Subject: MYSTARA-L Digest - 14 Jun 2005 to 15 Jun 2005 (#2005-123) From: Automatic digest processor Date: 16/06/2005, 17:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 9 messages totalling 1160 lines in this issue. Topics of the day: 1. Sentient Races List Update - Geonids (2) 2. Warforged in Blackmoor? 3. Vedr. [MYSTARA] Radiant Shaman PrC 4. Radience/Blackmoor alternative theory (2) 5. Minor Spell - recovered (3) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.pandius.com To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ---------------------------------------------------------------------- Date: Wed, 15 Jun 2005 11:57:50 +0200 From: Altair IV Subject: Re: Sentient Races List Update - Geonids > These geonids were controlled by a group of Fire Giants. Fire Giants? That's really peculiar! I would have chosen Rock Giants instead! Do the references explain the reason why those Fire Giants were interested in controlling Geonids? Altair IV - the darkstar ------------------------------ Date: Wed, 15 Jun 2005 12:30:15 +0200 From: Giampaolo Agosta Subject: Re: Sentient Races List Update - Geonids Altair IV wrote: >> These geonids were controlled by a group of Fire Giants. > > Fire Giants? That's really peculiar! I would have chosen Rock Giants > instead! Do the references explain the reason why those Fire Giants were > interested in controlling Geonids? Indeed. DA3 says that the Fire Giants of Windhoek force the Geonids to trade their products (gems and ore) for "delicacies" that the Giants desire. It is also possible that part of the ore mined by the Geonids winds up into the Fire Giants forges as tribute. GP ------------------------------ Date: Wed, 15 Jun 2005 14:40:52 +0200 From: Havard Faanes Subject: Warforged in Blackmoor? Hi, I am considering using Eberron's Warforged in Blackmoor, and I am curious to what you think. I think this will satisfy the steampunk hungry among my players while still keeping Blackmoor relatively low-tech at this time. I am thinking about making the campaign jump in time every now and then introducing various eras of Blackmoor, but for now, the standard DAB era will be in focus. Possible sources for Warforged: * Regent of the Mines The Dwarves are already experimenting with various forms of steam tech and have created several Warforged during the last decade. * Blackmoor University The Scholars of Blackmoor university have still not figured out how their constructs developed sentience, but have created a few Warforged with the help of the Dwarves... * Egg of Coot The Egg is known to be a major manufacturer of magical devices, possibly even Warforged. The Egg clearly prefers Thralls to be used in its armies though... * The Ran of Ah Fooh There are rumours that the Ran himself may be an advanced form of Warforged himself created by the Egg. The Ran has created a large army, some believe it consists of Warforged, and Warforged have been seen near the Duchy of Ten. * Valley of the Ancients Quite a few Warforged have appeared not far from the Valley, posessing no memory of how they got there or how they were created. The source of these Warforged might indeed be the mysterious location known as the City of the Gods... Comments? Håvard ------------------------------ Date: Wed, 15 Jun 2005 14:52:45 +0200 From: Havard Faanes Subject: Vedr. [MYSTARA] Radiant Shaman PrC Cool conversion Libramus! This is one of the more useful things for any Mystara campaign, along with the other radiance stuff that you already did. I am wondering a bit about the Transcend Life Fore spell. Should there be an XP cost? Håvard --- Libramus skrev: > Hi all, > > Here's something I've been working on for several > months - a 3.5e > prestige class for the Radiant Shamans of the Shadow > Elves, and a new > spell selection of divine Radiance Magic. The PrC is > actually best > applied to the highest level Radiant Shamans; the > lower-level 'Radiant > Shamans' are simple clerics of Rafiel. > > A few design notes, and explanations of changes from > the GAZ13 material: > - The PrC requirements aren't set in stone ATM; they > currently require a > 12th-level minimum PC with at least one level of > cleric of Rafiel. (THe > 'Shadow Elf' domain is something pulled from the > Mystara 3E team's > files.) I considered requiring 'cast divine spells > of x level' as a > prereq, but decided against it; a Cle1/Exp11 who > wants only one level of > this PrC in order to be able to craft soul crystals > should feel free. So > should the druid who manages to acquire domain > access through divine > favor. Not to mention the interesting results > possible when a Mystic > Theurge character adopts this class... > - Soul Crystals, in this writeup, are treated as a > variant Pearl of > Power rather than a new magical item that holds 'x > number of souls'. I > see this as providing a clearer distinction between > Rafiel's gift of > Radiance manipulation and that of the Glantrian > mages; it also allows a > DM in a Shadow Elf campaign to provide a low-level > soul crystal to a > promising PC and have it see use. Backtracking to an > 'x number of souls' > system should be a simple rewrite for DMs who want > to stay closer to the > source material. > - The new Radiant Shaman spells are MUCH different > from the GAZ13 > material; the spells in GAZ13 were pretty much > carbon copies of the GAZ3 > stuff, which is IMHO boring, unfair and a cop-out. > I've created new > spells that IMHO are more suited for priests and > provide the Radiant > Shaman with a more unique flavor. > > Anyway, on to the writeup. Feel free to browse, > comment, and critique. > > ---- > Radiant Shaman Prestige Class: > > Hit Die: d6 > > Requirements: > - Concentration 15 ranks, Knowledge (Religion) 15 > ranks > - Access to the Shadow Elf spell domain > - Special: Must own a soul crystal of at least 5th > level or higher > > Class Skills: Appraise (Int), Concentration (Con), > Craft (Int), > Diplomacy (Cha), Heal (Wis), Knowledge (arcana) > (Int), Knowledge > (architecture and engineering) (Int), Knowledge > (religion) (Int), > Profession (Wis), Spellcraft (Int). 2+Int skill > points/level. > > Level BAB Fort Ref Will Abilities > 1 +0 +2 +0 +2 Craft Soul Crystal, Radiance > Invocation V, +1 level of > divine spellcasting class > 2 +1 +3 +0 +3 Radiance Invocation VI, +1 level of > divine spellcasting class > 3 +1 +3 +1 +3 Radiance Invocation VII, +1 level of > divine spellcasting class > 4 +2 +4 +1 +4 Radiance Invocation VIII, +1 level of > divine spellcasting > class > 5 +2 +4 +1 +4 Radiance Invocation IX, +1 level of > divine spellcasting class > > Weapon and Armor Proficiency: A Radiant Shaman gains > no additional > proficiency with any weapons or armor. > > Craft Soul Crystal: A Radiant Shaman may attune a > discovered soul > crystal, fully awakening its power to fuel divine > spells and the special > spells of the Radiant Shamans. Soul Crystals are > considered holy by all > shadow elves, and are never given to any member of > any other race. Most > never leave the Temple of Stars. > > An unattuned soul crystal seems to be an iridescent, > many-faceted > gemstone, of value between 100 and 5,000 gp but > otherwise unremarkable. > Once attuned by a Radiant Shaman, however, it > changes both in appearance > and function. A strange, multicolored inner glow > seems to spring from > the crystal's depths, constantly dancing through its > facets, and the > crystal becomes functionally identical to a _Pearl > of Power_ which can > only be used to recall divine spells. Soul crystals > are also often > necessary to assist in the casting of Radiance > invocations. > > Crafting a soul crystal is identical, in game terms, > to crafting any > other sort of magic item - the crafter identifies > the final power level > of the soul crystal, spends XP and gold relative to > the crystal's final > "market price", and spends time to attune the item. > The crystal's > intrinsic value is assumed to be part of the gp cost > in creating the > item in this case. If the crafter already possesses > a soul crystal, he > or she can count its value against the final > crafting cost; if not, > buying an appropriate soul crystal is subsumed into > the creation process. > > Soul crystals can never be exposed to the light of > the sun. Any crystal > touched by the sun's light crumbles to dust within > seconds. Even if > precautions are taken - such as only going > aboveground after nightfall, > or keeping the soul crystal in an enclosed container > - the crystal will > crumble within 1d4 hours. The powers of an attuned > crystal are instantly > suppressed as soon as its bearer travels to the > surface, as well. All > the above effects are applied if a soul crystal > leaves Mystara by any > means, unless the destination is an Outer Plane > aligned with the Sphere > of Energy. > > A radiant shaman wishing to advance in the prestige > class must craft or > otherwise acquire additional soul crystals. The > character must possess a > 6th-level soul crystal before acquiring his or her > third level in the > prestige class, and a 7th-level soul crystal before > acquiring his or her > fifth level in the prestige class. > > Radiance Invocation: In addition to the spells > available to a normal > divine caster, Radiant Shamans gain access to many > additional unique > spells. These spells are added to the character's > normal divine caster > list. One level of spells is added for each level > the character > possesses in the Radiant Shaman class. > > RADIANT SHAMAN SPELLS > > - 5th Level: > Crystalline Endurance: Grants fast healing to > bearers of soul crystals > Radiant Reverence: Affected character gains > defensive bonuses and > immunities, but cannot move or attack > Radiant Warding: Area-effect sanctuary that requires > Will saves for each > attack > Voice of the Shamans: Allows scrying/communication > through soul crystals > > - 6th Level: > Imbue Soul: Target gains temporary HP > Influence Soul: As Suggestion, but negates magical > bonuses to target's save > Magic Negation: Cancels or counterspells magic > spells and effects > Pattern of Souls: Pattern effect that causes fear > and nausea > Stone Tell: Talk to natural or worked stone > > - 7th Level: > Crystalline Blessing: Grants morale bonuses to > bearers of soul crystals > Radiant Glyph: Improved Glyph of Warding can damage > and fatigue intruders > Shield of Souls: Grants shield bonus to AC, > protection from Force effects > Soul Incarnation: Temporarily raise a target, with > no level loss > Soul's Reproach: Suppresses target's spell > resistance > > - 8th Level: > Radiant Barrier: Existing nonmagical wall gains > antimagic protection > Radiant Pattern: Pattern effect that > blinds/dominates and damages undead > Radiant Visage: Long-duration Change Self and > protection from magical > divination > Wisdom of the Ancestors: Gain +8 to skill checks or > use of one feat > > - 9th Level: > Crystalline Ward: Grants spell turning to bearers of > soul crystals > Greater Magic Negation: Cancels or counterspells > magic spells and effects > Radiant Wrath: Fire multiple energy blasts that can > hold and sicken > Transcend Life Force: Achieve immortality > > CRYSTALLINE ENDURANCE > Conjuration (Healing) > Level: Radiant Shaman 5 > Components: V, S, DF > Casting Time: 1 standard action > Range: 30 ft. > Area: 30 ft. emanation, centered on you > Duration: 1 round/level (D) > Saving Throw: Fort negates (harmless) > Spell Resistance: No > > This spell imbues soul crystals with the ability to > quickly heal their > bearers' wounds. Any character within the spell's > area of effect and > carrying an undischarged soul crystal gains fast > healing as a > supernatural ability. The number of hit points > healed per round is equal > to the soul crystal's level; if a character affected > by this spell is > carrying multiple soul crystals, the bearer can > choose which one to use > as the spell's focus. Use of this spell discharges > any soul crystal used > as a focus. > > RADIANT REVERENCE > Enchantment > Level: Radiant Shaman 5 > Components: V, DF > Casting Time: 1 standard action > Range: Touch > Target: 1 willing creature > Duration: 1 minute/level > > When you cast this spell, one willing creature > becomes imbued with a > deep sense of serenity and hope. This enchantment > grants the character a > +4 morale bonus to AC and saving throws, as well as > immunity to poison, > disease, fear and paralysis effects. A character > affected by this spell > cannot move or attack; doing so immediately ends the > spell effect. The > character can still cast defensive spells, aid > allies and take similar > actions. > > RADIANT WARDING > Abjuration > Level: Radiant Shaman 5 > Components: V, S, M, DF > Casting Time: 1 round > Range: Touch > Area: 40 ft. radius emanating from the touched point > Duration: 1 minute/level (D) > Saving Throw: Will negates > Spell Resistance: No > > This spell wards an area against enemies of your > faith. A character > hostile to your faith must make a Will save to enter > or pass through the > area affected by the spell. Any character attempting > to strike or > otherwise directly attack a member of your faith > inside the spell's > effect must make a Will save; if the save fails, the > character can't > follow through with the attack and that part of its > action is lost. > (This is similar to a Sanctuary spell effect, except > that a successful > save doesn't break the spell's effect and a failed > save doesn't bar the > character from making later attacks.) Area effect > spells centered within > the spell's effect also require a Will save to > follow through. > > A character within the ward's effect who attacks > enemies directly can be > attacked freely with weapons or targeted spells, > though area effect > spells and attempts to enter the warded space are > still limited. If the > caster of the Radiant Ward attacks an enemy, the > spell is immediately > broken. > > This spell can be linked to a Hallow effect. > > Material component: You scatter ground crystal dust > worth at least 200 > gp around the area to be warded. > > VOICE OF THE SHAMANS > Divination > Level: Radiant Shaman 5 > Components: V, S, F > Casting Time: 1 standard action > Range: You > Duration: 10 minutes/level (D) > > This spell allows you to speak with another Radiant > Shaman who bears a > soul crystal. The Shaman must be known to you, and > is aware of your > presence; words spoken by you will be heard as if > you were standing at a > distance of 5 ft., and their words will likewise be > heard by you. If you > cast this spell on a Shaman who has already cast or > been targeted by > this spell, you can speak to, and be spoken to, both > caster and target; > this potentially allows for huge communications > networks to be formed. > > If targeted on a Radiant Shaman who has had their > soul crystal stolen, > this spell allows you to target a scrying spell on > the thief as if you > possessed a body part from that character. In this > case, the thief does > not necessarily know of your action, and a > communication channel is not > established. > > Focus: A Soul Crystal. The crystal is not discharged > when the spell is > used, and does not need to be charged to be used as > a focus. > > IMBUE SOUL > Conjuration (Healing) > Level: Radiant Shaman 6 > Components: V, S, DF > Casting Time: 1 standard action > Range: Touch > Target: Creature touched > Duration: 1 minute/level (D) > Saving Throw: Fort negates (harmless) > Spell Resistance: Yes (harmless) > > You endow the creature touched with a bit of magical > lifeforce. The > character gains 10 temporary hit points per Radiant > Shaman level you > possess. > > INFLUENCE SOUL > Enchantment (Compulsion) [Language-Dependent, > Mind-Affecting] > Level: Radiant Shaman 6 > Components: V, DF > > You influence the actions of the target creature > with a short statement, > as per the Suggestion spell. Since this spell speaks > directly to the > target's soul and innermost desires, the target's > saving throw to negate > the effect is made without benefit of competence, > insight, luck or > resistance bonuses. > > NEGATE MAGIC > Abjuration > Level: Radiant Shaman 6 > > With this spell, you can use the energy of unborn > souls to disrupt > another's spellcasting or effects. This spell > functions as Dispel Magic, > except that the maximum caster level on your dispel > check is +20 instead > of +10. Additionally, if you attempt to use this > spell as a counterspell > against a spell of 6th level or lower, you are > automatically successful; > no dispel check is needed. > > PATTERN OF SOULS > Illusion (Pattern) [Mind-Affecting] > Level: Radiant Shaman 6 > Components: V, S, F > Casting Time: 1 standard action > Range: Close (25 ft. + 5 ft./2 levels) > Effect: Colorful lights in a 20 ft. radius spread > Duration: Concentration > Saving Throw: None > Spell Resistance: Yes > > You create an everchanging pattern of eerie, > spiritlike lights that > dance through the air, terrifying creatures within > the area of effect. > When you cast this spell, you must discharge a soul > crystal, of any > level. The crystal's power does not recall a spell, > but instead > increases the Pattern's power; the soul crystal's > level adds to your > caster level for the purpose of determining the > Pattern's strength and > ability to pierce spell resistance. > > The spell affects a total number of Hit Dice of > creatures equal to your > caster level (maximum 25). Creatures with the fewest > HD are affected > first; and, among creatures with equal HD, those who > are closest to the > spell’s point of origin are affected first. Hit Dice > that are not > sufficient to affect a creature are wasted. The > spell affects each > subject according to its Hit Dice. > - 9 or less: Nauseated for 1d6 rounds, then panicked > for 1d6 rounds. > - 10 or more: Panicked for 1d6 rounds. > Sightless creatures are not affected by Pattern of > Souls. > > Focus: A charged soul crystal. The crystal's power > is discharged as > described above. > > STONE TELL > Divination > Level: Radiant Shaman 6 > > You gain the ability to speak with stones, as per > the druid spell of the > same name. > > CRYSTALLINE BLESSING > Enchantment (Compulsion) [Mind-Affecting] > Level: Radiant Shaman 7 > Components: V, S, DF > Casting Time: 1 standard action > Range: 30 ft. > Area: 30 ft. emanation, centered on you > Duration: 1 min./level (D) > Saving Throw: Will negates (harmless) > Spell Resistance: No > > This spell imbues soul crystals with the ability to > enhance their > owners' performance in combat. Any character within > the spell's area of > effect and carrying an undischarged soul crystal > gains a morale bonus to > attack rolls, AC, and saves. The morale bonus is > dependent on the level > of the soul crystal - a base +1, with an additional > +1 bonus for every > three levels of the soul crystal. (A 1st-level soul > crystal would > therefore grant a +1 bonus; a 3rd-level soul crystal > +2, and a 9th-level > soul crystal +4.) If a character affected by this > spell is carrying > multiple soul crystals, the bearer can choose which > one to use as the > spell's focus. Use of this spell discharges any soul > crystal used as a > focus. > > RADIANT GLYPH > Abjuration > Level: Radiant Shaman 7 > > You create a more powerful version of a Glyph of > Warding. This spell > functions as a normal glyph, but with the following > changes: > - Blast Glyph: A blast glyph deals 1d6 force damage > per caster level > (maximum 15d6) to the intruder and all within 5 feet > of him or her. Each > affected character may make a Reflex save for half > damage, and must also > make a Fortitude save or be immediately fatigued. > Spell resistance > applies against this effect. > - Spell Glyph: You can store any harmful spell of > 7rd level or lower > that you know. All level-dependent features of the > spell are based on > your caster level at the time of casting the glyph. > If the spell has a > target, it targets the intruder. If the spell has an > area or an > amorphous effect the area or effect is centered on > the intruder. If the > spell summons creatures, they appear as close as > possible to the > intruder and attack. Saving throws and spell > resistance operate as > normal, except that the DC is based on the level of > the spell stored in > the glyph. > - Trap Glyph: When this glyph is triggered, the > intruder and all within > 5 feet of him or her must make a Will save or be > paralyzed for 1 hour, > as well as cursed to suffer a -4 penalty on attack > rolls, saves, ability > checks and skill checks. An alarm effect also > immediately alerts you > when this glyph is triggered. > > SHIELD OF SOULS > Abjuration [Force] > Level: Radiant Shaman 7 > Components: V, DF > Casting Time: 1 standard action > Range: Touch > Target: Creature touched > Duration: 1 round/level (D) > Saving Throw: Will negates (harmless) > Spell Resistance: Yes (harmless) > > A ghostly, tower shield-sized force barrier appears > in front of the > affected character, providing a +8 shield bonus to > AC and negating > damage from all types of force effects. Since this > is a force effect, > the bonus applies against incorporeal attacks. The > shield of souls has > no armor check penalty or arcane spell failure > chance, and cannot be > used for cover. > > SOUL INCARNATION > Conjuration (Healing) > Level: Radiant Shaman 7 > Components: V, S, F > Casting Time: 1 minute > Range: Touch > Target: Dead creature touched > Duration: See text > > This spell functions like Raise Dead, save that no > level or Con loss > occurs and the effect is only temporary. When you > cast this spell, you > discharge a soul crystal of at least 3rd level; the > subject of the spell > is raised from the dead for 1 hour per power level > of the soul crystal. > At the end of this time, the character's soul > departs once again; if the > character is killed before the spell's duration > ends, the soul is lost > and nothing less than a Miracle or Wish can return > the character to life. > > SOUL'S REPROACH > Necromancy > Level: Radiant Shaman 7 > Components: V, S, DF > Casting Time: 1 standard action > Range: Close (25 ft. + 5 ft./2 levels) > Target: One creature > Duration: 1 round/level (D) > Saving Throw: No > Spell Resistance: Yes > > You fire an ephemeral, multicolored beam at the > target. If you succeed > in a ranged touch attack, the target creature' spell > resistance is > suppressed for the duration of the spell. > > RADIANT BARRIER > Abjuration > Level: Radiant Shaman 8 > Components: V, S, DF > Casting Time: 1 round > Range: Close (25 ft. + 5 ft./2 levels) > Target: Part of one wall or other inanimate object, > maximum of one > 10-ft. cube/caster level > Duration: 1 minute/level (D) > Saving Throw: None (object) > Spell Resistance: Yes (see text) > > You enclose part or all of a single wall, building > or other inanimate > object or structure within a softly glowing field > which hovers just > above the object's surface. This field permeates the > object with > antimagic, making it immune to most magical effects, > including spells, > spell-like abilities and supernatural abilities. > Existing magical > effects on the object are suppressed, as do new > effects which attempt to > affect or interact with the object. All normal rules > and conditions of > an Antimagic Field apply. > > The maximum area you can affect with this spell is > one 10-ft. cube per > caster level. If you target this spell on an object > or structure larger > than this, only part of the structure is enclosed > within the barrier; > you may shape the spell as desired, as long as the > entire spell is > contiguous. You can target a large structure with > two or more castings > of this spell; the spell effects merge seamlessly. > This spell affects > only the object or structure itself; spaces within > the object, or > portals opened within a wall, are not enclosed in > the antimagic effect. > > RADIANT PATTERN > Illusion (Pattern) [Mind-Affecting] > Level: Radiant Shaman 8 > Components: V, S, F > Casting Time: 1 standard action > Range: Close (25 ft. + 5 ft./2 levels) > Effect: Colorful lights in a 20 ft. radius spread > Duration: Concentration > Saving Throw: None > Spell Resistance: Yes > > You create an everchanging pattern of majestic, > multicolored light that > almost seems to evoke the direct power of the > Immortals. This effect > both blinds and awes When you cast this spell, you > must discharge a soul > crystal, of any level. The crystal's power does not > recall a spell, but > instead increases the Pattern's power; the soul > crystal's level adds to > your caster level for the purpose of determining the > Pattern's strength > and ability to pierce spell resistance. > > The spell affects a total number of Hit Dice of > living creatures equal > to your caster level (maximum 30). Creatures with > the fewest HD are > affected first; and, among creatures with equal HD, > those who are > closest to the spell’s point of origin are affected > first. Hit Dice that > are not sufficient to affect a creature are wasted. > The spell affects > each subject according to its Hit Dice. > - 7 or less: Blinded for 2d6 rounds and compelled > (by you) for 2d6 > turns. Compelled creatures will remain in place, > taking no action, until > they receive orders from you or the effect expires. > - 8 or more: Blinded for 2d6 rounds. > Sightless living creatures are not affected by > Pattern of Souls. If any > undead creature is present in the spell's area of > effect, they take 2d6 > sacred damage for each round they remain within the > area of effect. This > does not reduce the number of HD that can be > affected by the blinding > and compulsion effect of the spell, and can continue > to take effect from > round to round. > > Focus: A charged soul crystal. The crystal's power > is discharged as > described above. > > RADIANT VISAGE > Illusion (Glamer) > Level: Radiant Shaman 8 > Components: V, S, F > Casting Time: 1 round > Range: Touch > Target: Creature touched > Duration: See text > Saving Throw: Will negates (harmless) > Spell Resistance: Yes (harmless) > > You create a glamer that surrounds the target, > providing all the bonuses > of both Disguise Self and Nondetection. In addition, > the target receives > a +8 bonus to saves against effects that attempt to > read her thoughts or > reveal lies that she speaks. When you cast this > spell, you must > discharge a soul crystal, of any level; the glamer > persists for one day > per power level of the crystal. > > Focus: A charged soul crystal. The crystal's power > is discharged as > described above. > > WISDOM OF THE ANCESTORS > Transmutation > Level: Radiant Shaman 8 > Components: V, S, M, DF > Casting Time: 1 round > Range: Personal > Target: You > Duration: 1 minute/level > > You tap the spirit knowledge of a long-dead shadow > elf, gaining > near-superhuman skill in a single area. You may > choose to either gain a > +8 competence bonus to three skills of your choice > for the duration of > the spell, or else gain the special benefits of any > one feat for the > spell's duration. You may choose any feat allowed in > the campaign for > purposes of this spell, even if you don't normally > meet its requirements. > > Material Component: A special (nonmagical) potion > concoction, made of > slug milk, lermon, and holy water; preparing this > potion costs 100 gp. > > CRYSTALLINE WARD > Abjuration > Level: Radiant Shaman 9 > Components: V, S, DF > Casting Time: 1 standard action > Range: 30 ft. > Area: 30 ft. emanation, centered on you > Duration: 1 round/level (D) > Saving Throw: Fort negates (harmless) > Spell Resistance: No > > This spell imbues soul crystals with the ability to > quickly heal their > bearers' wounds. Any character within the spell's > area of effect and > carrying an undischarged soul crystal gains fast > healing as a > supernatural ability. The number of hit points > healed per round is equal > to the soul crystal's level; if a character affected > by this spell is > carrying multiple soul crystals, the bearer can > choose which one to use > as the spell's focus. Use of this spell discharges > any soul crystal used > as a focus. > > Focus: A charged soul crystal. The crystal's power > is discharged as > described above. > > GREATER NEGATE MAGIC > Abjuration > Level: Radiant Shaman 9 > > With this spell, you can use the energy of unborn > souls to disrupt > another's spellcasting or effects. This spell > functions as Dispel Magic, > except that the maximum caster level on your dispel > check is +30 instead > of +10. Additionally, if you attempt to use this > spell as a counterspell > against a spell of 9th level or lower, you are > automatically successful; > no dispel check is needed. > > RADIANT WRATH > Evocation [Force] > Level: Radiant Shaman 9 > Components: V, S, F > Casting Time: 1 standard action > Range: Medium (100 ft + 10 ft/level) > Effect: See text > Duration: 1 minute/level > Saving Throw: Fortitude partial > Spell Resistance: Yes > > You gain the ability to fire blasts of radiant > energy at your foes. When > you cast this spell, you must discharge a soul > crystal; you may fire one > blast for every level that the soul crystal > possesses. You fire a > maximum of one blast per round, as a standard > action; you may choose not > to fire a blast on a given round if you choose. > > To target an enemy with this spell, make a ranged > touch attack. Success > deals 10d6 damage to the target; the target must > also make a Fortitude > save or be both sickened and paralyzed for 1 > round/caster level. > > TRANSCEND LIFE FORCE > Universal > Level: Radiant Shaman 9 > Components: V, S, F > Casting Time: 10 minutes > Range: Personal > Target: You > Duration: Instantaneous > > This powerful spell allows you to attempt to achieve > Immortality under > the patronship of Rafiel. This spell basically > functions as a plot > point; your DM will determine exactly what quests, > favors, and other > conditions apply for this spell to succeed. > > Focus: A 9th-level Soul Crystal, which is discharged > when casting this > spell. If a quest or trial is required to achieve > Immortality, the soul > crystal will remain discharged until the trial is > complete. > > ******************************************************************** > The Other Worlds Homepage: > http://www.wizards.com/dnd/OtherWorlds.asp > The Mystara Homepage: http://www.pandius.com > To unsubscribe, send email to > LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. > ------------------------------ Date: Wed, 15 Jun 2005 14:59:40 +0200 From: Havard Faanes Subject: Re: Radience/Blackmoor alternative theory Forgot to reply to this one... --- Steven Carter : > IMC instead of a starship the Beagle was an enormous > magical, > space-travelling castle such as from Elfquest. I > never got around to > fleshing out the Blackmoor campaign because I never > got the DA series. > But like a lot of people seem to gravitate toward, > Blackmoor's > technology was steam punk. Cool idea. I was always partial to ElfQuest, and there already is a presidence for using EQ stuff with Mystara... ;) > I really like your idea of a god falling though. I suspect, reading the part about Hadeen when I first got the ZGG BM book may have subconciously influenced me, or perhaps just the name City of the Gods. Instead of a castle though, I'm having it be the petrified body of the god, gigantic and terrifying with just the head and the hands sticking up from the sand. The body can be entered, as a dungeon, and is permeated with magic, especially the heart which is still a radient ball of energy. > I think, that if I ever get around to doing the DA > Blackmoor series, > I'll make it that it was the castle of a defeated > god/Immortal that > crashed. Probably tie it into Spelljammer and > Eberron. Am I allowed to > use that word here? I used to hate it because noone > brought back > Mystara instead but there's lots of useful material > to cannibalize. :D I'm on the "Stealing from Eberron" bandwagon myself. I am reading through the Sourcebook these days and there is just so much stuff to borrow there. I use alot of spelljammer stuff too, although my PCs will never go into Space so its more of a pet project in the background than having much effect on the campaign... ------------------------------ Date: Wed, 15 Jun 2005 15:03:54 +0200 From: Havard Faanes Subject: Re: Radience/Blackmoor alternative theory --- George Hrabovsky skrev: > I tend to use technomancy as the basis for such > "technology." I have the > tech operate as normal, but it must be powered by > magic (similar to the > gnomish flying machines from Serrain). I will probably use Technomancy for Blackmoors technology aswell. But for the spaceship I'm going an even more weird sollution. I see the God (Hadeem) sort of like Hephaestos who brought fire to mankind in greek myth. Hadeem is dead, but his powers are still transferred to mortals who use them to develop technomancy. > Thus a beam weapon is powered by lightning bolt > spells (2 1d10 shots per > spell). > > A fighter equipped with shields, beam weapons, and > twin engines would > require a fire elemental for each engine, protective > spells (each level > provides one point of shielding), beam weapons > require a level of attack > spell for every hundred feet of range and d10 of > damage (10 levels of attack > spells would give 1000 feet in range, and another 10 > levels would give 10d10 > of damage). Cool stuff. Even though I wont use this for the Beagle, I might very well use it for Blackmoor's later space ships. Håvard ------------------------------ Date: Wed, 15 Jun 2005 06:01:56 -0700 From: Geoff Gander Subject: Minor Spell - recovered While cleaning up some old papers, I came across a sheaf of campaign notes from my old campaign. Out of nostalgia, I leafed through them, and found the following spell jotted down on a small piece of notepaper. Obviously, I must have created it on the fly for one of my players (a couple of whom often pestered me to add to their spell repertoires). Be careful what you wish for, I always say (some people thought I had a mean streak...). Anyhow, please enjoy, and I'll see if I have other tidbits I can share: Transmute Butter to Lemon Custard* Level: 1 Range: Touch Duration: Permanent Effect: Transmutes up to 10 cn. of butter into up to 10 cn. of lemon custard. When cast, this spell allows the caster to transform butter into an equal quantity of lemon custard. The reverse of this spell, transmute lemon custard to butter, allows the caster to perform the opposite. Geoff ------------------------------ Date: Wed, 15 Jun 2005 16:18:34 +0200 From: Altair IV Subject: Minor Spell - recovered I don't know exactly what "lemon custard" is, but this Spell really deserves a great consideration. I think someone like Rincewind would appreciate it a lot! :) Altair IV - the darkstar ------------------------------ Date: Wed, 15 Jun 2005 23:01:48 -0700 From: Chris Cherrington Subject: Re: Minor Spell - recovered Wow, this sounds like one of the spells my Chef Character would create. Only thing is, butter is the more expensive product, although less ingredients and time needed to create. ------------------------------ End of MYSTARA-L Digest - 14 Jun 2005 to 15 Jun 2005 (#2005-123) ****************************************************************