...well, not exactly like Fireball. Manaspear only hits one target, you have to make a ranged touch attack roll, and then the target gets a Ref save for half damage anyway, plus a Will save for spell loss if necessary.XanthorDrathos said:Manaspear (fireball plus spell loss)
The hardbacks do not give any idea of the size/scale of the world, or the color of the sun. Blood Sea: Crimson Abyss, does detail the distance between Shelzar and Termana. There's no exact location yet but we'll see maybe down the road as Asherak and the rest of the world gets more detailed. As for how I imagine it, Termana is southwesterly of Ghelspad, with Shelzar being the closest port and Rahoch the next closest. The sun is a red giant like our own. It also has two moons, 16 constellations and that's it. As for sleeping, I get 2 hours in here and there. If Da Vinci can do it, so can I.Rl'Halsinor said:Does the hardback books for both continents give an idea of how large the world is, the color of the sun, the distance and location of the continents, etc? This may sound like a real dorky question but I have always found such information important to give an over-arching flavor to the campaign setting. I imagine the Scarred Lands bathed in the light of a huge orange-red or full red sun. How do you imagine it? By the way, Nightfall, with all these questions do you ever sleep???![]()
I don't know about R&Rs but R&R III will have some conversions from other S&SS sources (the softbacks).XanthorDrathos said:3.5 Conversions of Relics and Rituals?
Are there any plans to convert any of the Relics and Rituals I & II spells to 3.5E?
As I said earlier, no idea if these in particular will be revised but they are working on some conversions in R&R III. So we'll see.XanthorDrathos said:Some are analogous to buff spells that changed, but were curious of others. A few spells seem a little potent for their level. I've listed a few below that I've noticed. Do you think any of these would be revised in 3.5E?
Also, a suggest list of spells from R&R I&II that one could use with permanency would be nice.
Manaspear (fireball plus spell loss)
Filch (no need for rogues and needs clarified for more complex objects-door pin, bolt or clasp piece of lock, etc)
Quick Sober (0 level that counters a 2nd level spell)
Elemental Kiss (heal spell for arcane users plus immunities, etc.)
I could have sworn this was a Luck ability…but I could be wrong…Herpes Cineplex said:You want to see some real sickness, check out:
Blaise's Iron Bead (+4 unnamed bonus to AC and protects like Stoneskin but with no expensive material component)
Yes but it's hardly in the same league as the trouble Miasma caused.Herpes Cineplex said:Chains of Binding (one target, d6/lvl bludgeoning damage and target is grappled for 1rd/lvl; the only balance seems to be that the save is Reflex negates)
I thought they erratta'ed this to only go up to 7 shards total…I could be wrong.Herpes Cineplex said:Iceshards (up to a +10 enhancement bonus to AC for 1rd/lvl, can freely throw the shards as 1d6 piercing weapons)
Well since you already have the Gaz, get SLCS: Ghelspad for a more complete picture. R&R I and R&R II are also a must. Divine and the Defeated is the last but if you can swing it, one or all three of the CCs are very, very useful. (CC 1 I'd ignore in favor of CC Revised. But get the others in order.)clark411 said:Perhaps this has been asked before- and please forward me if it has- but if you could list "The Five Essential Scarred Lands Purchases" what would they be?
I recently got some free sample books (mithril and the Ghelspad Gaz) from WW with a recent purchase- and I'm getting interested, budget level interested. =)
Yeah but my rangers and rogues book is the best!eryndel said:I also left out the truly excellence Player's Guide series. The more I read them the more I think that this is how splats should be. However, if you were to buy one, I couldn't tell you which one. My suggestion, if you run a game in the Scarred Lands... make your players buy them!
The text never says, actually; when I was putting together my spell list, I scoured the description looking for what type of AC bonus it was so I could keep all the stacking/nonstacking stuff in one place. I suspect it's an omission, but even if you make it Luck, that's an awfully rare type of AC bonus.Nightfall said:I could have sworn this was a Luck ability…but I could be wrong…
True. But then again, nothing is in the same league as Miasma when it comes to awful spells.Yes but it's hardly in the same league as the trouble Miasma caused.
I didn't even know they had an errata for R&R2; is there one? I can only find the errata for R&R1 on their website. And even a max of 7 shards is still a hefty AC bonus and an excellent last-ditch damage spell.I thought they erratta'ed this to only go up to 7 shards total…I could be wrong.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.