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Kitira Gildragon
Learned Scribe
 
USA
191 Posts |
Posted - 28 Nov 2002 : 22:29:45
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I found a description on the net for a few spells. some of them were used in Baldur's Gate and I'm familiar with them - but there were a few I'm not. Are the following true 3e spells or no? If yes, about how long is the duration for each; and for you DMs, have you used them in a campaign?
Forcecage Permanency Seret Page Illusory script Reverse Gravity Temporal Stasis Soul Bind
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-Space for rent- |
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Bellua Aeneus Lacerta
Senior Scribe
  
USA
428 Posts |
Posted - 28 Nov 2002 : 22:44:45
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Forcecage-2 hours per level Permanency-Permanent Seret Page-Permanent Illusory script-1 day per level Reverse Gravity-1 round per level Temporal Stasis-Permanent Soul Bind-Permanent
Yes-They're 3E spells. |
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Andion Isurand
Acolyte
3 Posts |
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Bookwyrm
Great Reader
    
USA
4740 Posts |
Posted - 24 Jun 2003 : 05:39:36
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Actually, permanency is listed as permanent. Same difference, though. |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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Bookwyrm
Great Reader
    
USA
4740 Posts |
Posted - 24 Jun 2003 : 06:35:51
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The following is excerpted from the d20 Spell Compendium. Hopefully I'm allowed to do this.
Forcecage Evocation [Force] Level: Sor/Wiz 7 Components: V, S, M (see text) Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube) Duration: 2 hours/level Saving Throw: None Spell Resistance: No
This powerful spell brings into being an immobile cubical prison with bars or solid walls of force (your choice).
Creatures within the area are caught and contained unless they are too big to fit inside or can pass through the slits in the barred cage. All spells and breath weapons can pass through the gaps in the bars. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force spell, the forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.
Barred Cage: The barred cage is a 20-foot cube with bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between the bars.
Windowless Cell: The cell is a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.
Material Component: The spell needs no material component at the time of casting, but you must have 1,500 gp worth of ruby dust to prepare the spell. Upon completing preparations, you toss the dust into the air and it disappears, leaving only the verbal and somatic components to be provided at the time of casting.
Illusory Script Illusion (Phantasm) [Mind-Affecting] Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 minute or longer (see text) Range: Touch Target: One touched object weighing no more than 10 lb. Duration: 1 day/level Saving Throw: Will negates (see text) Spell Resistance: Yes
You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magic writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s completely unintelligible to any other character, although an illusionist recognizes it as illusory script.
Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include Close the book and leave, Forget the existence of the book, and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.
The casting time depends on how long a message you wish to write, but it is always at least 1 minute.
Material Component: A lead-based ink (cost of not less than 50 gp).
Permanency Universal Level: Sor/Wiz 5 Components: V, S, XP Casting Time: 2 rounds Range: See text Target, Effect, or Area: See text Duration: Permanent (see text) Saving Throw: None Spell Resistance: No
This spell makes certain other spells permanent. Depending on the spell, you must be at least a minimum level and must expend a number of XP.
You can make these spells permanent in regard to yourself:
Spell ------------------------- Min. Level -- XP Cost Arcane sight ------------------------ 11th - 1,500 XP Comprehend Languages ----------------- 9th --- 500 XP Darkvision -------------------------- 10th - 1,000 XP Detect magic ------------------------- 9th --- 500 XP Protection from arrows -------------- 11th - 1,500 XP Read magic --------------------------- 9th --- 500 XP See invisibility -------------------- 10th - 1,000 XP Tongues ----------------------------- 11th - 1,500 XP
You cast the desired spell and then follow it with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of greater level than you were when you cast the spell.
In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate):
Spell ------------------------- Min. Level -- XP Cost Enhance familiar -------------------- 11th - 1,500 XP Enlarge ------------------------------ 9th --- 500 XP Fortify familiar -------------------- 12th - 2,000 XP Magic Fang --------------------------- 9th --- 500 XP Resistance --------------------------- 9th --- 250 XP
Additionally, the following spells can be cast upon objects or areas only and rendered permanent:
Spell ------------------------- Min. Level -- XP Cost Alarm -------------------------------- 9th --- 500 XP Dancing lights ----------------------- 9th --- 500 XP Dimensional lock -------------------- 16th - 4,000 XP Familiar pocket --------------------- 10th - 1,000 XP Ghost sound -------------------------- 9th --- 500 XP Gust of wind ------------------------ 11th - 1,500 XP Invisibility ------------------------ 10th - 1,000 XP Magic mouth ------------------------- 10th - 1,000 XP Mordenkainen's Private Sanctum ------ 13th - 2,500 XP Otiluke's Dispelling Screen --------- 12th - 2,000 XP Otiluke's Greater Dispelling Screen - 15th - 3,500 XP Phase Door -------------------------- 15th - 3,500 XP Prismatic Sphere -------------------- 17th - 4,500 XP Shrink item ------------------------- 11th - 1,500 XP Solid fog --------------------------- 12th - 2,000 XP Spiritwall -------------------------- 13th - 2,500 XP Stinking cloud ---------------------- 11th - 1,500 XP Symbol ------------------------------ 16th - 4,000 XP Teleportation circle ---------------- 17th - 4,500 XP Wall of fire ------------------------ 12th - 2,000 XP Wall of force ----------------------- 13th - 2,500 XP Web --------------------------------- 10th - 1,000 XP
Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal. The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell (see the Dungeon Master’s Guide). If the DM has already determined that the application is not possible, the research automatically fails. Note that you never learn what is possible except by the success or failure of your research.
XP Cost: See tables above.
Reverse Gravity Transmutation Level: Drd 8, Sor/Wiz 7 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Up to one 10-ft. cube/2 levels (S) Duration: 1 round/level (D) Saving Throw: None (see text) Spell Resistance: No
This spell reverses gravity in the spell’s area, causing all unattached objects and creatures within it to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.
Provided there's something for them to hold onto, creatures caught in the area can attempt Reflex saves to secure themselves when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.
Arcane Material Components: A lodestone and iron filings.
Secret Page Transmutation Level: Sor/Wiz 3 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: Page touched, up to 3 sq. ft. in size Duration: Permanent Saving Throw: None Spell Resistance: No
Secret page alters the actual contents of a page so that they appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be changed to show a ledger page or even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page.
A comprehend languages spell alone cannot reveal the secret page's contents. You are able to reveal the original contents by speaking a special word, perusing the actual page, and then returning it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. Secret page can be dispelled, and the hidden writings can be destroyed by means of an erase spell.
Material Components: Powdered herring scales and will-o.-wisp essence.
Soul Bind Necromancy Level: Clr 9, Sor/Wiz 9 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: Corpse Duration: Permanent Saving Throw: Will negates Spell Resistance: No
You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).
Focus: A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While characters have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as characters advance.)
Temporal Stasis Transmutation Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: Permanent Saving Throw: None Spell Resistance: Yes
You must succeed at a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed by a successful dispel magic spell.
Material Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp. |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
Edited by - Bookwyrm on 24 Jun 2003 06:37:03 |
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