Spells and Spellbooks - Houserules

Новые, пересмотренные и измененные заклинания а также книги заклинаний



Learning New Spells

  A mage gains access to new spells in one of two ways: he can either research them or he can study spells that he finds. Either of these approaches allow him to understand the spell in question.  

Researching Spells

  Automatic Research: As mages advance through their levels, they are assumed to constantly be researching, studying, experimenting and discovering or awakening new magical techniques and understandings. These form a body of ongoing "research". At each level, a mage may add 2 new spells to his spellbook.   These spells must come from the list of common spells, or from spells whose formulae the wizard has had a chance to read but not copy.   There is no cost to scribe these spells.   Additional Research: In addition to the normal, ongoing but painstakingly slow research that goes on for most wizards, others also maintain more immediate research projects, as detailed in the Downtime page.   Once A Spell is Learned: Once a spell has been successfully researched, it must be immediately scrivened into a spellbook to be prepared.   Even if this doesn't happen immediately, the insights and notes are there: they just have to be set down and codified into something useful.   If more than a week passes between successfully researching the spell and writing down, the mage must make an Intelligence check (DC 5 + 1 per week that has passed) and the amount of time needed to scribe the spell. Failure on this roll results in wasted time, and 1d6gp worth of wasted scrivening materials.  

Copying A Spell

  The other way to learn new spells is to copy and already-finished formula, whether one that is written out in another mage's spellbook or one that has been imbued onto a spell scroll.   Another's Spell Book: Whether a mentor's spellbook lent for the purpose of copying, or an enemy's taken as a trophy of war, a mage may copy a spell out of another spellbook.   This process takes a number of hours equal to the level of the spell in question.   Once this time passes, the mage now knows the spell as though he'd just successfully finished researching it, and can move on to scrivening it in his spellbook.   This spell need not be scrivened into the mage's spellbook. If he continues to have access to the written form of the spell he studied already, he may simply prepare the spell from that book, rather than also add it to his own.   This is the reason so many mages collect the spellbooks of their foes and end up with vast libraries: it is expensive to both scribe spells, so it is often easier (and cheaper) to simply keep the other spellbook on hand to learn from.   Many mages will consolidate the best of their trophies' contents into singular traveling spellbooks and the like sometimes.   Spell Scroll: Perhaps the easiest of the methods, it literally takes only a single round and no materials in order to divine the formula of a spell from a spell scroll on which it is written.   Using this method does consume the spell scroll as though its spell had been cast, however.   The downside is that there is no room for lolly-gagging - the mage must immediately scribe it into his spellbook. If even an hour passes between the reading of the scroll and the beginning of the scrivening, the spell is lost.  

Scrivening New Spells

  By whatever method is used, once a spell is understood by a mage, he may now copy it into his spellbook.   No roll is involved to do so.   This takes one hour per level of the spell to be added. (Note that if copying another's spellbook, the hours spent experimenting during that process count as time towards this total.)   This requires the expenditure of 25gp per level of the spell to be added.   Once both these requirements have been met, the spell is added to the character's spellbook.   A newly added spell takes up a number of pages in a text equal to 1d4+level of the spell in pages.   This is halved if the spell is being scribed into a folio, or doubled if being scribed into an octavo.  

Spellbook Types & Costs


Spellbook Costs

  These prices provide the Base Cost referred to below   Blank Spellbook, Quarto (Standard; 12" x 9.5"), sold in signatures of 8 pages, at a cost of 6gp per signature. (Minimum 2 signatures • Maximum 37 signatures)   16 pages (2 signatures): 12 gp   40 pages (5 signatures): 30 gp   80 pages (10 signatures): 60 gp   200 pages (25 signatures): 150 gp   296 pages (37 signatures): 220 gp   Blank Spellbook, Octavo (Traveling; 9" x 6"), sold in signatures of 8 pages, at a cost of 3 gp per signature (Minimum 1 signature • Maximum 25 signatures)   8 pages (1 signatures): 3 gp   16 pages (2 signatures): 6 gp   40 pages (5 signatures): 15 gp   80 pages (10 signatures): 30 gp   200 pages (25 signatures): 75 gp   Blank Spellbook, Folio (Sanctum; 15" x 12"), sold in signatures of 8 pages, at a cost of 12 gp per signature. (Minimum 2 signatures • Maximum x signatures)   16 pages (2 signatures): 24 gp   40 pages (5 signatures): 60 gp   80 pages (10 signatures): 120 gp   200 pages (25 signatures): 300 gp   296 pages (37 signatures): 440 gp   400 pages (50 signatures): 600 gp   496 pages (62 signatures): 740 gp  


  Costs are assumed to be for quarto-sized books. Halve costs for octavo-sized books, and double them for folio-sized ones.   Cloth: Ragcloth: 5 sp • Sturdy: 1 gp   Paperboard: Basic: 1 gp • Sturdy: 2 gp • Cloth-Covered: 3 gp   Leather: Scrapstitch: 2 gp • Basic: 5 gp • Decorative: 20 gp • Fine: 40 gp   Wood: Glueboard: 3 gp • Simple: 5 gp • Decorative: 15 gp • Fine: 25 gp • Sealing: +15 gp   Metals: Thinsheet: 5 gp • Simple: 10 gp • Decorative: 30 gp • Fine: 75 gp • Sealing: +30 gp  


  Gilding: Silver +10% of Base Cost; Gold +20% of Base Cost   Precious Metal & Gem Accents: Cost of gems and metals, plus 10gp (5gp for octavos, 20gp for folios)   Cover Artwork: Varies  

Practical Additions

  Key Lock: DC 15 - 25gp; DC 20 - 50gp; DC 25 - 100gp   Puzzle Lock: DC 15 - 35gp; DC 20 - 70gp; DC 25 - 150gp  


  Minor Property: 150gp   Arcane Locking: 250gp   Arcane Words: 50gp   Immunity: 100 gp + 50gp per additional damage type   Illusory Appearance: Single Appearance 100gp; Variable Appearance 200gp; Mutable Appearance 400gp   Levitating: 75gp  


  Cantrips: 30 gp each   Higher Level Spells: 50 gp per spell level each   A quarto spellbook is the standard for most wizards. They are usually 12 inches in height by 9.5 inches in width. A quarto spellbook can be purchased for 75 gp per 100 pages, with a practical maximum (in terms of binding strength) of 300 pages. The page count modifier for the quarto is 100% (i.e. unmodified).   The so-called "traveling spellbooks" are octavo in size, measuring 9" x 6". These can be purchased for 40 gp per 100 pages, with a practical maximum of 200 pages. The page count modifier for the octavo is 200%.   Finally, "sanctum spellbooks" are larger spellbooks - highly impractical to transport, save as cargo - are called folio sized tomes, measuring 15" x 12". These sell for 150 gp per 100 pages, and can be bound in books of up to 500 pages. The page count modifier for the folio is 50%.   Covers   Basic spellbook prices assume simple leather covers, which are rarely "hard" leather - they tend to be softer leather covers that often tie shut.   Other Leathers: A spellbook covered in "decorative" leathers such as buckskin, fish scale, shark- or snake-skin or goat- or wyvern-hide are possible for an additional 20gp. Those covered in "fine leather" such as dragonscale, eel- or stingray-skin, behir- or bullette-hide, giant snakeskin or displacer beast- or unicorn-hide are also possible, for an additional 40gp. Most of these are hard leather covers, though a skilled craftsman can make them hard or soft as the customer desires.   Wood Covers: A spellbook covered in "decorative" woods - such as apple, ash, ebony, hornbeam, oak or many of the more common woods - can be had for an additional 15gp. Covers of rarer woods such as chime oak, laspar, roseneedle pine, shadowtop and similar specimens can be had for 25gp extra. On the other hand, books that are covered in scrap wood (often untreated and poorly constructed) reduce the base price of the spellbook by 5%.   Metal Covers: Spellbooks covered in "decorative" metals such as brass, bronze, copper, iron, silver or steel cost an additional 35gp. Those bound in electrum, gold, mithral, platinum or a lesser metal treated with everbright or blueshine cost 75gp (and softer metals such as gold are almost always plating rather than full solid covers, for strength if not cost).   Adornments   Decorations and other pieces of art may improve the quality of the final book's cost.   Gilding: Silver gilding costs an additional +10% of the Base Cost, while gold gilding on the pages costs an additional +20% of the base cost.   Precious Metal & Gem Accents: This costs the cost of the materials used (precious metals and gems), plus an additional 10gp for the design work and incorporation (5gp for octavos, 20 gp for folios).   Carvings, Tooling and Other Artwork: This can cost anywhere between 5gp for a simple tooling into leather, carving/burning into wood or etching into metal, all the way to several hundred gold pieces for full cover pieces lovingly wrought by a skilled craftsman.   Practical Additions   Sealing Cover: Only available on wood or metal covered books, the covers are designed so that when the book is closed, portions extend over the pages and fit together, closing like the lid on a box. The fastener easily closes it well, giving it additional resistance to wear and tear. It is also very easy to fit a lock into the cover. This costs an additional 20gp for octavo, 30gp for quarto and 50gp for folio spellbooks.   Key Lock: A lock is set into the cover. If the book does not have the sealing cover addition (above), the other end of the locking mechanism is in a strap of leather which extends from the back cover. When locked in place, it is sealed (the leather is quite difficult to cut without damaging the book). The key lock's price includes the small lock and a pair of keys that unlock it. These locks are priced according to how difficult they are to pick: 25gp for DC 15, 50gp for DC 20, 100gp for DC 25.   Puzzle Lock: Like the key lock, except in order to unseal it, the lock requires the solving of a strange puzzle made up of grooves and sliding mechanisms that not only require brain power to solve, but make them nigh unpickable (Lock Picking DC is 5 higher than the DC to solve them). Anyone who is taught the trick for them gains a +5 to their Intelligence checks to open it. Each attempt to open the lock takes 30 minutes (or 5 minutes for those who've been taught the lock solution). These locks are priced according to how difficult they are to solve: 35gp for DC 15, 70gp for DC 20, 150gp for DC 25.   Enchantments   Certain priesthoods or wizards can enact these enchantments.   Minor Properties: A spellbook imbued with a Minor Property. This costs an additional 150gp.   Beacon: Bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.   Compass: The bearer can use an action to learn which way is north.   Conscientious: When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.   Delver: While underground, the bearer always knows the item's depth beneath the surface and direction to the nearest staircase, ramp, or other path leading upward.   Diplomatic: Bearer gains the ability to speak, read, write, and understand a language.   Gleaming: The item never gets dirty or scuffed.   Guardian: Item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.   Hidden Message: A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.   Illusion: The item is imbued with illusion magic, allowing its bearer to alter the items appearance in minor ways. The item reverts to its true appearance when no one is carrying or wearing it   Key: The item is used to unlcok a container, chamber, vault, or other entryway.   Sentinel: Faintly glows when creatures of a certain race are within a 100 foot radius.   Song Craft: When this item is struck or used to strike a foe, its bearer hears a figment of an ancient song.   Temperate: Bearer suffers no harm in temperature as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.   Unbreakable: The item cannot be broken, requiring special means to break it.   War Leader: Bearer may choose to amplify voice to be heard up to 300 feet clearly.   Waterborne: This item floats on water and other liquids. Bearer gains advantage on Strength (Athletics) checks to swim.   Wicked: When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urges to do so.   Arcane Locking: With a command word, the book seals as though by an arcane lock spell. The same word unseals it. (Unless a book has a lock or sealable cover built into it, it cannot normally be affected by arcane lock.) 250gp   Arcane Words: When the book is opened, words speak aloud, emanating from the book. This can happen everytime, or only if a command word is either spoken or not spoken. The words and volume (from a whisper audible only to the one who opens it to the loudness of a large-lunged man shouting) are chosen when it is enchanted. (50gp)   Immunity: The book is immune to damage of one type entirely. (100gp + 50gp per additional damage type)   Illusory Appearance: With a command word, the book can be made to look like another book entirely. The cheapest such enchantments make it look like a single alternate appearance, but more expensive ones can cause it to look like any other sort of book the one who speaks the word imagines, or even any inanimate object of roughly similar size. (Single Appearance 100gp, Variable Appearance 200gp, Mutable Appearance 400gp)   Levitating: When opened, the book can be commanded to simply hover in place, allowing the reader to work with both hands and still consult the book. This costs an additional 75gp.  

Revised Spells


Описание изменений краткое

  Убрана концентрация у следующих заклинаний:  
  • Hail of Thorns
  • Barkskin
  • Beacon of Hope
  • Hold Person
  • Hold Monster
  • Mass Hold Person
  • Smite-type spells
  • Ensnaring Strike
  • Stoneskin
  • Guardian of Nature
  •   Увеличена эффективность у редкоиспользуемых заклинаний:  
  • Cure Wounds (1d8 -> 2d8)
  • Hail of Thorns (1d10 -> 1d12)
  • Melf's Acid Arrow (4d4 -> 6d4)
  • Stoneskin (увеличина эффективность устойчивости - помогает также и против магических оружейных атак)
  • Spells Description




    1st level


    Ensnaring Strike

      1st-level conjuration   Casting Time: 1 bonus action   Range: Self   Components: V   Duration: up to 1 minute   The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.   While restrained by this spell, the target takes 2d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.   At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.  

    Hunter's Mark


    Hail of Thorns

      1st-level conjuration   Casting Time: 1 bonus action   Range: Self   Components: V   Duration: up to 1 minute   The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d12 piercing damage on a failed save, or half as much damage on a successful one.   At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st (to a maximum of 6d12).  

    Cure Wounds

      1st-level evocation   Casting Time: 1 action   Range: Touch   Components: V, S   Duration: Instantaneous   A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.  

    2nd level


    Melfs Acid Arrow

      2nd-level evocation   Casting Time: 1 action   Range: 90 feet   Components: V, S, M (powdered rhubarb leaf and an adder's stomach)   Duration: Instantaneous   A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 6d4 acid damage immediately and 3d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 2d4 for each slot level above 2nd.  

    Hold Person


    D&D Palant Edition

    Hold Person*

    2-level Enchantment

    Casting Time 1 action
    Range 60 feet
    Duration up to 1 minute
    Components V, S, M (a small, straight piece of iron)

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

    Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard


      2nd-level transmutation   Casting Time: 1 action   Range: Touch   Components: V, S, M (a handful of oak bark)   Duration: up to 1 hour   You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.  

    3rd level


    Beacon of Hope

      3rd-level abjuration   Casting Time: 1 action   Range: 30 feet   Duration: 1 minute   Choose any number of creatures within range. Your prayer fills these creatures with hope, vitality, and the will to push through the most trying circumstances. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and a target regains the maximum number of hit points possible from any healing.  

    4th level



      4th-level abjuration   Casting Time: 1 action   Range: Touch   Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)   Duration: up to 1 hour   This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage.  

    New spells



  • Reveal Magic
  • Cleric

  • Radiant Shield
  • Holy Vigor
  • Holy Power
  • |

    2nd level


    Reveal Magic

      2nd-level divination (ritual)   Casting Time: 1 action   Range: Self   Components: V, S   Duration: Concentration, up to 10 minutes   You can make the hidden auras of magical spells and items visible to all, rather than personally viewing them with detect magic. When cast, the spell reveals all magic within a 20 foot radius as radiance, and you may move around an area while the spell is active, as it remains centered on you. The magic does not differentiate between different intensities or types of magic when used thus.   Anyone may choose to study a source of magic within the revealed area in order to learn more about it. This requires an Intelligence (Arcana) check, DC 14, with success revealing a rough idea of the intensity of the magic (as determined by spell level or magical item rarity), and the primary color of the studied radiance revealing to what school of magic that effect belongs.   Like detect magic, this spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.   At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the area affected by the spell increases by 10 feet in radius per spell level above 2nd.  

    Wound Bind

      2nd-level necromancy   Casting Time: 1 action   Range: Touch   Components: V, S   Duration: Instantaneous   You can cause wounds to stop bleeding and being knitting immediately, drawing on the body's own natural vitality to do so. The target you touch with this spell may immediately spend hit dices up to spellcasting modifier of caster as a Reaction, rolling it and adding his Constitution bonus to the result, gaining that many hit points.   At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the target may spend one additional hit die for every spell level above 2nd.  

    Lesser Fabricate

      2nd-level transmutation   Casting Time: 10 minutes   Range: 120 feet   Components: V, S   Duration: Instantaneous   You convert raw materials into products of the same material. For example, you could fabricate an oar from a wooden limb, or a shirt from a clump of wool.   Choose raw materials that you can see within range. You can fabricate a Medium or smaller object (contained within a 5-foot cube, or eight connected 2.5-foot cubes), given sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Small (contained within a single 2.5-foot cube). The quality of objects created by this spell is commensurate with the quality of the raw materials.   Creatures or magic items can’t be created by this spell. You also can’t use it to create items that require a high-degree of craftmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.  

    3rd level


    Analyze Contraption

      3rd-level divination (ritual)   Casting Time: 1 minute   Range: 10 feet   Components: V, S Duration: Concentration, up to 10 minutes   For the duration, you gain advantage on Intelligence (Investigation) checks to figure out how a device, trap, or mechanism works. If you are successful on your Investigation check when analyzing a device, you gain advantage on any ability checks used to disarm or operate the object's mechanisms for the duration.  


      2nd-level divination   Casting Time: 1 action   Range:Touch   Components: V, S   Duration: Concentration, up to 10 minutes   You touch a creature and imbue it with the ability to wield one set of tools with which you are already proficient. For the duration, the target can add its proficiency bonus to any ability checks it makes with the chosen set of tools.   Alternatively, if you choose yourself as a target while touching a creature that is proficient with a set of tools that you aren't proficient with—you gain proficiency with the chosen set of tools for the duration.  

    3rd level



      3rd-level conjuration   Casting Time: Bonus action   Range: 25 feet   Duration: Concentration, up to 1 minute   Choose any number of creatures within range. Until the spell ends, each target gains the blessing of the gods, manifested in a +1 bonus to AC, attack rolls, weapon damage rolls, ability checks, and saving throws.    

    Minor Creation

      3rd-level illusion   Casting Time: 1 minute   Range: 30 feet   Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create)   Duration: Special   You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects from :, crystal, or metal. The object created must be no larger than a 2.5-foot cube and it must be of a form that you have seen before.The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.  

    Holy Vigor

      3rd-level abjuration   Casting Time: 1 action   Range: Touch   Duration: 8 hours   Your touch imbues a willing creature with blessed vigor. It gains 3d8 + 9 temporary hit points for the duration. These hit points can exceed the creature’s hit point maximum, and they cannot be regained. If the creature takes any damage, these hit points are lost first.   At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 2d8 for each level above 3rd.  

    Righteous Shield

      2nd-level abjuration   Casting Time: 1 action   Range: 10 feet   Duration: Concentration, up to 1 minute   Holy power radiates from you, protecting friendly creatures within 10 feet of you. For the duration, each friendly creature in the area, including you, gains resistance to bludgeoning, piercing, and slashing damage.  

    Disintegrating Smite

      5th-level transmutation   Casting Time: Swift   Range: Self   Duration: 1 minute   You can cast this spell when you hit with a melee weapon attack on your turn. A pulse of green light flashes from your weapon, and the attack deals 5d10 extra force damage to the target. Additionally, the target must make a Constitution saving throw or take 2d10 force damage at the start of each of its turns until the spell ends. The spell ends when the target makes a successful saving throw against it. If the target is reduced to 0 hit points by this spell, the target is disintegrated.      

    Elemental Mantle

      3rd-level transmutation   Casting Time: 1 action   Range: Self   Duration: 10 minutes   Wrapping yourself in power from the Elemental Planes, you assume an elemental mantle for the duration. The effects of the mantle are determined by the element you choose.   Air: You are unaffected by difficult terrain on the ground. The range of all your weapon attacks is doubled, and ranged weapon attacks have disadvantage against you or targets within 5 feet of you.   Earth: You are unaffected by difficult terrain that results from rock or rubble, and the ground within 20 feet of you is difficult terrain to others. Additionally, when you take bludgeoning, piercing, or slashing damage, you can use your reaction to halve that damage.   Fire: You are immune to fire damage. When a creature within 5 feet of you hits or misses you with a melee attack, or otherwise makes physical contact with you, that creature takes 1d6 fire damage. In addition, your melee attacks deal 1d6 extra fire damage.   Water: You have a swim speed equal to your land speed, and you can breathe underwater. You also have fire resistance. Finally, whenever you take fire or lightning damage, choose a point within 20 feet of you. Steam fills a 20-foot radius centered on that point, heavily obscuring the area until the end of your next turn.  

    4th level


    Obar's Lesser Purification

    (Wiz 4; Abjuration)   Range:3 yards   Components:V, S, M   Duration:Permanent   Casting Time:4   Area of Effect:One item or a volume of liquid or raw materials   no greater than the caster's body volume Saving Throw:None   This spell destroys any curses, magical tracers linked to other spells or magics, and remnants of previous magics from a single nonliving item (which may be composed of any number of materi¬als) or a single body of liquid (in puddle form or filling a con¬tainer). The spell causes its target material to glow to indicate the presence of active or not-yet-unleashed magics in the item or sub-stances the spell is applied to, but it does not trigger, alter, or iden¬tify such dweomers. Obar's lesser purification affects dry or powdered materials of the same volume as a liquid if they are gathered into a heap or continuous volume (for example, filling a cup or coffer), but does not affect recently living materials, such as the bodies of beings who have been dead for less than a month or who are now undead. Obar's lesser purification also serves to purge liquids —such as those used in the making of potions or magic-related unguents, baths, or tinctures —of impurities, either natural or magical in origin. It performs this secondary function simultaneously with its major dweomer-related purging.   The material components are a pinch of limestone dust, a pinch of salt, and three drops from a potion of sweet water.  

    Holy Power

      4th level   Conjuration   Casting time: 1 bonus action   Range: self   Duration: 10 min   You gain +4 to hit, +4 to damage to Strength-based weapon attacks and ability checks. Also you can spent your bonus action to make additional weapon attack.  

    5th level


    Focal Stone (Wiz 5; Alteration)

      Range:Touch   Components:V, S, M   Duration:Permanent   Casting Time:1 round   Area of Effect:1 clear or translucent gemstone of crystalline   structure no larger in size than the caster's balled fist   Saving Throw:Special   This spell transforms the internal structure of a clear or translucent gemstone of crystalline structure no larger in size than the caster's balled fist to enable it to receive and hold a spell dweomer (usually cast into it by use of a dweomerflow spell). At the time the spell is cast, roll an item saving throw for the gem¬stone vs. magical fire (rock, crystal vs. magical fire). Success means that the spell is successful; failure destroys the gemstone. Gemstones of above-normal quality may receive a bonus to the saving throw at the DM's discretion (usually from +1 to up to +3 for flawless or otherwise extremely exceptional quality stones).   The gemstone glows with a soft internal radiance once focal stone is cast (which in some markets raises its value), and it emits a faint dweomer. If immersed in a poisonous liquid, the focal stone turns a vivid purple and can be commanded by touch and will to neutralize poison. If so commanded, the focal stone dissolves and is destroyed, but it leaves the liquid safe to drink or touch.   A focal stone otherwise has no special properties; contrary to popular belief, it cannot reach out and trap spells cast near it or suck in passing enchanted creatures, though it is an ideal recepta-    cle for the life force of a being using a magic jar spell. The focal stone spell does not prevent the focal stone from being shattered by deliberate attack (a crushing blow, for instance), but does pre¬vent it from being damaged by natural and magical heat, flame, lava, extreme cold, or mineral contamination. Shattering a focal stone immediately unleashes the full effects of any spell stored in it in a manner determined by the DM. A dispel magic cast on such a stone does not affect it or any stored magics.   The material component is a pinch of any sort of opal dust.  

    6th level


    7th level


    8th level


    9th level


    Work in progress

  • Ed 24/5/12 (mentioned in Bury Elminster Deep p303) A tellsong is an alarm spell, triggered under specific conditions (like those governing a magic mouth), that is invisible, and its "alarm" is a chiming tune, audible only to the caster (unless the caster desires otherwise and sets it so during casting), that sounds whenever the caster comes within range. It either chimes one way, to signal its continued presence and active status, or another way, to tell the caster whatever it was set to detect has happened. If touched by detection magic or by any powerful unleashed magical effect, the tellsong is instantly and tracelessly destroyed (i.e. the person detecting magic wouldn't detect it, because their attempt to detect it would destroy it). Meaning, in this particular case, the Lord Warder knows that someone or something destroyed this tellsong of his, without "setting it off." Which in turn usually means a spellcaster of some skills, who was alert for traps or alarms, has been in a tellsong-guarded area. The name of the spell came from its earliest form, devised long ago, when Myth Drannan casters (usually elves, but this was the [[first]]time of the City of Song open to all races) sang something or magically "recorded" someone else singing something, and used it as the audible alarm part of the spell.
  • Awakening

        (Wiz 7; Enchantment, Invocation)     Range:Touch Components:V, S, M Duration:Permanent Casting Time:2 rounds Area of Effect:One item Saving Throw:Special This spell is used to activate a touched magical item bearing mul¬tiple enchantments or exhibiting multiple functions. It is an alterna¬tive to the better-known enchant an item spell, but accomplishes less. To create a magical item with an awakening spell, several other spells must be used first, including eternal flame and usually wondrous web or holy vesting and various dweomerflow castings. Awakening can be used on a magical item that has been created with an enchant an item spell if additional powers are added to the item after its initial creation and enough use of the item has occurred to call upon all of the original powers at least once. When the spell is cast, the item must make a saving throw to determine if the awakening has been successful. The item's base saving throw is the same as the caster's saving throw vs. spell, modified as follows: a -1 penalty per being other than the spell- caster who cast spells on the item during preparation or con¬tributed magics that were put into the item before the awakening attempt, a +1 bonus per meld and crown meld spell existing on the item, and a +1 bonus if both an eternal flame and a Veladar's vambrace, Nulathoe's ninemen, or holy might spell were cast on the item before the awakening attempt. These bonuses are cumu¬lative, but a roll of 1 is always a failure. The failure of an awakening attempt means either the item crumbles to worthless dust or explodes violently. Roll 1d6; a result of 1 or 2 means an explosion occurs similar to a fireball centered on the item that deals 1d6 points of damage per level of the awak¬ening caster and in addition destroys the item utterly. A roll of 4-6 means that the item collapses into dust. A wind will rise from nowhere to carry this dust away, and even if some dust is some¬how retained, it is magically inert and worthless. Success of the awakening attempt means the item is awakened instantly into operation. It functions perfectly, though if the creator has been careless or inattentive in his or her preparations, the item's performance may involve some surprises. A successful awak¬ening may be heralded by a flash of light from the item, but this effect is never a harmful discharge of wild magic or item powers. The material components for this spell are a single wizard spell scroll bearing at least as many spells as the item has functions, a gem of any sort of not less than 2,500 gp value each for each item function, and a living plant that has been altered by magic. Some sages believe an awakening is more likely to succeed (an additional +l bonus to the item's saving throw at the DM's discretion) if a random dweomer-bearing component is also present in the spell¬casting components.

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