Spell Chains? Series Magic? Council of Wyrms?

Three items I'm wondering if people have converted.

Spell chains were series of chains (like domains in 3E, but not necessarily for every spell level) with a common theme. For example, with fiery hands and fireball, you could call it the Path of the Embermage or something. (Generally, it had more spells than that...) Instead of learning spells as you went along, you gained access to spell chains. As you progressed, you had more chains. I think this would work quite well for sorcerors. This was originally in Dragon, but I don't have them any more.

Series magic is enchanting items so that, when combined, you had more powerful magic. The best example of this is the Rod of Seven Parts. There's also been the Arm of Valor (Forgotten Realms' Ruins of Myth Drannor). In a Dragon article, two other sets of items were mentioned. A set of chromatic dragon-themed daggers that, when combined, became a short sword (2 daggers), a long sword (3 daggers), a bastard sword (4 daggers), or a greatsword (5 daggers). Each time another dagger was added, more powers were gained. The other set of items were four rings which served as the basis of the Rings of Elemental Control, but being the perfect prototype, they were created without the flaws. As you used more of them (you could use all four pairs, thus bypassing the "two rings only" rule), you gained a broader range of elementals and paraelementals over which you had power. Again, these were from the Dragon magazine.

Finally, has anyone converted the Council of Wyrms? I'd be interested in seeing the conversions of the Dragon Mage, the Dragon Cleric, the Dragon Psionicist, and the Dragon base class...
 

log in or register to remove this ad

der_kluge

Adventurer
Not sure if this is exactly what you're looking for, but here are my house rules for Spell Chaining. (it's mentioned in my Story hour, since the sorcerer character in that game is built with these rules)


Sorcerer Spell Chaining
Spell chaining is the process of taking multiple similar spells in a chain to receive extra spells as a result of focused dedication. To benefit from spell chaining, all spells in the spell chain must be taken, and all spells must be taken in order. Whenever a new spell is taken in a spell chain, an extra bonus spell of the previous level spell in the spell chain is gained. That is, if a spell chain has a 1st, 2nd, and 3rd level spell in the chain, when the 2nd level spell is taken, a bonus 1st level spell is gained. Additionally, when the 3rd level spell is taken, an additional 2nd level spell is gained. In some cases, multiple spells are listed for a given level. In these cases, either spell can be taken to receive the benefit of spell chaining. You can gain only one extra bonus spell per caster level gained.
Non-sequitor spell chaining – some spell chains consist of spells from more than one school of magic. To use a non-sequitor spell chain, the non-sequitor spell chaining feat is required.

Non-Sequitor Spell Chaining [General]
You can effectively spell-chain with non-sequitor spell chains.
Benefit: In addition to regular spell chains, you can choose from any of the non-sequitor spell chains, and receive all the normal spell chaining benefits from these spell chains.

Superior Spell-Chaining [General]
You are adept at spell-chaining.
Benefit: You receive an extra bonus spell per caster level gained as a result of spell chaining.
Normal: Normally a sorcerer would only gain 1extra bonus spell per caster level gained. This feat allows that number to increase by 1 each time this feat is taken.
Special: A character can take this feat multiple times, each time allowing another additional spell to be gained per caster level.

Spell Chains
• Many Shapes: (2nd) alter self; (4th) polymorph other, polymorph self; (8th) polymorph any object; (9th) shapechange
• Force Hands: (2nd) choke**; (5th) Bibgy's interposing hand; (6th) Bigby's forceful hand; (7th) Bigby's grasping hand; (8th) Bigby's clenched fist; (9th) Bigby's crushing hand
• Etherealness: (3rd) blink; (7th) ethereal jaunt; (8th) etherealness
• Distortions: (2nd) blur; (3rd) displacement; (7th) simulacrum
• Fear: (1st) cause fear; (2nd) scare; (4th) fear
• Disguise: (1st) change self; (5th) seeming; (6th) veil
• Charm: (1st) charm person; (4th) charm monster; (5th) dominate person; (8th) mass charm; (9th) dominate monster
• Death Touch: (1st) chill touch; (2nd) ghoul touch; (3rd) vampiric touch
• Deadly Circles: (6th) circle of death; (9th) wail of the banshee
• Scrying: (3rd) clairaudience/clairvoyance; (4th) arcane eye, scrying; (5th) prying eyes; (7th) greater scrying
• Speaking: (1) comprehend languages; (3rd) tongues
• Reaction: (6th) contingency; (9th) chain contingency**
• The Path of Light: (0) dancing lights, light; (2nd) continual flame, daylight; (8th) sunburst
• Seeing in the Dark: (2nd) darkvision; (4th) mass darkvision**
• Mind-Lock: (0) daze; (1st) sleep; (2nd) indifference**; (3rd) hold person; (4th) confusion; (5th) feeblemind, hold monster; (8th) insanity
• Understanding: (0) detect magic; (3rd) arcane sight**; (6th) analyze dweomer
• Teleportation: (4th) dimension door; (5th) teleport; (7th) teleport without error, vanish, mass teleport**; (9th) refuge, teleportation circle
• Banished Things: (5th) dismissal; (7th) banishment; (9th) imprisonment
• Dispelling: (3rd) dispel magic; (4th) Otiluke’s dispelling screen**; (6th) antimagic field, greater dispelling; (7th) Otiluke’s greater dispelling screen; (9th) Mordenkainen's disjunction
• Elemental Tolerance: (1st) endure elements; (2nd) resist elements; (3rd) protection from elements; (5th) energy buffer**; (7th) energy immunity**
• Bad words: (3rd) explosive runes; (4th) fire trap
• Flight: (1st) feather fall; (2nd) levitate; (3rd) fly; (6th) mass fly**
• Ghostly: (5th) ghostform**; (7th) ethereal jaunt; (8th) etherealness
• Sounds: (0) ghost sound; (1st) ventriloquism
• False Land: (4th) hallucinatory terrain; (5th) mirage arcana
• Necromantic Will: (2nd) halt undead, command undead**; (7th) control undead
• Haste: (2nd) haste; (6th) mass haste; (9th) time stop
• Doors: (1st) hold portal; (2nd) arcane lock
• Patterns: (2nd) hypnotic pattern; (4th) rainbow pattern
• Object Study: (1st) identify; (6th) analyze dweomer, legend lore; (7th) vision
• Invisibility: (2nd) invisibility; (3rd) invisibility sphere; (4th) improved invisibility; (6th) mislead; (7th)mass invisibility
• Acid spheres: (1st) Lesser acid orb**; (4th) acid orb**
• Cold Spheres: (1st) Lesser cold orb**; (3rd) snowball*; (4th) cold orb**; (6th) otiluke’s freezing sphere; (9th) ice meteors*
• Lightning: (1st) lesser electric orb**; (3rd) lightning bolt; (4th) electric orb**; (6th) chain lightning
• Fiery Spheres: (1st) lesser fire orb; (2nd) flaming sphere; (3rd) fireball; (4th) fire orb**; (7th) delayed blast fireball; (9th) meteor swarm
• Compulsions: (4th) lesser geas; (6th) geas, quest
• Bound Things: (5th) lesser planar binding; (6th) planar binding; (8th) greater planar binding
• Sonic Fracture: (1st) lesser sonic orb**; (2nd) shatter; (4th) shout, sonic orb**; (8th) great shout;
• Ultimate Will: (7th) limited wish; (9th) wish
• Searching: (2nd) locate object; (4th) locate creature; (8th) discern location; (9th) improved discern location*
• Far Hands: (0) mage hand; (5th) telekinesis
• Blade Fury: (1st) magic weapon; (3rd) greater magic weapon
• Constructions: (0) mending; (5th) fabricate, stone shape
• Creation: (4th) minor creation; (5th) major creation; (7th) drawmij’s instant summons
• Spell Protection: (4th) minor globe of invulnerability; (6th) globe of invulnerability; (7th) spell turning; (8th) protection from spells
• Debilitation: (1st) negative energy ray**; (2nd) ghoul touch; (3rd) negative energy burst**; (4th) negative energy wave**, enervation; (9th) energy drain
• Fooled You: (1st) Nystul’s magic aura, Nystul’s undetectable aura; (2nd) leomund’s trap
• Fogs: (1st) obscuring mist; (2nd) fog cloud; (3rd) stinking cloud; (4th) solid fog; (5th) cloudkill; (6th) acid fog; (7th) incendiary cloud
• Morphic Earth: (5th) passwall, stone shape; (6th) move earth
• Mind Killing: (4th) phantasmal killer; (9th) weird
• Powerful Words: (7th) power word stun; (8th) power word blind; (9th) power word kill
• Wards: (1st) protection from chaos/evil/good/law; (2nd) magic circle against chaos/evil/good/law
• Death Rays: (1st) ray of enfeeblement; (2nd) enervation; (7th) finger of death; (9th) energy drain
• Small: (1st) reduce; (3rd) shrink item
• Strange Homes: (2nd) rope trick; (4th) Leomund's secure shelter; (7th) Mordenkainen's magnificent mansion
• Keen Eyes: (2nd) see invisibility; (6th) true seeing
• Conjured Shadows: (4th) shadow conjuration; (5th) greater shadow conjuration; (6th) shades
• Evoked Shadows: (5th) shadow evocation; (6th) greater shadow evocation
• Illusions: (1st) silent image; (2nd) minor image; (3rd) major image; (5th) persistent image; (6th) permanent image, programmed image
• Slow: (2nd) slow; (9th) temporal stasis
• Persuasion: (3rd) suggestion; (6th) mass suggestion
• Summonings: (1st) summon monster I; (2nd) summon monsterII; (3rd) summon monster III; (4th) summon monster IV; (5th) summon monster V; (6th) summon monster VI; (7th) summon monster VII; (8th) summon monster VIII; (9th) summon monsterIX
• Uncontrolled Reactions: (2nd) Tasha's hideous laughter; (8th) Otto's irresistible dance
• Force Arcs: (1st) Tenser's floating disk; (4th) Otiluke's resilient sphere; (5th) wall of force; (7th) forcecage; (8th) Otiluke's telekinetic sphere


Non-sequitor Chains
• Souls: (5th) magic jar; (8th) trap the soul; (9th) soul bind, hide life**
• Long distance discussions: (1st) message; (2nd) whispering wind; (5th) sending; (8th) demand
• Hiding: (2nd) misdirection; (3rd) nondetection; (5th) false vision, Mordenkainen’s private sanctum; (8th) screen
• Prismatic: (6th) prismatic ray+; (7th) prismatic spray; (8th) prismatic wall; (9th) prismatic sphere
• Hard Flesh: (4th) stoneskin; (7th) statue; (9th) iron body
 

der_kluge

Adventurer
On the series magic, ala Rod of Seven Parts - the Artificer's Handbook has rules for Gestalt sets, which are magic items that gain power when all the pieces of the set are combined together.
 

Pagan priest

First Post
Spell Chains were reprinted in Wizard's Spell Compendium, vol. 4. While it certainly adds flavor to sorcerers, I don't see any need to give benefits from it. IMC, most books of spells are based on the spell chains, with the spell descriptions interspersed with theoretical discusions.
 

Moleculo

First Post
Council of the Wyrms: The classes dont really need to be converted since the new Draconomicon has info on handling such characters, which really makes the whole dragon fighter/cleric/whatever obsolete. Obsolete because you can just add class levels to dragons normally, ie gold dragon wyrmling with 1 through however many levels of cleric. It just gets epic level pretty quickly when you age, thats all.
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top