Concerning the wizard and her spells

Edena_of_Neith

First Post
Hey there Melkor, my old friend! It is very nice to hear from you again. :)
I thought you were doing neat with your Vampire King. Vecna really WAS coming, by the way, but my elves of Aliador and drow were going to fight Vecna at your side. We could have taken him!
I have not heard from Serpenteye. Nobody has heard from Serpenteye since he disappeared, to the extent of my knowledge. I very much wish I could tell you otherwise. Serpenteye is a good friend, like you are.
 

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Edena_of_Neith

First Post
Disintegrate, 6th level, 3rd Edition

Ah yes, 6th level spells. Typically, the most powerful spells a wizard will cast in the typical campaign, since most campaigns end before 14th level is achieved. So here we come to the height of what most wizards usually get to hurl around.
In the 1st edition game, elven mages had to have a 19 intelligence to reach 12th level, so they could cast even one 6th level spell! (besides the rare genius level elf, no other races except humans and half-elves could touch such levels of power.)

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DISINTEGRATE (Alteration)
Range: 5 yards/level - Components: V, S, M - Duration: Permanent
Casting Time: 1 standard action - Area of Effect: See below - Saving Throw: Reflex Negates

When the mage casts Disintegrate, she channels the Weave - or the raw stuff of Pure Magic - into the physical, seeing world. Through her profound comprehension, long experience with magic, and sheer force of will, she focuses this Supreme Power into a beam. Then, with a tremendous effort of will and mighty manipulations of the Weave, she aims the beam at a specific target. Immense magical protections called up by her during the spell casting, protect body and mind alike against the Manifest Insanity she has unleashed and is trying to wield. Finally, with further daunting effort, she determines exactly what the beam destroys and what it does not destroy.
The Magic does it's work, then flashes out, leaving behind aftereffects of spent magic that can be detected years later by even a low level magic. In the immediate aftermath, the whole area glows brilliantly for those with eyes that see, and even non-mages feel, hear, and see assorted lights, colors, sounds, smells, and other aftereffects of the colossal blast of magical force the mage unleashed.

The beam of Pure Magic seems to instantaneously flash out to the target: in reality, it is more like a high speed freight train of inexorable entropic destruction, for concentrated Pure Magic is a force that almost nothing that exists in the Mortal World can withstand. Almost nothing in the Prime Material Plane that has physical existence can exist within the bedlam and chaos of Magic Incarnate, anymore than any most physical objects could survive - intact - the plummet into a Black Hole.

The effect is spectacular. The mage is enveloped in bright light, great noise, and magical fireworks and a powerful magical aura, then the great beam of Destruction Incarnate leaps from her hand at the target. The beam is typically multicolored, many times brighter than the sun, and those in the vicinity might reasonably compare it to large fireworks going off 10 feet from where they are standing.
The expenditure of so much magical might causes a shock, through the Weave, the earth, and the air: the resulting minor quake can be felt for a short distance, the banshee shriek of the beam and the simultaneous sonic boom (the air the wave of Incarnate Destruction passes through is disintegrated along with the target and target area) is deafening, and there is considerable localized disturbance to the Weave.
When the beam hits it's target, another, much greater shock is caused. The Weave is tossed wildly, the earth bucks underfoot, and a colossal concussion of light, noise, and magic knocks people back from all around, simultaneously accompanied by a second and greater sonic boom as the target area ceases to exist. The quake can be felt for hundreds of feet, the concussion heard for a mile, the light seen for several miles, and the repurcussions running through the Weave can be felt dozens of miles away by a magic sensitive being or listening wizard.
IMPORTANTLY many versions of Disintegrate have been developed over the years that are innately quieter and more subtle than the original spell, and with all the lethal might of the original or even more. It is likely the PCs will have access to such an improved version of Disintegrate.
And for those who desire a more subtle spell, without the pyrotechnics or concussion or noise or shock, there are always metamagic feats if they cannot gain access to the most updated versions of the spell.

The wizard visualizes before the spell detonates exactly how it will affect the target and target area. She can elect, for example, to have the Disintegrate destroy only the enemy fighter sitting there. Or, the spell can be configured to destroy him and the ground below him, leaving the throne he is sitting on untouched. Or the spell could destroy him and the throne. The air around the fighter might or might not be obliterated, as the mage chooses. The mage has such control over her summoned might, she can designate inch by inch what shall cease to exist, and what shall remain intact, within the entire area of effect.
Premediation over how the Disintegrate will work is a Free Action.
The spell affects up to a 10 foot x 10 foot x 10 foot cubic area, or 1,000 cubic feet. The target being to be destroyed must be in this area. The wizard need not destroy the entire area, as noted above. She can selectively destroy any object, or any number of objects, as she pleases, within the area of effect. She cannot choose to disintegrate more than one target, typically, although exceptions occur (see below.)
The spell will not affect anything outside the 10 x 10 x 10 cube. Thus, an object standing more than 5 feet beyond the enthroned fighter is safe enough, if he is the center of the area of effect. Large monsters such as dragons targeted by this spell will have 1,000 cubic foot sections of themselves blasted away, with lethal results in nearly all cases. However, the wizard could not extend the length of the area of effect up and down the length of a target dragon, by narrowing the spell effect's width and height. Not, at least, without the requisite metamagic feats, but then again with metamagic all bets are off.

Disintegrate affects any and all normal, mundane persons, places, and things. It will destroy Planars and materials from other Planes with equal ease. It will destroy any and all undead, even incorporeal undead, who have any part of their essence on the Prime Material Plane at the moment they are the targets of this spell.
Disintegrate will destroy manifested magical energies of many sorts. It will blast away a 10 x 10 foot section of a Wall of Force, expending itself in the process. It will destroy any of the Bigby's Hands spells, expending itself doing so. It will down a Fire Shield or Illykur's Mantle while disintegrating the protected being in question. Chromatic Bows and Swords, and Mordenkainen's Sword will cease to exist along with their wielders. Mordenkainen's Magnificient Mansion and Faithful Hound, the various Screens of Otiluke, Otiluke's Kinetic Sphere and Telekinetic Sphere, Magic Mouth spells ... all will be blasted out of existence by a Disintegrate spell, typically using up the Disintegrate spell in the process.
Semi-real phantasms of monsters or places will likewise be destroyed (whether they are believed in or not) by a Disintegrate spell with only the Phantasmal Killer being an exception. Evocation spells in progress such as Magic Missile, Melf's Minute Meteors, Fireball, Ice Storm, Cone of Cold, and Acid Storm can be at least partially affected by Disintegrate. Alteration and enchantment spells tend not to be affected by the Disintegrate spell for some reason ... although if the target is disintegrated, they will probably fade out of existence also. That is, a Charm or Dominate spell might well be immune to being disintegrated, but the being they are affecting is quite another matter.
A few specific spells that one might think would be subject to disintegration are capable of withstanding it. Globe (but not Minor Globe) of Invulnerability, Anti-Magic Shell, Prismatic Magic, and certain other spells can survive the howling blast of pure magical annihilation that is the Disintegrate spell.
Magical items tend to lose the battle against Disintegrate spells, even such legendary items as Helms of Brilliance, various Tomes that increases ability scores, and suits of + 5 Plate Armor made of adamantite with another + 5 worth of Enhancements. Only artifacts and relics are immune, and they shrug off the blast without suffering harm ... although so much magical power striking an artifact or relic might cause IT to react in turn (generally, such items are sentient and rather resent being struck by such magical armaggedons as the Disintegrate spell represents, flung by ignorant and lowly mortal beings ...)

Thus ...

The designated target of the Disintegrate spell must make a Reflex Save. Success indicates that being dodged out of the area of effect (move a player character appropriately, as a Free Action, out of the area of effect in a direction of the player's choice.) In this case, no carried and/or worn items on the target are affected, so no Item Saves are needed.
Any being designated a target by the mage, who fails his Reflex Save against her attack, ceases to exist. That's right: GONE. Gone, out of here, zip, zilch, null, zero! Nothing remains. Absolutely nothing at all. The howling blast of Pure Magic churns away everything down to the last sub-atomic particle, converting all into sub-motes of Chaos, then churning that into Nothingness. The effect is as absolute as the effect of a Sphere of Annihilation upon anything sucked into it.
Only the soul or spirit of the target remains after disintegration, and that soul or spirit is sent shrieking, howling and tumbling end over end into the Afterlife.
Of course, if the target fails his Reflex Save, ALL his items must make Item Saving Throws against Disintegration, ala 1st Edition. The required rolls to make that save are so high as to be ghastly: it is likely that everything, including any and all magical items carried and/or worn, are obliterated along with the target.
Note that items in a Bag of Holding that is disintegrated are NOT flung into the far reaches of the Ether: unless they make Item Saves verus Disintegration they suffer the Bag's fate! And this goes for any living things somehow hiding within a Bag of Holding, as well.
Disintegrate affects things living and non-living alike in such things as a Mirror of Life Trapping, Gem of Soultrapping, Amulet of Life Protection, Pocket Dimension, Well of Worlds (if in transit), Gate (if in transit), Teleportation Sphere (if in transit), and spells that create temporary extradimensional spaces like Rope Trick or Mordenkainen's Magnificient Mansion. Everyone and everything within the items, in transit, or in the extra-dimensional spaces must make a Fortitude Save, or suffer disintegration. Even if they make the save, they are likely lost randomly in the Planes as the magical item or teleportation device or extradimensional space is destroyed.

Please note that, except for items being carried and/or worn, NO OTHER ITEMS OR OBJECTS are allowed a save versus the Disintegration, save magical items ONLY. Assorted clods of ground, rocks, mundane items lying around, campfires, trees, buildings, dungeon floors and hallways, pools of water, and the air itself do not get a chance to save against this spell.
So, if the mage chooses to disintegrate the very air around a target creature, and the very rock under his feet, everything but the target is automatically erased from existence, even if the target himself makes his Reflex Save.

If a target fails his Reflex Save and is disintegrated, the manner of his disintegration - which takes from an instant to a few seconds, is determined by the mage.
Disintegration can be painless, or it can be a last couple of seconds of agony beyond all imagination. The mage chooses: the mage picks her own poison for the hapless target.

She could:

Cause the target to slump into goo and evaporate, screaming in agony (ala Heavy Metal)
Cause the target to glow green, it's bones black against the transparency, and fade away (ala War of the Worlds)
Cause the target to dissipate into a flow of plasma, then disappear (ala Forbidden Planet)
Cause the target to simply flash out of existence instantaneously (ala Star Trek)
Cause the target to erupt in internal flames that immolate it and burn it away (ala Mysterious Stranger)
Cause the target to explode (although nobody outside the area of effect will be injured, but it makes for great pyrotechnics)
Cause the target to shrink, shrinking to a dot and then disappearing forever.
Cause the target to shred into countless thousands of bloody pieces before evaporating into nothingness (good for daunting other enemies at hand.)
Initiate any number of other creative, ghastly, ghoulish ways in which the target is gruesomely, painfully eradicated from existence, or make it nice and quick and as neat as neatness gets.

The mage makes all the choices: she decides, the target dies.

An important limit on this spell is that the mage can only select ONE target of the living, undead, Planar, Construct, animal, sentient plants, or like categories to Disintegrate. She cannot choose to destroy two or more such targets, even if they are all within the 10 x 10 x 10 foot area of effect. Nor will the spell's effect 'flow' through objects and then 'flow' into a second or subsequent target beings, even though it is destroying all the objects around them.
Likewise, items worn and/or carried by a second and subsequent beings in the area of effect are safe from harm: the disintegration effect cannot 'flow' into them from other objects being affected.
However ...
If the portal to a Mordenkainen's Magnificent Mansion, or a Mirror of Life Trapping with many monsters imprisoned therein, or a Bag of Holding with many living things in it, are targeted, this limitation is ignored: the mage may end up disintegrating dozens or even hundreds of beings!
 
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Edena_of_Neith

First Post
Prismatic Spray, 7th level, 3rd Edition

PRISMATIC SPRAY (Conjuration/Summoning)
Range: 70 yards - Components: V, S - Duration: Instantaneous
Casting Time: 1 standard action - Area of Effect: 70 foot by 15 foot spray - Saving Throw: See below

This spell invokes Prismatic Magic. What Prismatic Magic is, exactly, is a matter too lengthy to be discussed here. Refer to a supplement specifically dealing with this subject for more background information. It can be said in brief, however, that Prismatic Magic combines seven different magics, concepts of magic, or theories of magic, and melds them all together into one supreme effect, which manifests as a rainbow-like creation. This multicolored magic then affects all target beings and objects according to the background behind each of the magics ... a different effect for each color of the rainbow manifested: red, orange, yellow, green, blue, indigo, and violet.
Of course, to describe a Prismatic Spray as a mere rainbow effect is like comparing a feeble nightlight to a mighty arc-light. No mundane rainbow that ever manifested within curtains of rain struck by the bright sunlight could ever equal the dazzling glory of a Prismatic Spray. The glory of the Prismatic Spray shames all of the famed Chromatic Magic, whelms the fireworks of the mighty Disintegrate beam, and outshines a dozen Fireballs or even a hundred Fireballs. We are talking about glory on a level with Bifrost itself, the fabled Rainbow Bridge that connects the Mortal World with the Realm of the Gods!

Prismatic Spray begins as the mage employs her knowledge of the Weave to concentrate it around her, then to call forth Prismatic Magic, and loose it upon her foes in the form of a spray of multicolored light - all seven main colors of the visible spectrum are there - which lasts for only a split second. She stores within herself, then expends, a truly colossal amount of magic, in order to conjure this Prismatic Spray and direct it.
This is power on a truly titantic level. The simple unleashing of it will rock an entire dungeon or town, or cause all the proud buildings of an great city to tremble. It produces a blast wave that expands outward for thousands of feet, stunning people, breaking windows, and rattling trees and structures alike as it goes, leaving behind wondrously fresh air rich in ozone and filled to overflowing with spent magic, concussions of magic, reflections of magic, side effects of magic, and minor wild magics. The light from the Prismatic Spray is discernable as a bright flash 40 miles away in broad daylight, for the Prismatic Spray is 10 times brighter than the tropical desert sun at noon. At night, the sky would flash momentarily, this effect being noticeable 150 miles away.
The split second of unleashed power that is the Prismatic Spray is comparable to some Celestial Blast hurled by a Solar. It contains a destructive force equal to TEN TIMES that of a great red wyrm's breath weapon blast in it's entirety. It will blast a hole (up to 15 feet in diameter) 3 feet deep into solid adamantite, or 5 feet through solid mithril. It will penetrate 10 feet of steel, 30 feet of iron, 100 feet of solid granite, 500 feet of sandstone, 1,000 feet of hardwood, 3,000 feet of softwood, 3,000 feet of normal earth, a mile of water, or any combination thereof - assuming the beam could extend that far, which - fortunately for the non-spellcasting world - it does not.
The beam blasts through buildings, which are typically walled with only thin sections of adobe or wood or stone, almost as if they were not there. The beam would drill right through the 10 foot width of a stonework city wall, through the people standing beyond the wall, through the Emperor's iron statue beyond them, then through as many buildings as it's range would allow for, with the same ease of a typical person punching through rotted gauze.
Again, it is fortunate perhaps that Prismatic Spray is limited in it's range. But it is MOST CERTAINLY FORTUNATE that it only lasts that split second! Due to this, the mage can only aim and fire the Spray. Were the spray to last several seconds, then she could sweep it back and forth like a wand or a sword. Such a sweep would chop down large stretches of woodland and/or entire towns, or goodly sections of cities. It could carve apart whole hills, or the sides of the mountains themselves, if such might could be sustained for just a mere second!
However, Prismatic Spray is one of the weakest exercises in the mighty craft of wielding Prismatic Magic, and it cannot sustain such a long lasting beam. And, obviously, it is limited to 70 feet in range, so the lucky inhabitants of the world need not worry about instantaneously destruction of their capital city in one fell sweep of a Prismatic Spray ... at least, not one of 7th level (one can only imagine, what the Arcanists of Netheril did with Prismatic Magic ...)

Fragile living flesh is no match for a Prismatic Beam. If the Prismatic Beam kills someone, it is assumed to have gone right through that person, nicely evaporating any part of the person struck (which might well be the entire person, in which case the body is simply gone.) If the Prismatic Beam does not kill said person, that person is assumed to have somehow dodged sufficiently to avoid more than a mere passing effect (or that person's innate magic somehow defended him, or he had divine luck, or something else rather radical happened to protect him.)
This applies to undead, constructs, and all other beings targeted by the Prismatic Spray: whatever parts of them that were struck, aren't there anymore. If these targets survived, then that is because they managed to dodge the Spray and were not struck by it: they merely caught the side effects of a near miss!
In any case, ALL of the Spray (all seven colors of the Spray) continue onward, whether a target struck is killed or not, and whether or not some part of it was directly struck or not. Even large beings like dragons do not hinder the passage of a Prismatic Spray: All the colors continue on past the dragon to affect other things behind it. This also applies to inanimate stone or steel: all the colors of the Spray pass on through to affect targets behind said stone or steel (and said stone or steel is gone. Simply gone.)
In game terms, this means a Prismatic Beam can affect one person, then the person standing behind him, then the people standing behind him, and so on, out to the limit of it's range, with each and every one of it's seven colors. There is almost never a situation where one or more colors are blocked (hiding behind an artifact or relic, or a Prismatic Wall or Sphere, would be one of those exceptions.)

Thinking that one can defend oneself against a Prismatic Spray with the usual run of magic is foolish.
Prismatic Spray will instantly blow a hole through the vaunted Wall of Force, then proceed to destroy what that Wall was protecting. Most other magical force effects - Bigby's Hands, Otiluke's Screens, Mordenkainen's Sword and Hound, Shield, Leomund's Tiny Hut, and so on - are destroyed as well, without negating or weakening the Prismatic Spray in any way. Even the Anti-Magic Shell has a 50% chance of being destroyed by a Prismatic Spray, and if it is downed those protected within are subject to the full effects of the spell.
Of course, the clever defender might elect to put an illusory image of himself out to be shot at. Or charm the mage into not attacking him. Or throwing Dispel Magic or some other powerful abjuration, or the standard Counterspell ... and hope it works.
Certain very powerful spells such as Mystic Shield and Mystic Sphere, created by the phaerimm, or the awesomely powerful 10th level spell known as the Srinshee's Spellshift (created by said very famous mage in question) will stop a Prismatic Spray.

Prismatic Spray is an autohit affair. There is no saving throw. There is no appeal. But the hapless target can take comfort in the fact that he will only suffer the near miss effects of one, or perhaps two, of the colors of the Spray.
This assumes the target is trying to evade the Spray, obviously. Any target NOT attempting to evade the Spray is directly hit by it and all it's colors, taking maximum possible damage plus all the other effects with no saving throw allowed for any of them: the target is, thus, gone.
ALL items carried and/or worn must make Item Saves versus Dragons Breath (if the DM is real nice) or Disintegrate (if the DM is not as nice) or be destroyed (as per 1st edition.) If two beams strike the target, all items carried and/or worn must make two Item Saves. There is no appeal: the target is automatically hit, and regardless of whether he makes his own Save versus the effects to halve or nullify them, his items must still make those Item Saves. If his items are thus destroyed by the Spray that is unfortunate, but that is the way it is.
Items destroyed by Prismatic Spray are simply gone, vaporized or transformed into energy, sent to other places, or otherwise affected as per the type of magic in the ray striking the target (again, see the supplements of Prismatic Magic for more on this.) Only artifacts and relics are immune to this effect: they are strong enough to withstand the blast of multiple magics. If targets survive the Prismatic Spray and their items do not, they may be rendered partially or fully nude afterwards, and probably will very unhappy about the new state of affairs ... but wise targets would quickly realize just how incredibly lucky they were just to be alive at all, and take some sort of protective action before the mage chooses to vent her SECOND memorized Prismatic Spray upon them!

In what everyone would call Crunch Terms:

The Prismatic Spray originates from the hand of the caster, and shoots forward in a split second to it's limit of 70 feet (the caster can choose to project a Prismatic Spray shorter than the 70 foot maximum allowed.)
As the ray shoots forward, it widens gradually until it is 15 feet in diameter at the 70 foot mark (if the Prismatic Spray is shortened by the caster, it is 15 feet in diameter at whatever point she chooses it to terminate.)
All objects, living beings, undead (even incorporeal undead), constructs, Planars, monstrous plants and animals, and most everything else (even bizarre beings from the Deep Void, such as the Minions of Cthulu) sustain damage as described in the Fluff above, and in the chart below.
Fully astral or ethereal or out of phase beings are not affected, if they remain that way during the momentary flash of the Prismatic Spray. If they can see into the Prime Material Plane, however, they are subject to the temporary blindness it causes (see the next paragraph.)

Any and all beings within the area of effect that have visual capacity of any sort (from normal light to x-ray vision to Darksight, and so on) are immediately blinded with no saving throw for 2 to 4 turns, if they have 8 Character Levels or under.
Creatures with more than 8 Character Levels are not blinded, but they might well be overwhelmed, stunned, or at least startled by the onslaught of almost Godly light that is the Prismatic Spray.

The DM now rolls 1d8 for each possible target, and consults the following chart:

1: Target affected (if still alive) or struck (if dead or a great part of target evaporated) by the Red Beam (the red part of the main beam) The target must make a Reflex Save to take 10 points of damage. A failed save indicates 20 points of damage. (Either way, all items must make Item Saving Throws.)

2: Target affected or struck by Orange Beam. Reflex Save. 40 or 20 points of damage.

3: Yellow Beam. Reflex Save. 80 or 40 points of damage.

4: Green Beam. Fortitude Save. Death by poison or 20 points of damage. (Death is instant, and the mage chooses whether the poison leaves the target a shrunken, blackened husk, a puddle of poisoned goo, with no discernable damage, or any effect in between occurs.)

5: Blue Beam. Fortitude Save. Petrification or no effect. If petrified, all items are also petrified with no Item Saves allowed, but in this case restoring the target restores the items also. Breaking the statue kills the character and destroys all his items, with no Save or Item Saves allowed.

6: Indigo Beam. Will Save. Permanent insanity or no effect. If insane, the insanity can only be healed by a Restoration spell or other curative magics or item effects of 7th level or greater. The 6th level Heal will not work. The insanity will be one of the most severe and dangerous type possible (the mage gets first choice of the type of insanity) with immediate harmful effects for the companions of the target if applicable.

7: Violet Beam. Will Save. Sent to another plane or no effect. If sent to another Plane, this is determined randomly. Death may occur instantly upon arrival. (If the target is sent to the Lower Planes, death may be desired and - sadly - not possible upon arrival.) Returning home is the target's problem, if he survives for any time in the Plane he was sent to (Dispel Magic and other such spells will not return the target to his original Plane of existence, even if thrown upon him by a Planar on the Plane the target was sent to. A Wish spell might return the target to his original Plane and location.)

8: The target is unlucky. He is affected or directly struck by two rays, with two Saving Throws required for him, and two sets of Item Saving Throws for his carried and/or worn items. Roll 1d8 again to determine which two rays strike the target, and ignore a second roll of 8 (that is, the target cannot normally be struck by 3 or more rays. He can thank the Gods for small favors!)
 

Anabstercorian

First Post
You know, I wouldn't really want to play in a game where these rules held, but they're quite enjoyable to read. Magic gone horribly, apotently awry makes for a hell of a show.
 

Edena_of_Neith

First Post
In the standard world of D&D 3.5, you won't find spells like these lying around just anywhere.
You wouldn't find them in libraries at Greyhawk, or Palanthus, or Waterdeep. The wizards of Nyrond, Cormyr, and the Tower of High Sorcery at Wayreth don't have these copies. You won't find these spells even in such exotic lands as Silvanesti, Greater Aerdi, or Thay.
Why?
Because the few mages lucky enough to have copies of these extraordinary spells will not sell them, copy them, or reveal that they exist. They will use them, but typically dead targets do not tell tales. And if captured and the secrets of these spells tortured out of them, the wizards typically had Contingencies to destroy all their spellbooks, should they die.
And even if somehow these spells are obtained from the wizards in question, those obtaining them will also keep their existence secret (if they won't, someone will take the spells from them by force, who will keep them secret ...)

Only in places such as Halruaa, Candlekeep, the Valley of the Mage, the Secret Order of Ivid, the Circle of Eight, and among certain elite cliques at the Tower of High Sorcery are such spells common.
Also, if you are so foolish as to disturb Larloch in the Forgotten Realms, Acererak in Greyhawk, or Fistandantilus on Krynn, you can find lots of spells like these.
You now face the minor problem of talking these mages into giving you copies of the spells in question. Good luck!

Your best bet, however, is to have the misfortune of stumbling into the Alternate Reality where these spells are commonplace, and were always commonplace.
In this case, you can easily acquire all the potent magic you want.
And once you get back to your original reality, you are going to be very popular. Why, you are going to be so popular that every mage (and every lord and king) on the continent is going to want to talk to you. Won't that be great?
 

Edena_of_Neith

First Post
The position of the mage is one full of angst and want.
The mage has heard of all these incredible spells, and she wants copies of them for herself.
Yet the world is not a giving place. Such spells cannot be bought or bartered for. Even henchmen will not cooperate in spell trades. Enemies overcome might or might not have spells, which might or might not be possible to locate, and once located might or might not be guarded and trapped with horrible monsters and dweomers.
And the poor mage who somehow acquires the potent secret, gives that secret away the moment she uses the spell, and then everyone else wants to share in her good luck with her.

In the old days, the mage gained one free spell everytime she gained a level. This spell could be any spell of her choice. One, and only one, spell, was granted freely. (And the cleric, with his large spell repetoire, envies her?)
The mage must keep those spells in fragile spellbooks, which are easily stolen, lost, or destroyed. And once that happens, the spells are gone for good!

The sorcerer knows spells innately, so she does not have to depend on spellbooks.
But the sorcerer can never know more than a few spells of each level, whereas the mage can (theoretically) find and copy any number of spells.
The bard has all the drawbacks of the mage, but she has far fewer spells to cast, and the higher level spells will never be accessible to her.

And of course, trying to wear protective armor interferes with spellcasting, so the mage must confront the monsters in her gown.
And of course, mages are as apt to swords, bows, and melee in general as a Krynnish kender is to Solamnic Knighthood. Unless, of course, they wish to spend precious and irreplaceable time studying such things, when they need to spend ALL their time in magical research and finding spells.

Some would have everything, of course. Spellswords do exist. Elves have long practiced the arts of spells and swords simultaneously. It didn't get them very far, though, as the current state of elvish affairs shows. Not even the infamous Bladesingers could turn things around for the elves.
She that multitasks, has just that much harder a time trying to do any one task correctly.
Evitably, she will run into the foe who dedicated her life to the sword or the spell, and that will be the end of her, the multi-class character.

Ah, the joys of the wizardly pursuit ...
 

William Ronald

Explorer
Edena_of_Neith said:
Hey there Melkor, my old friend! It is very nice to hear from you again. :)
I thought you were doing neat with your Vampire King. Vecna really WAS coming, by the way, but my elves of Aliador and drow were going to fight Vecna at your side. We could have taken him!
I have not heard from Serpenteye. Nobody has heard from Serpenteye since he disappeared, to the extent of my knowledge. I very much wish I could tell you otherwise. Serpenteye is a good friend, like you are.


Hello, Edena, Anabstercorian and Melkor! Good to see you on the boards.

Sadly, I have not heard from Serpenteye or seen him online anywhere. I hope that he is well.

I was prepared to have my forces stand against Vecna, as I was the player initially warning about him. Let's just say it would have been an interesting fight.

Edena, I think these adaptations of spells from earlier editions might work for worlds with strange magical effects. Perhaps these more deadly spells might be empowered by a world where magic is working in strange ways. Possibly they can only work that way on such a place. So, someone casting one of these spells may find it just works like the regular effect on their relatively mundane world.

I think the designers of 3.0 and 3.5 wanted to balance the spells out a bit, so that is probably why Chromatic Orb is not in the Player's Handbook. (It does duplicate some of the effects of higher level spells. The current rules tend to work against this.) Edena, thanks for your efforts in updating these spells.
 

*sigh* I do miss SE's IR. Had my lil alliance going with a few people and was planning on attempting to turn the game into a Law vs. Chaos conflict instead of Good vs. Evil. We were going to make an Iuz clone using the hand that was cut off, and then equip him with all our artifacts (including Eclavdra's Regalia *whistles*) and using the Cup of Al'Akbar (sp?) into a positive energy bomb to 'splode Vecna worse comes worse. I don't think I was doing much with my PL besides investing in tech and investing towards special projects (I do recall my character had a deal going on with the mindflayers as well so they could take out the elf player who started with points in the magic arms race and give me the artifacts in exchange for some PP help :)). Such a shame I never got to see any of those plans to fruition.

Sorry for the hijack, your spell write ups are neat and comedical, Edena *thumbs up*
 

Edena_of_Neith

First Post
Hey there Sollir. And you too, William. Nice to hear from you both!
Yeah, Serpenteye is cool. A great DM, and a great player. If he returned, I'd still play in his IR if he offered to continue to run it! I would! I mean, how can you say no to the guy who oversaw (along with Mr. Draco) the nefarious and despicable Union of Oerth?

Heh, so you like my overpowered spells?
Cheers. I think I'll write up some more. It's sorta like Wacky Races, the cartoon. Nobody takes it seriously, and they shouldn't, and it's still great fun. :)
 


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