'/ 25'
MF (0-50% load) as Master
MF (51-100% load) as Master
Max Load (cn incl passenger) 2000
Passengers 1
Average Buying cost (gp) 5000
Making Cost (gp) 3000
Durability (use in Hr) 1d6x100
Extra abilities (on Command) no control
Name Travellers Broom
Stick Straight Willow Stick with Seat
End Flat Bound Straw
Weight (cn) 80
FL (0-50% load) 150'/50'
FL (51-100% load) 75'/ 25'
MF (0-50% load) 5A
MF (51-100% load) 5A
Max Load (cn incl passenger) 5000
Passengers 1-2
Average Buying cost (gp) 25,000
Making Cost (gp) 16,500
Durability (use in Hr) 2d6 x25.000
Extra abilities (on Command) Scroll of Shelter Effect
Name Void Broom
Stick Shaped Steel Stick (Covered) with Seat & Footholds
End Gold covered Steel Wires
Weight (cn) 150
FL (0-50% load) 150'/50' +special
FL (51-100% load) 75'/ 25' +special
MF (0-50% load) 3A (10A)
MF (51-100% load) 5A (10A)
Max Load (cn incl passenger) 6000
Passengers 1-2
Average Buying cost (gp) 100,000
Making Cost (gp) 66,666
Durability (use in Hr) 2d6x100.000
Extra abilities (on Command) Create Atmosphere
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Re: Magic

Post by Sturm » Mon May 07, 2018 9:13 am

Indeed Witches on Mystara :) Do you think the Belcadiz witches fly brooms? I do not recall if it is said in Gaz03.. Or we could have somewhere a community ruled by Witches like in Discworld (https://en.wikipedia.org/wiki/Witches_(Discworld).

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Re: Magic

Post by Robin » Mon May 07, 2018 1:24 pm

Indeed...And their origin lies much deeper than the Secret Craft of Witchcraft reveals. Witches originate from far before the Rain of Fire, before the magic in the world was affected by the Technomagic of the Aliens, They wielded magic from Nature, chaotic and violent, but also gentile and soothing. in effect they were the otherside of Nature-magic wieldr; Druids...who are more Lawful and about growth, and preservation....witches on the other hand , also feel the power of the storm, the magic of the Planet, the force of the planes, the energy of the celestial bodies...maybe only the witch truly knows how nature works.

As I suggested earlier, magic was affected (and thus altered by the radiance on a global level, but as the Radiance is slowly inevitable depleting, the effects of the Radiance become weaker and the natural unaffected magic will return (just like radiation; everything is affectec and altered, trying to survive, but after generations of the species and lots of time, more and more plants and animals return to an unaffected form--this is proven on test sites, and locations like Tsjernobyl---eventually the nature will resote itself).

I feel that it is the Witches (spread Worldwide and not only in Glantri) who slowly rediscover the original unaffected magic, which creeps into normal affected magic. As such I do think the destruction of the Radiance will not cause all magic races to die, but even they will eventually adapt (although many casualties will surely come to pass).

Belcadiz Witches on Brooms...yes I do think that, however there are several forms of Broom use; one out of Tradition using nonmagical brooms but using special ointments enabling to fly, and hence I created another ability belonging to their Secret Circle Crafts.

Brew flying ointment (2nd Circle): The witch may brew enough ointment per week for one human-sized individual to fly (as per the fly spell, only at 480’/160’ speed). The flying duration is 1d4 hours plus a number of turns equal to the witch’s level. The ointment must be smeared over the recipient’s unclothed body to work. The ointment stays functionable for 2 weeks in temperate climate, 4 weeks in cold, and 1d4 days in hot climates. On a roll of 01 on 1d100, the ointment will also give severe and hallucinations to the one covered with it, lasting as long as the ointment does. These hallucinations are very real, and may be able to place the victim in deadly circumstances. Only due immobilization and waiting the effects to wear off can the person be saved. Witches use this potion when they have no access to a Broom of Flying, but still use a non-magical broom out of tradition. To differentiate themselves from using a real Broom of Flying they place the non-magical broom backwards(stick forward, twigs backward) like commonly suggested to be used in witch folklore (seehttps://www.thesun.co.uk/fabulous/47728 ... ife-witch/)

I also think that harbouring their origin, connection with Nature, knowledge of magic, Baba Yaga existing as an Immortal (or Immortal-becoming), witches will have much more power in a political sense in Glantri (but also in other nations) than suggested in Gaz3


There is much on this topic, which will be revealed by me soon...I try to keep my own deadline...although lack of willing/able proofreaders delays it more than it should...however, I will continue, and reveal this soon.
In the meanwhile., i'll reveal interesting Tidbits and new stuff here ;) :mrgreen:
Enjoy the ride
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Re: Magic

Post by Robin » Sat Jun 30, 2018 1:20 pm

Scouring through Glantri, north of the Dependance building and Chamery (Located; 9 miles east of Les Hiboux, (about 70 miles NW of Glantri City).), I discovered something strange.

Just north of the garden is a 200’ diameter pond, within a 300’ to 350’ dish-shaped stone surface. This was a natural morene plate of stone, deposited here by the Glaciers aeons ago. It has been eroded over time by glaciers, and then exposed to the weather, but also by the usage of the following spell into its current dish-like shape. This area is used by mages to battle by mental strength. There is a single smooth indestructible lead containing granite boulder in the middle of the stone pond of 9655cn. Two sides of 25% of the pool are colored with magic; green and yellow.

Push------------------415 AC by Bartholomew De Groote
2nd level Conjuration spell
Range:------------------Touch
Duration;---------------Instantaneous
Effect:------------------Pushes 10.000cn 1d4+1 feet per level away
Saving Throw:---------None
Reading time----------6
Casting Time;---------4
This spell pushes any heavy but movable object, of a weight of up to 10.000cn (+1000cn per Physical Strength point) in the direction the caster implies. He must touch the object and move his hands 1’ in the opposite direction the object needs to be pushed. From this position a slowly (1feet/round) growing force will be created with a total length of (1d4+1’)+1’ per level of the caster, that will keep pushing until the total amount of material pushes is more than 10.000cn, or is obstructed by immovable objects. The caster can’t stop the pushing before the maximum length is reached except by making the total amount of pushed material heavier than 10.000cn or placing another Push spell directly opposite the first created. Any object pressed by two or more push spells or something immovable must save vs. Crushing blow each round the pushing functions, or break in several pieces.

If the object is a large and sturdy boulder of 5’ to 9’, casters of push spells can compete against eachother. One way to do this they all touch the boulder, cast and apply the spell as normal, mostly in another direction as the others. Each caster has to calculate his willpower (Int+wis+level) and his physical strength (Str+Con). The willpower is the amounts of rounds the oush spell can be sustained. The physical strength is used against the others. Roll a 1d20, add the Physical Strength of the caster. Do the same for the opponent; the higher number wins. For each additional opponent a penalty of 10% of the physical strength of the opponents is added who are perpendicular to the caster, and 25% for any who is diagonally opposed. And a 25% is substracted for any opponent within the 90 degrees angle of the caster. The loser is the one which the boulder comes towards. Thus is repeated until no opponents capable of casting another Push spell are available or one remains standing. This version is called Boulder Rugby.

The other way is a group game if up to 4 members gaming against another team. They all have memorized as much push spells as possible. They all try to get the boulder on the side of the other team (A 25% opposing side of the gaming area). The game lasts until no push spells can be cast.The winner is the one with the most boulders on the other side. This version is called Boulder Target.
In Glantri several of these arena game spots exist. Most are stone or sand beds, of 100’ to 250’ diameter, sometimes they are stone beds, or depressions with water. Keep in mind anyone becoming hit by a boulder will take 3d6 damage and 1d3 breaks (mostly in the legs—unless really falling awkwardly). There have been recorded deaths. Anyone desiring to attend is allowed to learn this spell beforehand. The skill spell combination is also handy to have more of these spells on hand.


Author; The Push spell is a by me adapted, adjusted altered to BECMI version of the AD&D2 spell Push, which was mentioned in the GKoM.
If you have any suggestions to improve this game idea...please tell..I do not know much on sports, and I like to improve this idea...It seemed really fun to me. And it is a 'harmless' way for mages to compete (accidents not withstanding ;) )
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Re: Magic

Post by Robin » Sun Jul 01, 2018 12:03 pm

As to the above suggested games based o the "push" spell; I really need some input.
so please help me out here.
Thans
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Re: Magic

Post by Robin » Tue Jul 31, 2018 1:56 pm

Ok
This was some heavy calculation...pfeww. :ugeek: :shock:
I had discovered by earlier post on the sizes of growth of the Radiance effects(viewtopic.php?f=3&t=15838#p178660) had some major flaws and missed all the necesarry input gained from Test of Darkness adventure in Glantri kingdom of Magic set.


buried 10.000feet (Gaz3/GkoM)
The exterior darkness radius (a) is located at -50 below ground=>10.000-50=9950’
And has not broken into other levels yet (ToD/GkoM 1013AC)
Diameter Darknes area; a=180’(ToD/GkoM map 1013AC)
Darkness attached to Sphere of Radiance (ToD/GkoM 1013AC)
(r-h)=9950’
Pythagoras=>a2+b2=c2 =>for 1013AC (r-h)2+a2=r2 =>99502+1802=r2
=> 99002500+32400= r2= 99034900….=> r= 9952
feet, making the shel 9952-9950=2’thick at the highest point
As the adventure ToD suggests a 6’ to 10’ coverage (between average PC height and room height, as they see only darkness), this means the calculation by the ToD artist was non existent or at least flawed; as the surface diameter would have been larger;
The most logical solution to this is that the radius of the affected area must be larger if the 6’ to 10’ would be correctly included into the formula.
There is also taken no consideration of an angle of the exterior border of the Darkness. As this is not clearly detailed in ToD, it is best to suggest there is an angle in the external surace of the darkness and the given perimeter on the map is at average PC eye height (5’), making the actual floor covering darkness at -50’ much larger.
Due this assumption we can say that the if external border of the darkness of the map is set at 9955 feet (9950’ floor +5’) keeping the same and the external diameter as the ToD map gives, then the top of the darkness is at 7’height being 2’higher.
99552+1802=r2 => 99102025+32400= r2=99134425…r=9957 feet, making the shell 9957-9955=2’thick at the highest point, which deems reasonable, and keeping at least the heads of all PC’s within the darkness. As external light (spells, torches)light does not penetrate the darkness, the PC’s could be within a few inches of the light they covet, not knowing this, until they finally exit the darkness, looking back (their lower body parts will thus be covered still in darkness, and anything higherwill stick out of it.
If we follow 9955 being the horizontal radius of the sphere of radiance as per ToD map, with now determined the top 7 height (h); Pythagoras=>a2+b2=c2 => r2 -(r-h)2 =a2…(r-h)=(9957-7)=9950
(r-h)2 -r2=a2 =>99572 -99502=a2=> 99134425 - 99002500=a2 = 363,22 feet diameter
. This thus would be the actual horizontal radius of Darkness at floor level.

If we now start adding 7’ for each Rad used we can calculate the growth of the sphere of radiance and its shell of darkness. This we add into the next large table.
In 1010AC the Shell of Darkness comes into existence at r=9900’ overlaying the current Sphere of Radiance, due its recent connection with the Sphere of Entropy, expanding with 7’each Rad used (instead expanding the Radiance Sphere which was connected to the Sphere of Energy). The Sphere of Radiance will thus remain the same size as long as Entropy is the connection to the Radiance.

The same we have to do for the Sphere of Power
Its surface radius here is 500 miles at 1000AC (gaz3), from the same centre and axis. As we do not know the size of growth of this effect, we have to estimate this based on the History of Glantri, its habit being near as possible to its source for higher ranking individuals, the growth of the inner sphere and logic. There is a fan-reference on Piazza suggesting that in 1014AC the distance is roughly 600 miles.

Summon Radiance and Call Upon Radiance.(Gaz3 page 77, GkoM page 118)
There is no logic in the Gaz3 suggestion of political ranking being linked to the Radiance and its effects. The system used in GkoM using the wizard’s power (aka level) seems much more logical. A political rank is normally based upon level, and political expertise, yet one also ealily being reduced in Rank (as we have seen in the character descriptions of both Gaz3 and GkoM). It well could be that the individual would be forced to live further away from Glantri (and thus the Radiance), yet this is not a effect of the political Rank, but more on distance. As such it would be indeed more logical to link the effects of these spells as per GkoM to the wizard’s Power level(8miles per level). As such do not use the spell descriptions of Gaz3 based on political ranking, but use GkoM descriptions instead. With one exception; Gaz3 notes the spell can be used from either the city OR the wizard’s receptable. This is very logical as the receptable would be used as a more or les direct conduit to the power of the Radiance. And would make the range of power of 500 miles also logical; 8 mile per level of the caster from either receptable or Glantri city. If we add these the maximum distance would be doubled keeping the receptable hidden on the perimeter of the distance of the city. A 36th level mage in 1013AC(GkoM time)would thus cover 36x8=288 miles distance from the city and 288 miles from his receptable, making the maximum distance 576 miles (almost similar to the fan suggestion of 600 miles). As Gaz3 gave 500 miles as the limit, there must have been a small, yet significant growth.
The increase of these ranges suggested over time due the increase in effects could thus best be related to this 8’ per level instead, trying to calculate
As 500 miles was set at 1000AC according Gaz3, And there was 3795 years before the Radiance was first used (3000BC to 795AC). With natural degredation the initial Radiance Sphere I have set at roughly 6400 feet radius.
The formula used here after; Total Rad drained x7,43099787685774=feet/rad)+6400 gives the Radiance Sphere radius in feet. If we see this growth in percentages and transport these to the Sphere of Power
1 mile=5280 feet
GKoM at 1014AC sets the 8’per level, and the fan’s suggestion was set at 1014ACof 600; we can assume the 8’per level in 1000AC would thus be varied per year instead. When connecting this to the amounts of available Rad in 1000AC and 1014AC, we will get the variant values progressing in time. All these are now in the table .

In effect we have several spherical ranges to mention; noted from inside to outside.
See cuttthrough ; https://www.deviantart.com/6inchnails/a ... -757157669
1 Deadly Range. Stretching away from the Radiance directly, however it is also blocked by natural Salt and metal bearing stone layers, affecting only the areas with a direct connection(area000). Within this radius you are fully subjected to the Wasting Disease as per The Wasting Disease. (Pink area on cut-through map). The higher areas (00, 0) are less affected, see there.
2 Radiance Sphere; This is the sphere which is created by the Radiance users. Each Rad used increases the Sphere radius by 7’ !!!
The initial Sphere Radius when the Radiance was discovered by the Immortals was 6400’ due leakage by damage/wear/atomic decay/etc, thus giving an initial surface power radius of 497 miles.
As of 1010 AC there was a surge of Radiance based energy causing the amount of Rad force drained by the Artifact of Rad to go from 218 to over 500 Rad causing a week of no magic. With the exchange of Entropy instead of Energy, this was set back to 471 Rad, meaning that over 200 Rad were removed by the Immortals. However, Radiance users continue to increase the Sphere radius with each use of the Radiance, when Energy becomes the source of power for the radiance again. The Sphere itself did not expand during the period 1010-1013AC, but the shell around it did, until the Radiance drained from Energy again. From that moment on the Sphere grows again and the shell remains constant in width.
3 Shell of Darkness; The Sphere Radius has a Shell of Entropic Darkness around itself reflecting the amount of rad drained while under influence of Entropy. As of 1013 AC it is noted that the Radiance draws on Energy again, which means that roughly 3 years Radiance users did increase the Sphere based on Entropy instead of Energy. Following the earlier estimates made on the Radiance (see table above) there was a total Radiance drain of 7 rad in this period. (There was a decline in use of Rad just after 1010AC, because the most frequent user and leader of the Brotherhood of the Radiance, Ettienne was removed or killed). These 7 rad were focused on Draining on the Sphere of Entropy instead Energy as per WotI, and thus these rad did create a Shell of Darkness around the Sphere Radius with a total thickness of 49’ in 1013AC, as each rad used increases the field by 7’ . This growth of the Shell of Darkness temporarily replaced the growth of the Sphere Radius. When later energy was used anew the Sphere radius expanded again as before with each rad used increasing it with 7’. The Shell of Darkness, however, remains always 49’ around the Sphere Radius as long the Sphere exists.
When the Shell of Darkness penetrates the surface, the Radiance Sphere will be a Shrouded Sphere. Due this we measure the affected surface area with a horizontal radius.
4 The Power Sphere; This is the Sphere that enables Radiance users to use the Radiance, either by their crystal or directly from the source (distance dependent on power level mage). See table.

Here the link to the calculations (as Piazza does not depict formulas as it should) The formulas in red above are displayed here in the text on the same location. important is the spherehead illustration depicting the locations of the formula descriptions
https://sta.sh/0yl7duprckt
Here the link to the readjusted table now with all new and corrected information
https://sta.sh/0q0lluu7nk8
The Red lettering is the alteration on the Chamber of Spheres by the Old One/Immortals in the end of 1009AC
The purple section is the period the Chamber of Spheres is connected to the Sphere of Entropy (instead the Sphere of Energy which it was originally).
During these years there is NO pyre of Flame in the Pyromancer Stronghold (see viewtopic.php?f=3&t=20115&p=217271#p217200)
Thereafter it will be almost as before
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Re: Magic

Post by Robin » Sun Sep 09, 2018 1:02 pm

continuing as from here; viewtopic.php?f=3&t=20277&p=219701#p219701
Sturm wrote:
Sun Sep 09, 2018 9:25 am
Yes the Idea Blackmoorian did not have Teleport would Indeed make their later age more interesting similar to the XIX century exploration age as it was my intention. Did we ever had a discussion about magic originally in Blackmoor and those brought later by Alphatians? Maybe in your Magic thread? It would be interesting to assume a variety of spells came from the Alphatians. Maybe the ones not working in the Hollow World?
That is something too indeed.
We actually have several Magical periods;
I coould assume the following
Early prehuman Magic (nature based) millions of years ago (these would include a variety of spells forgotten now, maybe all)Oldest Known Magic. Chaotic, balanced and organized variants exist. Currently (1000AC) only used by some Elves and other Forest Beings, unknowing of difference with normal magic after GRoF. Formerly used by Neanderthal, Barbarians, primitive Lizardmen. Before Blackmoor the ‘common’source of magic.
Early Human(oid) magic (Nature based) with the arrival of elves (these would include a wide variety of spells forgotten now, maybe some would still be included today in the standard RC list)
Evolved Magic (Elemental Plane or Elemental Sphere based) somewhere very shortly before Blackmoor (the DA series in blackmoor list several RC spells as they were new discoveries) this ntural magic was powerful enough to affect the FSS Beagle later millions of miles away. This would include Carnivex, Azcan magic
Low Radiance affected magic (following the crash of the USS Beagle, affecting all magic globally with its radiation), enabling magic to be used more easily, to be used by more people. This would be all existing magic from this moment on!!The threatening Carnivex magic must have created on radiance based magic, and also includes the same evolution into technomagic(as the illustration in the carnicex canon adventure reveals blacmoor like devices) and explains why these would have been expelled from the face of Mystara by the immortals). The immortals also devised the spells on the Hollow World to preserve nations and such somewhere in this period. so I think all spells/magic there would be dually affected; one by the immortals to prevent creatures leaving (any conjuring/summoning/transport spells), yet I am also more in your line Sturm, that the rest would reflect the uses known in this period
Technomagic (final decades before the GROF 3000BC) fusing magic and technology by Blackmoorians, elves, gnomes and dwarves. none of these magical forms survived beyond the GROF.
High Radiance affected magic (as the GROF blasted a global wasting disease, it further increased the yield people have to access magic (this is probably because the disease is Radiance based, like all magic is now affected by Radiance; radiance meets radiance= easier contact, and thus easier use).
Evolved Radiance affected magic; (Morgreth lizardkin empire 1 and 2 and Nithia) even 10th level spells are rumoured to have been created. immortals take action wiping away this knowledge
Alphatian magic (connected by the Nithians, taking refuge on Mystara bringing their own other-dimensional elemental based magic in 1000AC).This magic is still affected almost directly by the radiance, increasing the yield/number of Alphatian magic users.(the canon source slightly suggest the number of mages was less common, as canon DotE explained.) this would include all the spells from this set., and the analyze spell from RC amongst others as this is clearly created within this time.
Pure Radiance magic (from the moment Rad discovers the Nucleus of Spheres and uses it to become Immortal). use is limited yet still grows. This causes a depletion of effects in the Nucleus of Spheres. in this period. The various glantrian secret craft magic forms are discovered
Rediscovery of nature magical sources 1000AC to 1752AC (slowly decreasing radiance effects...almost no wasting disease, natural sources become slowly cleaner of radiance effects...(and thus somewhat harder to use/learn).Planet reactions to magic. near the end of this date other sources are discovered, more unaffected magic
1752AC Explosion of Nucleus of Spheres (ENS)as per Gaz 3. all radiance affected magic ceases to be. all other magic temporarily nullified, reactivating soon thereafter.After the ENS various new magic sources spring to life; like
Geomancy —unknown method of drawing magic from and into the planet. The caster have all volcanic spells from Dragon Magazine 265 Article Earthshaker and Earth Elementalists, and act more like Druids and Earth Elementalists combined. These would become the mages Dwarves enjoy as company. Other mages are unable to draw magic from this source, however will affect the SFP of a cell of the planet they are on with their magic.
Mana magic —unknown method of using natural (planetary) producing, altering or cleansing magic. This new source of magic is discovered in 1450AC; Mana, or better said magical energy from the planet itself; in effect a combination of Necromantic (on life), Druidic (on nature), and Elemental magic. The mage absorbs this magic by memorization and meditation on specific locations only and can release it later as a spell he knows…this makes them very adaptable as they store Mana as spell levels (with the same limitations as normal mages have spell levels and use the Spell Mixing Skill), and can cast any spell they know from it anytime they want, at the cost of the spells normal level.
Wells of Mana are created, and around it Mana temples
But there will also come to be Mana depleting sources, and even areas of anti-magic draining Mana completely. And several animals will adapt to these sources and feed on them; Mana Bugs, Mind Worms, and such will become a threat to Mana mages.
Mana mages may develop Detect Mana (2), Long Range Detect Mana(3), Mana Drain(4), Mana Transfer(5), Mana Shield(5) and Mana storage(4) spells. The name of these spells implies what they do. The number would be the amount of spell levels. The DM can develop these spells further, or I (or others) will display these and others later on Piazza. Other mages are unable to draw magic from this source, however they might use the Mana sources to become thus invigorates as having slept 8 full hours (thus enabling rememorizing spells).

In the end magic will be more diverse, no magic caster will be the same, and a natural chaotic order will come to be. Where magic is its natural thread of guidance. As it was before the FSS Beagle was affected by it and crash-landed on Mystara. Not only has the world healed the creatures on it too. Now it is up to the Sentient creatures, Immortals to make a life, and strive to use the magic as a source to go beyond life and attempt to become Immortal, or even beyond, in the fashion as it was intended. No longer exists the 5000 or so years of corruption of nature’s most powerful source of energy; Magic.



More on this will be revealed soon.. :ugeek: ;)
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