Concerning the wizard and her spells

Edena_of_Neith

First Post
'There are no spells above 9th level, and there never should be, for this would place powers into the hands of characters that is normally reserved for the Deities.'

Paraphrase from The Complete Book of Wizards, 2nd Edition.

-

Yes, we have 10th level spells.
We have the 10th level psionic enchantments of Athas. (Preserver Metamorphosis being my favorite. :) )
We had True Dweomers in 2nd Edition.
We have Epic Spells in 3rd Edition and 3.5. Pay hundreds of thousands of gold, spend months or years of work, lose tens of thousands of experience points, and create a spell that has a DC of 100, or 150, or 200, 300, 400, 500, or a 1,000+. (How any mage is supposed to cast a spell with a DC of over 100, is quite beyond me. And that, I suppose, is the idea.)

But we also have the true 10th level spells, the spells from the Arcane Age. Copies of these spells are still lying all over the place, in assorted worlds and Planes and goodness knows where else.
So, what happens if the archmagistress finds and studies a scroll containing a 10th level spell, in the Forgotten Realms or Realmspace?
Well, she can cast it, of course! Obviously she can cast it, and she doesn't need to spend any money, any time, or any experience points doing so. She has the spell, and can employ it's power as she pleases.

There are just a few minor restrictions and problems with casting such 10th level spells. :)
(This minor problems are courtesy of The Magister, 2nd Edition. A must read, I would daresay, concerning the ways and history of magic in the Forgotten Realms.)

The archmagistress must have 20 levels as a wizard. If she has levels in another class, she must have enough epic levels to compensate (if she has 5 levels as a fighter and 15 as a wizard, she needs 5 epic levels. If she has 15 levels in other classes and 5 levels as a wizard, she needs 15 epic levels.)
The archmagistress must have 20 Intelligence and 18 Wisdom, minimum.
A second wizard must be in physical contact with the archmagistress during the casting of the spell, as this second wizard is needed as an anchor. The overwhelming might of 10th level magic cannot be controlled entirely by any single mind (the spell Two-Minds will not help in this situation. It must actually be a second wizard. A duplicate of the original wizard, however, is perfectly fine as an anchor. Even a simulacrum would do (using the old 2nd edition spell, extrapolated) if it was powerful enough.
The anchoring wizard must have 18 levels as a wizard (or appropriate epic levels to counter levels in other classes) , he or she must have 18 Intelligence, and he or she must have 16 Wisdom.

When the 10th level spell is cast, all of the following occur:

The archmagistress and her anchoring wizard both lose 1 level, dropping to the midpoint of the next level down.
The archmagistress and her anchoring wizard both lose 1 to 4 points of Constitution temporarily.
The archmagistress and her anchoring wizard both take 2 to 8 hit points of damage.

The casting of the 10th level spell attracts the direct and immediate attention of both Mystra and Azuth, if within Realmspace. One of them will appear to have a chat with the archmagistress and anchoring wizard immediately (if the archmagistress has an artifact or relic of Shar, and immediately uses it to leave Realmspace, she can avoid this chat. If she has psionics and immediately Worldwalks out of Realmspace, she can avoid this chat. Otherwise, there is NO escaping the mandatory chat with Mystra and/or Azuth, for either the archmagistress or the anchor wizard.)
If the archmagistress cast the 10th level spell for purely altruistic reasons (in the spirit of those words, not in the form of justifications or rationalizations) then the chat will merely be a stern reminder from Mystra as to the responsibilities of power, the needed respect for magic and it's consequences, and a simple warning to NEVER use the 10th level spell again ... except for truly altruistic reasons, in which case the archmagistress is welcome to use it repeatedly. Of course, using the spell to save her own life almost always is NOT an altruistic way to use magic!
If the archmagistress had someone Commune with Mystra before casting the 10th level spell, this warning would have been delivered through the Commune. A wise archmagistress would do well to learn about the reactions of Mystra to such incredible spellslinging, before doing the actual spellslinging.

If the archmagistress cast the spell for a reason that was not altruistic, the chat ends with one of the following four options, from worst to most worse:

- Mystra's Choice for the archmagistress (being turned into a watchnorn, a staff spirit, or other servant of Mystra. The character becomes an NPC under the DM's control.)
- Death. No resurrection. Wish will not restore the character to life. 10th level magic will not restore the character to life. Mystra takes the character's soul to Elysium. The 10th level spell is also taken by Mystra, never to be seen again in Faerun.
- Death by torture, either by Mystra directly or by her servants. Afterwards, in an act of forgiveness, she takes the soul to Elysium.
- Death by torture, and the archmagistress's soul is sent to the City of Kelemvor, as a reward for such profound disloyalty.

If the archmagistress somehow managed to flee Realmspace before Mystra had her talk with the character, then the character had better NEVER return (even for the briefest instant) to Realmspace. Because if she does return, Mystra will pounce, and the LATTER options above will be meted out to the archmagistress.

Note that the above penalties are for the first (and only) offense, of casting a 10th level spell in a non-altruistic way. Ignorance of Mystra's rule is not an excuse. Pleas for mercy and mitigating circumstances do not help.

If the DM decides this is too harsh, he or she should consider the condition set forth below (see below.) The DM could allow (unprecedented) mercy: the character could be resurrectable (but not able to cast 10th level magic ever again), the character could be granted permanent exile from Realmspace, or the character could be stripped of 10th level magic and required to serve for many years as a servant of Mystra, or going on quests set forth by Mystra.

Why so harsh? Why would a neutral good Goddess be so absolute about this?
It is simple:
The Forgotten Realms is magic rich, and many races and spellcasters exist who could employ 10th level magic, even with the restrictions. The phaerimm of old averaged 40th level (if you don't believe me, look at the 2nd edition Ruins of Myth Drannor boxed set) and they were an evil race, desiring to obliterate all life on the surface of Toril.
If Mystra allowed non-altruistic use of 10th level magic on Toril, the inhabitants of Toril would destroy each other.
Indeed, if one looks at the pre-Mystra history of Toril, when Mystryl allowed free use of 10th and 11th level magic, we see one civilization after another being reduced to cinders and charred bodies by magic. We see vast regions of the continent reduced from verdant forest to desert, or to diseased moorland, or frigid steppe. We see great icecaps covering vast regions that should have been green, whole inland seas dried up, and the very landscape altered beyond recognition.
If Mystra did not impose this rule, the current inhabitants of the world would destroy all that is LEFT of the Forgotten Realms.

If the intrepid archmagistress wishes to freely cast 10th level magic, she can leave Realmspace and do so elsewhere.
The archmagistress can freely cast 10th level spells on Athas, Aebrinis, Oerth, Mystara, the Hollow World, and in many other places (freely on Krynn in the Current Age: in the previous Age, the Gods would have invited the archmagistress to leave long before she could access 10th level spells.)
Heck, the archmagistress can even freely cast 10th level magic in Ravenloft. 10th level spells are not powerful enough to enable the archmagistress to leave Ravenloft, but they ARE powerful enough to travel from Domain to Domain (even through the barriers erected by the Darklords, an exception to the normal rules of the Demiplane of Dread.) Of course, the Darklords will want to destroy this threat, and if 10th level magic is used in hatred, anger, or spite, that would definitely call for a Dark Powers Check.

If the Deities (Mystra, Azuth, et. all) are not used in the campaign, then the archmagistress can freely employ 10th level spells in Realmspace as she pleases, throwing those spells for any reason that comes to mind or whim.
The other, lesser, restrictions and problems remain in place, however.
(And now, the archmagistress with her FREE use of 10th level spells can fight all those phaerimm of 40th level each, ALL of them having FREE use of 10th level magic. Won't that just be a barrel of fun and laughs?)

Throwing a 10th level spell normally causes a surge or shaking of the Weave that can be felt across the entire planet of Toril by those who can detect such things.
Anyone with True Seeing, a Detect Magic, or the like in place in the presence of 10th level magic is going to be a little (or a lot) overwhelmed by the almost heavenly display of multicolored glory that confronts them.
10th level magic is truly, colossal. It does not matter whether it is flashy and bright, or subtle and unseen ... the casting of a 10th level spell represents an almost unthinkable release of power.
10th level magic can remake reality in major ways. Remember that these are spells that make Shape Change and Wish look weak in comparison. Perhaps an analogy would be the casting of Resurrection by Willow in Buffy the Vampire Slayer ... the casting of that spell tore the fabric of reality itself asunder, and in the new reality the First Evil was able to begin the extermination of all potential Chosen. And, of course, resurrection - true resurrection - was something that SIMPLY DIDN'T HAPPEN in places like Earth. Yet, Willow made it happen.
Willow's final alteration, in making all of the potential Chosen, into Chosen, was another 10th level incantation, but in that case at least she had an artifact/relic to help her with the casting of the spell, plus an anchoring mage!

It is thought that Larloch and Mystra have cut a deal of some sort that actually allows Larloch to freely cast 10th level spells.
Nobody knows the truth of this. Mystra does not answer questions concerning such things. And if anyone has gone to Larloch, asked him for a direct answer and gotten one, nobody knows because nobody has ever returned alive from Larloch's necropolis.
Perhaps the Chosen of Mystra know. Perhaps the Magister knows (remember that the MAGISTER is not allowed to cast 10th level magic, the penalty being death if she tries!) If so, they aren't talking.
But holy mackeral, the details of such a deal would be most interesting to hear, if someone could actually find out the truth about the matter!

-

Off-Topic, Dark Humor

Now, here's a way - NOT - that a group of high level characters could obtain some of those nifty 9th level spells they are so eager to have:

Character 1: Let's go to Blackstaff Tower. Khelben has 700 spells at his disposal, they say!
Character 2: Agreed. We'll buy spells off Khelben, or Laeral if Khelben won't cooperate.
Character 3: And if they won't sell, we'll just have to get nasty.
Character 4: I'll bet Khelben has that Prismatic Blade I want!

They go to Blackstaff Tower. There is no entry, and no response. After a while, the characters decide to get tough with these onery NPCs:

Character 1: We're not afraid of you, Khelben. If you won't sell the spells, we'll take them by force.
Character 2: We'll level Blackstaff Tower and take everything. We HAVE the power to do so.
Character 3: We'll call out high powered friends from other worlds to help. You don't stand a chance.
Character 4: And then, I'll use your Prismatic Blade to kill all your friends, because you didn't help us freely!

And, finally, out of the depths of Blackstaff Tower, comes a response:

Khelben: That's it.
 
Last edited:

log in or register to remove this ad

Edena_of_Neith

First Post
(rough draft, under construction)

-

SRINSHEE'S SPELLSHIFT (Abjuration, Alteration, Divination) 3rd Edition
10TH LEVEL
Source: The Fall of Myth Drannor Sourcebook, 2nd Edition
Range: 100 yards plus 10 yards/level - Components: V, S, M - Duration: 1 turn/level
Casting Time: 1 standard action - Area of Effect: Special - Saving Throw; None

How do I put this succinctly?
Srinshee's Spellshift allows the caster to perceive the full Weave in all it's glory. So says the spell description.
In other words, the Srinshee's Spellshift allows the archmagistress to perceive the one of the most powerful GODDESSES in the Forgotten Realms as she actually is, in ALL her immeasurable, incalcuable, unimaginable might, power, glory, radiance, overawing presence, and terrifyingly wondrous beauty.
The archmagistress is literally looking into the heart of the Soul of Mystra, into the very heart of magic itself, and if she survives the sight, comprehending it.
This comprehension is seen, heard, smelled, felt, experienced with every known sense and every undiscovered sense as well. The perception, the utterly profound revelations, the worldshaking implications, are perceived not only by the archmagistress's mind, but by every cell in her body, by every mote of her soul, by every aspect of her existence.

This view is not for the faint of heart. Any non-mage or lesser mage who is treated to this sight is dead (remember what happened to those guys standing around the Ark of the Covenant in Raiders of the Lost Ark? Remember how they died? Remember exactly how they died? Remember how painful it was? The same thing will happen to those viewing Mystra as she really is, if they are not ready for such sights.)
The archmagistress must succeed at an Epic Spell Check of DC 70, or suffer the fate of all those who would presume to see what is not meant for mortal eyes to see (the above fate.) Afterwards, if Wished back (no body will remain ...) the archmagistress will be insane until a another Wish spell or mightier magic is used to restore her mind. She may then attempt this spell again, but with a further + 20 to the DC check. Whether a third attempt is possible is up to the DM, if the second attempt fails.
If the archmagistress fails her DC check, the archmagistress acting as the Anchor Mage suffers her fate, with no DC check or saving throw allowed. Unlike (possibly) the archmagistress, it is extremely unlikely the supporting archmagistress is going to want to undergo such an experience again (assuming she is Wished back, and then her sanity is Wished back as well.) But if the archmagistress succeeds in her DC check, the supporting archmagistress need make no checks at all, and vicariously experiences all the joy and wonder of the sight of Mystra.

If the archmagistress succeeds in making this check, she can then manipulate the Weave, manipulate the very essence of Mystra herself, to accomplish magical feats of power that no Wish could accomplish, that no Shape Change could grant.
In addition, the archmagistress's mind is permanently strengthened, and she gains the following benefits:

1: The archmagistress can use this spell again, without having to make the DC roll, and the supporting archmagistress is thus never in danger either.
2: She gains a permanent + 20 to her Spellcraft skill.
3: She gains a permanent + 1 to + 4 to her Wisdom (roll 1d4)
4: The memories of what the archmagistress saw aids her in the casting of all other spells, granting DC bonuses of + 5 to + 10 on all attempts. This includes Epic Spells.
5: She becomes immune to the Nymph Aura.
6: She is entitled to make a Spellcraft DC roll of 40 to 70 against the normally automatic (harmful) effects of books like Books of Ineffecable Damnation, and if she succeeds she suffers no harm. She can then read the text as she pleases (although she will not gain any special benefits from doing so.)
7: She is entitled to make a Spellcraft DC roll of 40 to 70 against things that would normally drive any mortal insane, such as directly the Abyss from the Demonweb, directly viewing the Minions of Cthulu, or even directly viewing Cthulu himself. Things Man Was Not Meant To Know, can be learned by the archmagistress, and she can mentally survive the learning.
8: The archmagistress can read and know Evil spells (or, if evil, Good spells) without taking harm or experience point loss. This does not mean she can memorize or cast these spells without harm, but she can LEARN and copy the spells and have them in her spell repetoire.
9: The archmagistress is permanently immune to normal insanity, and gains a permanent + 4 bonus to all Saves versus fear, panic, and insanity based attacks.\
10: When the archmage employs True Sight to view something, if that would cause insanity the archmagistress gains a DC roll of 40 to 70 to withstand the effect. A single success permanently allows any amount of viewing.

Remember, however, that the archmagistress MUST succeed on her DC roll of 70 to survive the viewing of Mystra, to gain the comprehension and insights of Mystra that this spell was intended to bequeath and thus empower this spell to be used, and to gain all the other benefits noted above.
Failure on that DC roll indicates a slow, ungodly painful, gruesome death in which the archmagistress literally melts and her body is consumed, along with the supporting archmagistress, and all of the items being worn and/or carried by both. A charred spot on the ground will be the only indicator that the archmagistress was ever there, afterwards.
One does not lightly look into the heart of a Goddess!

The comprehension bestowed by the Srinshee's Spellshift can never be explained to anyone, period. Nor can it be written down. Even telepathy and telepathy imagery are useless (except to scare some poor psionic being witless.) A Wish spell might enable someone else to behold the vision of Mystra, and the result would be invariably and gruesomely, painfully fatal for the lucky recipient of this Wish.

The Srinshee, of course, succeeded in her first attempt at her Spellshift. This was back in a time when 10th level magic could be freely cast in Realmspace, so Mystra did not interfere. Nor, at that time, was it so difficult: the Srinshee did not lose levels, hit points, and constitution from casting her 10th level magic.
The Srinshee was a careful, cautious, wise woman. This spell, like the other 10th level spells she created, was used to protect Myth Drannor, the elves, and the Coronals, in a dangerous world where others could also freely employ 10th level spells.
The Srinshee most certainly DID NOT show off, indulge in self aggrandizement, engage in overconfidence, or go around threatening and blustering.
The Srinshee was HUMBLE, was deferent to the Seldarine and Mystra alike, was intensely loyal to her people and her Coronal, and was VERY careful about the use of any kind of magic (think of attempting to work with something so radioactive it gives off 2,000 rads an hour. Think how careful someone would have to be with that object. The Srinshee was that careful with magic. Because she was, she survived.)
Finally, the Srinshee had a mind tempered by countless centuries of battle and toe to toe combat (and the suffering of endless numbers of severe injuries), endless hours of intensive study and research, the strength gained from successful research into Forbidden Realms and returning from those Dark Places, the endless practice of self discipline and self restraint, and centuries of hard, backbreaking work in the service of the Coronal, Myth Drannor, and the elves. Thus, she had the adamantite strength mentally to cast her Spellshift and survive.

Here are the benefits of the Srinshee's Spellshift, once the archmagistress and her anchoring archmagistress have cast the spell, beheld Mystra, survived the vision, and gained the comprehension that the vision temporarily bequeaths.

-

-

-

The protective power of the Srinshee's Spellshift is described as follows:

- A kind of spherical mantle of faintly shimmering, scintillating, multicolored, gauzy curtains and robe-like folds of magic will float in the air around the archmagistress, and around everyone and everything within 10 feet of her, including the ground below her.
- This sphere/mantle prevents all 1st through 9th level spells from entering. Incoming spells may well create all manner of effects, but none of those effects will occur within the sphere/mantle. If the area of effect of an incoming spell is larger than the sphere/mantle, effects will certainly occur all around the sphere/mantle, but no effects will occur inside it.
- Anyone or anything capable of launching a spell, that is within the sphere/mantle, can launch the spell normally. There are no restrictions, and the spell effects can go off outside the sphere/mantle, inside the sphere/mantle, or both, as the caster wishes. Enemies of the archmagistress who enter the sphere/mantle can, after entering, cast any and all of their spells normally, so long as they remain within the sphere/mantle.
- The protection is granted against all spells of 1st through 9th level whose text state they will affect anything, or penetrate anything. Even Mordenkainen's Disjunction and Wish cannot penetrate the sphere/mantle or affect those inside in any way.
- The protection is also afforded against Anti-Magic Shell and like spells of 9th level and under.
- The protection is granted against attacks and powers allowed by spells (such as the breath weapon or claw/bite attacks of a mage Shapechanged into a dragon. Upon entering the Sphere/Mantle, that mage would revert to his normal form, and remain that way until he departed the Sphere/Mantle.) An extremely liberal interpretation is called for here: if a spell caused the effect, that effect cannot manifest within the sphere/mantle (The arrows of a Chromatic Bow, the magical songs of bards, spells impersonating the deadly aura of nymphs or medusae, and so on. Spells like Ice Storm and Cloudburst probably will not work, since the hailstones and rain could be considered magical.)

- Spell Resistance can be exercised, once, to attempt to down the sphere/mantle. If it fails, it can not be attempted again. To employ SR in this way, the being with SR must actually touch and/or enter the sphere/mantle to attempt to bring it down.
- Spell effects originating outside the sphere/mantle will affect those inside, if the result is incidental, such as with extra missiles fired by a Hasted archer, or a Wall of Stone falling into the sphere/mantle and crushing those within, or a Meteor Swarm causing an avalanche upon the sphere/mantle.
- The protection is NOT afforded against spell-like effects, regardless of how they are derived: level derived, innate, from magical items, or other means.
- The protection is afforded against psionics if psionics are considered magical. If psionics are considered non-magical, they work normally through the sphere/mantle.

-

-

-

The main power of the Srinshee's Spellshift is the ability to discern, then manipulate, the spellcasting of others, as follows:

- The insights and understandings afforded by the vision of magic, of the Weave, of Mystra, and the focus afforded by the Spellshift, permits the archmagistress to rework Magic, in order to perceive the spellcasting of others, and then to manipulate the spellcasting of others.
- The archmagistress may view any being within sight, and as a Free Action know if that being is casting a spell, what the spell is and what it does, the material components of the spell, and every other known detail of that particular spell. The archmagistress can view any number of beings in a round and gain any amount of information on spells being cast, as Free Actions. No saving throw is allowed against this omniscient-type scrying.
- The archmagistress, as a Free Action, may know the exact intentions of the being regarding the spell being cast. She knows everything, including but not limited to: who or what the spell is aimed at, what range it is set to, what area of effect it is programmed to have, what specific function it will perform, what kind of illusion it will create, what kind of monster it will summon, and so on. The archmagistress can read everyone within sight range, as a Free Action, determining this level of information for all spells being cast. Again, no saving throw is allowed against this omniscient-type scrying.
- If the archmagistress has initiative over any particular being who is spellcasting this round, and she has scried his spellcasting, she may now elect to manipulate his spell. This counts as a standard action.
- Manipulation allows no saving throw, the target does not know his spell is being manipulated, nor can the target normally discover the manipulation, short of employing spells like True Seeing, Commune, Contact Another Plane, Limited Wish, and the like to learn the truth. The target can, obviously, guess that something is very, very amiss.

- Spell Resistance could protect a being. It must be attempted each and every time a manipulation is performed against the being with SR. The first failed roll means the being's SR is down for the rest of the Spellshift, and no new SR rolls are allowed against any manipulation effects. Note that some manipulation effects allow no SR rolls at all.
- If the archmagistress loses initiative to the spellcasting being whose spell she is attempting to manipulate, her effort to manipulate the spell will fail, and the spell will go off normally. The archmagistress must state, at the start of the round before initiative is rolled, whether she is going to attempt manipulation, and whose spell she will try to manipulate.

If manipulation is successful, the archmagistress may choose one of the following effects:

1: AID. Any arcane spell being cast can be manipulated can have it's range, or damage, or area of effect doubled, for one full turn (1 minute.) The archmagistress must choose which aspect is doubled. This enhancement stacks with all Feats, skills, spells, enhancements from magical items, and all other enhancements to the spell, from all 3rd edition sources, regardless of the normal prohibitions against stacking in 3rd Edition. This effect cannot enhance Divine Magic. If Psionics are considered magical, they can be enhanced; if not, they cannot be enhanced.

2: CANCEL. The manipulated spell is cancelled. Period. Poof. Gone. And gone, without a trace of where it went, why it went, or how it went. Any and all material components for the lost spell are still used up. If the bewildered player (if any) of the target being requests the DM tell him what happened, it is recommended the DM inform him the spell misfired for unknown reasons. A Commune, Contact Other Plane, True Sight, Limited Wish, or like spell could discern the truth.

3: DEADEN. A 10 foot diameter Dead Magic Zone is created, with the spellcasting being at it's center. The DMZ is stationary thereafter. All spells, spell-like effects, unactivated spells such as Contingency and Mantle, the effect of Curses, the long term effect of Wish spells, innate magical abilities of monsters, the powers of magical items, and even the powers of artifacts and relics (30% to 70% chance) do not operate within the DMZ. They resume operation after being removed from the DMZ.
All currently operating spells are downed permanently, including such effects as Curses and long term effects from Wishes. Hung spells, spells with triggers, and Contingency spells are not downed, but will not function while in the DMZ regardless of the condition of the person they were supposed to protect. The spell the target being was casting is permanently annulled and lost from memory, but the material components for it are not used up.
Spell Resistance will not work against a Deaden manipulation, since it is an area effect not specifically targeted at any being.
This particular manipulation of the Spellshift was devised by the Srinshee to target beings protected by invincible or near invincible combinations of magical defenses, such as one-way Walls of Force, Prismatic Spheres, magical extra-dimensional spaces created by spells to hide in such as the clerical Spacewarp, Contingency and Chain Contingency, Regeneration, Lifeproof and Hide Life, Damage Reduction, special immunities to various attack forms, immunities to almost everything (such as Intellect Devourers have), and innumberable other defensive spells, spell-like effects from items, and innate magical powers stacked one atop the other. Not to mention combinations of near invincibly enchanted armor, plus near invincibly enchanted shields, plus weapons that grant near invincibility to the wielder (such as Excaliber), plus assorted Cloaks of Displacement, Rings of Regeneration, and that Contingency somehow thrown on the figher to whisk him away should he somehow be reduced to near zero hit points.
After this manipulation is used, mere normal melee weapons, arrows, bolts, rocks, and the swords of the archmagistress herself can affect the targets within the DMZ. Once more, the Mighty Are Fallen.

4: MANIPULATE. The archmagistress can manipulate the spell being cast, to create a new and different spell, with disastrous results for the manipulated caster.
The spell being manipulated now targets whoever or whatever the archmagistress decides, not the being who cast the spell.
The manipulated spell can be sent out to it's normal range (or even Feat and otherwise enhanced extended range) as per the capabilities of it's original caster, in order to strike a target beyond the normal range of the Spellshift.
The area of effect can be decreased by 75% or increased by 50%, as the archmagistress desires.
The spell can be detonated anywhere along it's normal range, including range 0. So if the archmagistress wishes the spell to detonate in the face of it's caster, it will do so.
Any spell of any level (including 10th and 11th) can be manipulated. Those with stated range and area of effects are manipulated as shown above. Spells without stated ranges and area of effects, like Wish spells, can still be manipulated, and this manipulation must be adjudicated by the DM.

5: WILD. A 20 foot diameter Wild Magic Zone can be created, with the spellcasting being at it's center. The spell being cast by the spellcaster at the epicenter creates it's normal effects, but also creates a Wild Magic Surge (from the Tome of Magic, 2nd Edition) All other spells cast within the WMZ produce their normal effects, but also produce Wild Magic Surges, until the spellcasters leave the WMZ.
All spell-like effects, innate effects, and magical effects from items work normally, but produce Wild Magic Surges in addition to their regular effects, until they are taken from the WMZ.
All magical items, including artifacts and relics, spark and flash within the WMZ, causing 1 hit point of damage per carried and/or worn item, for every round spent in the WMZ. This forces Item Saves against Electricity for all other worn and/or carried items. Failure indicates that item is destroyed, and likely the being is set on fire. Damage is 2 to 12 points per round, and all carried and/or worn items must make Item Saving Throws every round against Normal Fire, until the fire is put out.
If the Wild Magic Rules are not being used, then any spell cast operates normally, but inflicts twice it's level in hit points of damage to it's caster, with no saving throw. Spell-like effects and discharges from magical items also cause damage equal to twice the equivalent spell level effect, on whoever is wielding them. Magical items still spark and flash and cause their 1 hit point of damage per item to those carrying and/or wearing them.
Spell Resistance does not work against this effect, for again this manipulation is not directed at any one specific creature.

The AID effect lasts as long as the Aided spell lasts.
The CANCEL effect negates one spell.
The DEADEN effect creates a DMZ that lasts for the duration of the Srinshee's Spellshift. Multiple DMZs can be created.
The MANIPULATE effect changes one spell.
The WILD effect creates a WMZ which lasts 10 rounds (1 minute.) Multiple WMZs can be created.

- The archmagistress can effect one manipulation effect, choosing one of the five effects given above, each round.
- The archmagistress can effect a manipulation, while simultaneously employing hung spells, or while spells with triggers on her person go off simultaneously, or Contingency spells on her person go off simultaneously.
- The archmagistress can effect a manipulation, while benefitting from the casting of spells by allies. Psionics benefit the archmagistress, whether they are considered magical or not, without interrupting the manipulation.
- The archmagistress cannot normally conduct another action in the round, if it could not be conducted and a standard action conducted also: manipulation is a standard action. However, if the archmagistress obtains a way to take more actions per round than normal, she can employ innate magical powers and/or spell-like powers, employ magical items, employ psionics, and/or even engage in melee, while still effecting the manipulation. It is a simple matter of how many actions the archmagistress manages to allow herself in that round.
- The Srinshee's Spellshift in no way interferes with or prohibits the normal functioning of previously cast spells upon the archmagistress.

-

-

-

Protecting another with the Srinshee's Spellshift

- The archmagistress can choose to create the protective sphere/mantle anywhere within the spell's range. Afterwards, the 20 foot diameter sphere/mantle is stationary. This option is typically taken to protect someone.
- The person protected is not granted any special sight or vision, nor suffers the negative effects of such extraordinary visions.
- The person protected gains none of the spell's power except for it's protective effects, which act as described above (spells of 1st through 9th level manifest no effects within the sphere/mantle, except that beings standing within the sphere/mantle can cast them normally. Enemy spellcasters must enter the sphere/mantle to affect the protected being with 1st through 9th level spells.)
- The protected being can be any sort of creature, from human and demihuman to humanoid, abominations, wondrous beings, constructs, undead, planars, and all others.

Feats could be used to make a Srinshee's Spellshift more powerful, longer lasting, greater ranged, or allow it to be used as a Quickened Spell (but once cast, no other spells can normally be cast by the archmagistress so long as she uses the Spellshift's manipulation powers.)
If a Feat allows a spell to be recalled that was previously cast, then the Srinshee's Spellshift can be recalled. If a Feat exists that allows a spell to double (such as a Fireball becoming two Fireballs) then the Srinshee's Spellshift would create two protective globe/mantles, and allow two manipulations per round (but not one manipulation and one cast spell - not with that particular Feat.)
It depends on the Feat. Feats can grant 3rd edition mages stupendous abilities undreamed of in 2nd Edition. All of these new options are possibly applicable to the Srinshee's Spellshift, making a powerful spell even more powerful.
 
Last edited:

Edena_of_Neith

First Post
(Rough draft, first typing)

11th level spells ...

Once upon a time, Toril was ruled by the Creator Races. Then they fell, for unknown reasons, and dragons and titans ruled Toril. Long afterwards, elves replaced them. Dwarves arose as a mighty race to compliment the elves. Then the Crown Wars caused the illythyri to become the drow, and broke the back of elven supremacy. For a while, genies and beholders reigned triumphant in parts of Toril.
Long, long, long after the fall of the elves, the first primitive villages of humans arose, and seven of these banded together to form Netheril. And that was the dawn of human supremacy in the world.
But Netheril and the other human nations fell too, overcome by the phaerimm and hordes of monsters. After the Fall, Myth Drannor and the Netherese successor states kept civilization alive for long centuries, but finally they too, succumbed and the Darkness fell.
Now, most of Toril lies in anarchy.

It also lies in a magic weakened state where 11th level spells cannot be cast. Throughout nearly ALL of it's history, Toril was a world rife with magic, and greatest among spellcasters were those wielding High Magic and 11th level magic, the greatest of all human magic.
Now, 11th level magic is impossible. (No rules exist for casting such spells, and considering the restrictions on 10th level spells, there is little question 11th level spells cannot be cast. And Epic Spells cannot simulate 11th level spells, without producing DCs in the thousands.)

But when 11th level spells were castable, the power of the Gods was in the hands of frail mortalkind. Reality - even the most fundamental realities of physics and chemistry, biology and mathematics - were dictated by the great mages and magistresses, and Reality obliged and did as it was told.
Mystryl was the Goddess of Magic for all that one hundred thousand year period, and she allowed mortals to do as they pleased, and prevented the other deities from directly interfering to stop such behavior on the part of mortals.

One of the spells from that time still exists in written form. It cannot be memorized or cast, but a few of the great mages of the current time have at least comprehended it and understand it's purpose.
It was known as Mavin's Worldweave, and it is Netherese in origin.

MAVIN?S WORLDWEAVE (Conjuration/Summoning, Necromancy)
11TH LEVEL
From the Netheril Boxed Set
Range: Sight - Components: V, M - Duration: Permanent
Casting Time: 1 full round - Area of Effect: One mile/level - Saving Throw: None

(Note, this simulates three consecutive castings of Mavin's Worldweave.)

Imagine a subarctic river valley leading out to a frigid ocean.
It is late winter, and the weak sun shines off the glistening snow piled deep in the valley, off the spruce trees freighed with snow, off the glacier choked mountains on either side of the valley, off the steaming ocean itself ... the steam arising from the relatively warm water into the subzero air.
Down the middle of the valley runs a large river, and it is frozen over completely, with heavy snow on top of the ice ... a ribbon of clear snow amidst the general clutter of the tall, almost bizarrely thin trees of the Boreal Forest.

A sudden surge of magic shudders through the Weave, and the whole of the valley and surrounding mountains begin to tremble. Points of light erupt in blue, green, and silver from every treetop, every rock, every peak of a wave in the 28 degree waters of the ocean, off the mountain tops themselves.
The power grows. It GROWS. Great streamers of light cascade from all the points into the sky, creating an Aurora Borealis of Magic. Great rivers of magic flow through this Aurora, in shining blue and red. The grey gloom of low clouds turns to molten fire as the magic sunders the sky, the sun is but one light among many great lights, and the whole of land and sea is gripped by earthquake and hurricane force winds.
Now the Aurora in the sky turns into an all out maelstrom, and from this maestrom of Pure Magic come countless lightning bolts of all colors, tornadoes of magic that sweep the ground, uncounted blasts of wild magic creating monsters and strange effects, while mountaintops crumble, avalanches of snow thunder down the sides, glaciers crack and break off, and the ocean is tossed back and forth like bathwater, churning madly.
Then, in a single split instant, all the power slams into the land and sea. The entire land and all the ocean to the horizon glow like the sun itself for a moment as the magic changes it irrevocably, hurls power measured in the countless megatons into it, and rearranges reality.
Then the sky is clear again except for the low, grey clouds, the sun is once more visible, sad and dim on the horizon, and the outraged land is still covered in snow, trees upright and broken, and what seawater was tossed inland by the maestrom of energy.

But wait, something is happening. It is happening, and happening real fast.
It is getting warmer. Fast. The temperature was 20 below zero, and only the bravest of souls bedecked with the heaviest of protection were outside. But now it is above zero, and still rapidly warming.
It seems the sun is getting brighter. The steam is no longer coming off the ocean, no longer obscuring the sunlight. The low grey clouds ... they are changing at impossible speed ... they are disappearing, writhing, changing into new forms.

Now the air temperature is above freezing. Only a minute ago it was 20 below, but now it is above freezing and still rising rapidly. Those outside can loosen their coats. In another minute, they won't need coats at all.
Then the snow starts to disappear.

It is spring, all at once. The snowline recedes, at impossible speed, at the speed of many miles a minute. It is gone from the shoreline, then it is gone from the river, which is already completely thawed, glowing brightly in the strengthened sunlight.
Now the wave of melt sweeps past those in the valley, and the trees turn from white to blackish as their freight of snow is suddenly lifted. The wave of melt sweeps up to the base of the mountains and up the valley beyond sight. The rushing sound of water is heard, for all the streams that cascaded down the mountainsides into the valley are thawed.
Now the temperature is 60 degrees and still rapidly rising. It is downright summery, for those accustomed to subarctic climates. It is also impossibly humid. There is no fog, but there should be overwhelming clouds and seas of fog, for all the humidity of all that melted snow is in the air ... but there is no fog.

With titanic explosions, the glaciers in the mountains shatter and melt, receding rapidly up the mountainsides, eons of natural work done in a matter of minutes. Torrential cascades of water should roar into the valley and obliterate all within, but somehow no abnormal amount of water comes down. The glaciers are simply disappearing into thin air.
The mountains themselves boom and shake as they start to crumble. Their snow and ice gone, the permafrost within is melting all at once, and thus can no longer hold the mountains together. A thousand thundering avalanches of stone cascade downward as whole mountainsides crumble, the tops of mountains shattering and falling, the very landscape being rearranged.
In the valley, it is now 80 degrees, and still the temperature is rapidly rising. It feels like a good day to jump into the river to cool off. Those who would try such a thing, however, would find the river - glacial a few minutes ago - is now tepid.

Out to sea, astonished sailors find the ocean itself is tepid. The ocean is at 86 degrees. It is warmer than the bathwater the sailors looked forward to upon landfall. And great cumulonimbus clouds fill the sky, under a sun low in the sky but nevertheless hot, the air sultry and steamy as if it were sunset on a tropical island.

In the valley, the underlying permafrost was 1,000 feet deep. The ground was very cold below that for a mile further down.
Now, the permafrost melts, all at once. As it does, trees by the thousands topple, or partially fall to lay at crazy angles to the ground. The ground itself turns into a sudden quagmire, homes, buildings, roads, and bridges all collapsing as their support fails. Large areas of the ground sink into lakes, other areas rise, rocks sink into the morass while other rocks explode out of the ground.
In another few minutes, the ground is a tepid 80 degrees. The coolest water one could hope to drink from that ground would feel vaguely warm in the mouth. And this warmth extends all the way down to the deep crust, 20 miles down (where the Underdark Denizens, in their chilly caverns, find they are suddenly uncomfortably warm.)

Likewise, the ocean is warm. It is extremely warm, being around 90 degrees. And the heat extends deep down into the depths, and beyond that the thermocline extends for thousands of feet, before one finds the last remnant of the original climate ... the deepest ocean is still freezing.
But, that is only because the Mavin's Worldweave could not affect the entire ocean all at once. Were enough Worldweaves cast, the very bottom of the ocean would warm up to a tepid 75 degrees, or perhaps even much warmer.

From now on, for all eternity barring countermagic, the valley and surrounding mountains have a tropical climate. The deep ground and high airs reflect the tropical climate. The ocean itself acknowledges the tropical climate.

For a 35th level archwizard threw three consecutive Mavin's Worldweaves, and in an area 70 miles across with him at the epicenter, the climate changed by one place per Worldweave: from subarctic to temperate, from temperate to subtropical, and from subtropical to tropical.
The archwizard could have thrown a fourth Worldweave to acquire a kind of super-equatorial climate, with the ocean at 100 degrees and air temperatures in the valley hovering around 100 to 120 the year around. But she decided that was too hot for her liking.

She could have changed the climate to arctic with one Mavin's Worldweave. She could have shifted it to Antarctic with two Worldweaves.

In an area 2 miles in diameter per level of the archwizard, the climate and the entire biosphere from the base of the world's crust - the foundations of the earth - to the highest reaches of the atmosphere, to the heavens themselves - change one full place in climate, towards warmth or chill, as the archwizard dictates. The new climate can be dry or wet, as the archwizard chooses, making it anything from a lush rainforest to a lifeless desert.
If anything in the area survives the magical maelstrom and the subsequent and total makeover of continent and ocean and atmosphere, they can enjoy - or endure - the new climate.
They cannot reverse it. Nothing will reverse Mavin's Worldweave except for another 11th level spell, or perhaps an Epic Level Dispel Magic with a DC in the thousands. The archwizard has dictated What Shall Be, and It Is Done.

There are major and grave consequences for the rest of the planet.
The area in question always retains the new climate, but it affects all the area around it as it acts as a heatsource or a coldsource.
If enough warmth was added to Toril's arctic by Worldweaves, all the icecap would melt and the oceans rise by hundreds of feet. If enough warmth was taken away at Toril's equator by Worldweaves, perhaps the whole world would freeze as it's main heat engine was shut down.
But whatever the case outside the Worldweaves, within their area of effect the climate will always be the climate dictated by the archwizard when she cast the Mavin's Worldweave. If the whole world is a tropical steambath, she can keep her lands chill. If the rest of the world is frozen, she can luxuriate in a tropical paradise.
The archwizard reaps the benefits, and the rest of the world pays the price. If the rest of the world has a problem with this, they can beseech the archwizard to put the climate back the way it was. Good luck convincing her that she should not slay them all where they stand, for their insolence in talking to her at all. For is she not a diety in her own right, above the mere mortals of the world around her?

In Netheril, Mavin's Worldweave was used to turn the climate of the entire region into a tropical resort climate (an area of two million odd square miles, which had previously been cold temperate to subarctic.) Some archwizards wanted it a little hotter than that, some wanted it colder. In any case, they did as they pleased, and the climate obliged them, and no power in existence - not elves, not other nations, not the deities themselves - challenged their immeasurable might.

Such was the might of 11th level spells. If Mystra withdraws her Prohibition, perhaps one day elves, men, dragons, phaerimm, and others will once more presume to become Gods themselves, and dictate what Fundamental Reality shall be, with the use of 11th level spells.
 
Last edited:

Edena_of_Neith

First Post
Conjecturals on 11th level magic: Escape Ravenloft, Ioulaum's Longevity

ESCAPE RAVENLOFT (Abjuration, Alteration) 3rd Edition
11TH LEVEL
Range: Short (30 yards)
Components: (silent act of will)
Duration: Permanent
Casting Time: 1 full round
Area of Effect: Self and one person per 5 spellcasting levels
Saving Throw: None

This is a conjectural spell, and you will not find it in any rulebook, official or unofficial.

This spell, being 11th level, allows the archwizard and her party to escape Ravenloft.
Yes, I just did say that. I actually said that. I did. I said: Use a magical spell to escape Ravenloft.
I could say equally interesting things, but I doubt I would be correct about them: the sun is about to go poof and disappear, the man on the moon is about to come alive and eat the Earth, the Daleks are coming, the stars are truly reflections of car lights, or I am going to become Mr. Universe tomorrow. Or, in game, I could assure you that the kender would become Heads of the Conclave on Krynn, the Scarlet Brotherhood and the Baklunish would make up and establish a common nation under altruistic democracy, or that Khelben Arunsun Blackstaff has a secret plan to let Halaster take over Waterdeep, so he can use all of the people of the city for his experiments.
Yes, I could say such things. None of them would be true. But, also, NONE of these statements are any less reasonable than saying: I shall now use a spell to escape Ravenloft.

There are three orders of magnitude in D&D:

It can't be done without a Wish.
It can't be done without an artifact, relic, or divine intervention.
It is not possible in the D&D multiverse, period.

Escaping Ravenloft falls into the third category, and even the Avatars of the deities cannot escape Ravenloft should they be caught there.
But then again, Crystal Spheres cannot be breached either. Yet Proctiv's Breach Crystal Sphere worked and breached Crystal Spheres, so go figure. If the UTTERLY IMPOSSIBLE is possible with 11th level spells, then ... well ... escape from Ravenloft is possible with 11th level magic. What else is there to say?!
Thus, the spell Escape from Ravenloft.

Escaping from Ravenloft in this way has it's problems:

The Mists may take exception to the escape, and decide to pursue the archwizard. In this case, the archwizard had better have a truly safe hidey-hole somewhere in the multiverse, for there are very few places where the Mists cannot go (and, if the archwizard is entrapped a second time, the Mists will make SURE there is no second escape.)

The Mists may release someone or something else as a messenger to the archwizard, bearing the following message: Archwizard, your powers were sufficient to help many, many benighted souls in Ravenloft. However, when you had the chance to save them, you chose to abandon them to their fate, to save yourself. With this deed, you have sentenced countless souls to eternal torment and suffering. The Mists would bless you for this, but since that cannot be they choose to merely express their heartfelt desire that the deities of your world properly reward * your * soul for your kindly and altruistic deeds. But if you feel your deeds are not sufficiently noble and lofty, then the helpless of Ravenloft await your return.

If the caster is 35th level as an arcane spellcaster when she is pulled into Ravenloft, and had Escape from Ravenloft ready, then there isn't much of a problem in leaving.
But otherwise, there is a problem, because she must research and create the Escape Ravenloft spell IN Ravenloft, and that simply may not be possible.
If the archwizard is not 35th level, she must achieve 35th level IN Ravenloft, THEN learn how to use 11th level magic IN Ravenloft, and then research and create Escape from Ravenloft IN Ravenloft.
All she needs to do is avoid the notice of the Dark Powers, the Darklords, and anything and everything else attracted to magic and it's use (and in Ravenloft, ANY use of magic is dangerous and tends to attract notice!), and of course an 11th level spell is as subtle as a hydrogen bomb, as far as attracting the attention of just about everything in the Demiplane of Dread.

That is to say, it IS possible for the archwizard to gain the levels, research the magic, and create the spell, and leave - all the while being subtle and escaping notice, but it will be about as easy as sneaking a fully loaded 100 car freight train through your local police station and city hall during the middle of the day, during a frenetically busy workweek.

There is a version of this spell that will always work. It is unfortunate that it will work, but that is, as it is.
The variant version is: Escape from Earth (of the Masque of the Red Death setting.)
This 11th level spell, were it (somehow, theoretically ... it's never been done ... we hope that, at least) developed on the Earth of the Masque of the Red Death setting, would automatically allow the archwizard to Worldwalk to anywhere else in the Multiverse.
Thus, the archwizard could transport to, say, Oerth, Toril, or Krynn. She would arrive exactly where she intended to travel to, such as Greyhawk City, Waterdeep, or Palanthus.

There is one minor problem with this: The Red Death goes along for the ride. Just as it was spread throughout Earth by those infected by it, so now it gains access to a whole new, unspoiled world, with plenty of magic and magic-using people and beings to devour.

If the world in question has deities, they will try to save their world by blocking the archwizard and sending her back to the Earth of the Red Death setting, before she ever arrives on their world. Unfortunately, this will not work, although the deities do not know this: the Red Death corrupted and dispelled/destroyed the deities of Earth, so it is all too likely the Red Death would be able to - upon contact with Beory or Paladine or Mystryl - immediately insinuate itself inexorably (no saving throw, no spell resistance, no nothing) in the deity, there to remain indefinitely, there to ultimately corrupt and destroy that deity ... and the world that Deity is in.
Thus, even though the archwizard is sent back, the Red Death stays and begins the destruction of another helpless world. The world in question likely has no knowledge of this terrible enemy, no defense against it's onslaught, and no reasonable hope of saving itself.
Those fleeing from this infected world to another will merely take the Red Death with them, so it can spread throughout the D&D Multiverse, devouring each and every world in it's turn. Even Sigil is not immune: the Lady of Pain would be corrupted in the end by the Red Death.

A knowledgable archwizard capable of 11th level magic COULD divest/disinfect herself of the Red Death before leaving Earth, through the use of an 11th level spell. Eleventh level magic IS powerful enough to cast aside even the infection of the Red Death (and deities could divest themselves of the infection, if they only knew they WERE infected, in time ... before the infection became so profound that no magic could stop it, as happened on Earth.)
So, if such a spell was cast first, and immediately afterwards the decontaminated archwizard left Earth, she would arrive on Toril safely. Mystryl might or might not attempt to kill her outright (along with all the other deities of Toril) when she/they learned of the horrific risk she took in returning to Toril. Yes, she arrived free of the Red Death, and yes the deities of Toril now know of the menace and are thankful to her for relating it to them.
BUT ...
Who was she, to so risk everyone and everything in Realmspace, hoping her 11th level decontamination would work, so that she would be ok herself? What right did she have, they would argue, to save herself at such risk to everyone else? And they would probably say: no right at all, and a profound punishment is due to the archwizard.

Some extremely magically advanced races, like the taraakians, are aware of the Red Death and have effective 11th level defenses against it, to protect themselves and those they Defend. As a matter of fact, they give actual battle to the Red Death, driving it back from worlds it seeks to devour, freeing the magic of those worlds from it's corruptive influence.
But the taraakians had countless millennia in which to build their wisdom, along with their magical strength. The archwizards of Netheril on Toril have shown themselves a wee bit less wise and a wee bit more hasty.

One must wonder ...

The Red Death infected Earth around the time of the Fall of Netheril, and Mystra then banning 11th level magic from Realmspace.
One must wonder if Mystra somehow knew of the Red Death, knew of the near catastrophe of the Netherese discovering Earth and bringing the Red Death to Toril, and wishes to prevent such a thing from happening now? ...

-

IOULAUM'S LONGEVITY
11TH LEVEL

Ioulaum of Netheril's supreme spell was Ioulaum's Longevity.
The details of this spell are not available, but it runs something like this:

This spell renders the caster (or one willing person touched ... unwilling persons may not benefit from this spell) immediately and permanently in the prime of youth, both physically and mentally. The person can choose to appear 12, 15, 18, 21, 24, 28, or even 32 in human terms, or anywhere in that range, but not younger or older. Psychology varies from 14 to 26, depending on the age of the form chosen, but never varies beyond the parameters of those ages.
The caster now has a life expectancy of Infinity. No form of aging, normal or magical, can affect her. Chronomancy ages her in vain, for any part of infinity, is infinitely minute. Spells like Haste that might cause aging have no effect on her (she could cast Haste and Permanency, using the old 2nd edition rules for Haste, and she would not age. She could cast a spell with a thousand times the aging effect of Haste and make it permanent, and there would be no effect. She could cast a spell with a MILLION TIMES the aging effect of Haste, and it would have no effect on her.)
Likewise, the caster remains Youthful At Heart, so to speak. The mentality of a teen-ager or young adult is retained forever. No amount of burden, no amount of the weight of life, no amount of grim experience or horrible encounters with fate, will change her mentality. She, simply put, cannot be made Old At Heart, by any known means. The magic of the spell keeps her mind youthful, regardless of everything.

No spell or psionic effect, or spell-like effect or innate power, of 11th level or less, can reverse or end the effects of Ioulaum's Longevity. Period.
Artifacts and relics, the Silver Fire of the Chosen of Mystra, and even the direct action of the Avatars of Greater Gods cannot break this spell. This spell confers youth for all eternity, and that's that.
Well, ok, there are SOME things that could break Ioulaum's Longevity. LOL. Nothing is invincible totally. 12th level spells could break it. If the character travelled to the Home Plane of a Deity (Lesser Deity or more powerful), and the Deity directly intervened personally - in her full might, bringing her physical presense to bear, on her Home Plane - the spell could be broken.
No Dispel Magic or the like will break this spell. Dispel Magic at 10th and 11th level will not break this spell. No Epic Level Dispel Magic has ever been invented that could break this spell.

This spell has a minor problem: the caster herself cannot dispel it (by any means, even 12th level magic.) Once the decision is made to cast this spell upon herself the choice is made, and can never be taken back while Time itself endures. The spell is, literally, forever.
If the caster tires of life, that is too bad. Getting oneself killed is one way out of this spell, but those who have had this spell cast upon them somehow always get Resurrected. Repeatedly. And when their Constitution scores (or the equivalent in 3E) run low, someone is always there to throw a Wish to raise their Constitution back up.
It is not known if the Gods are involved in this, or fate, or just incredible coincidence (after all, back in the Arcane Age Resurrection and Wishes were trivial spells!) but ... that is how it has always worked out.
Thus, the decision to live is a rather permanent one. If death is somehow seen as a relief or a gateway to another life, then neither relief nor door are available to the spellcaster. She must abide by the spell, and continue to live ... and go on living ... for eternity.
 
Last edited:

Edena_of_Neith

First Post
KARSUS'S AVATAR, 3rd Edition
12TH LEVEL
Range: Self - Area of Effect: Self - Duration: Permanent (see below)
Casting Time: Varies from one full round to a lot of time - Saving Throw: None

'JETSON: YOU'RE FIRED.'
Ever see the Jetsons? That was Spacely Sprocket's favorite line.
It seems Karsus must have gotten the same idea, for one day he went up to Mystryl, and said: MYSTRYL, YOU'RE FIRED.
And she was. And Karsus became the Deity of Magic.
Unfortunately, Karsus's Avatar, while giving one an automatic boast in the Celestial Beaucracy, didn't also provide for the needed College Education requisite for the new job.
Because it didn't, Karsus had a few problems with being in his new position, with a few minor consequences: he lost control of the Weave, Mystryl killed him to save Realmspace, Mystryl struck at the Weave and killed herself to stop the Weave from disintegrating and destroying Realmspace, and 1600 years later the Weave is still messed up. And of course countless millions died, whole civilizations collapsed, and a general mess was made.

But what if ... Karsus's Avatar had provided the needed College Education? What then?
Well, I see two possible scenarios. Here's the brief one:

Karsus: I am now the supreme deity of Realmspace. I shall cut off all magic to the other deities, and reign as the One Deity. And all shall do my bidding, and I shall be Lord of Reality!
(tap, tap, tap)
Lord Ao: Uh, Karsus ... you now serve me. You're my servant. You must take your place in the Pantheon, as the other deities do.
Karsus: I shall do as I please. I am supreme! Nobody tells me what to do.
Lord Ao: (takes Karsus gently by the arm) Karsus, you require an Attitude Adjustment.
Lord Ao: (leads Karsus into a building made of Divine Steel, and shuts the door)

(silence)

WHAM!

(Ao leaves the now wrecked and smoking building, whistling)

Lord Ao: Attitude Adjustment completed.
Karsus, from within, faintly: Ow ...

-

Now we come to the Long Version of Karsus's Avatar. The one where any Player Character could obtain Karsus's Avatar, and cast it on herself or anyone else.
The implications spell an end to the Campaign World as it was created, and the beginning of something New and Different.

Player Character One, to Mystra: MYSTRA, YOU'RE FIRED!
Player Character Two, after the spell is cast on him: HELM, YOU'RE FIRED!
Evil Player Character Three: BANE, YOU'RE FIRED!
Neutral PC 4: SILVANUS, YOU'RE FIRED!
Paladin PC 5: TORM, YOU'RE FIRED!
Thief PC 6: MASK, YOU'RE FIRED!
Sadistic PC 7: LOVIATAR, YOU'RE FIRED!

Afterwards, of course, Mystra, Helm, Bane, Silvanus, Torm, Mask, and Loviatar go on a picket strike, carrying signs reading such things as: Deities have rights too!: Send the Scabs to Sigil!; Justice for the hard working Divine!; We deserve rights like any Mortal!, and so on.
But it won't do any good, since the Player Characters are now the supreme powers of the Campaign World. They have the dreaded Carte Blanche (see my thread on Carte Blanche, if you can find the ghastly thing ...) and can rearrange reality, the world, it's geography, it's people, and everything else, as they please!

And THEN ...

Well, if the Player Characters can pull this stunt, then all the Non-Player Characters can do it too. And, the Player Characters cannot stop this from happening, since their initial portfolios will not include all of Realmspace, but only the immediate FR Setting (see below)

And then the real fun will start.

The Deities of the Forgotten Realms (PC or otherwise) only control the ... Forgotten Realms. They do not control the Shining South, the Old Empires, Raurin, or the Hordelands, much less Zakhara, Kara-Tur, Maztica, other continents, or anywhere in the oceans. Obviously, they do not control any of the other planets, or Wildspace itself. Of course, they don't control the non-humans, and there are literally thousands of non-human deities to contend with.
The PC party, now a group of deities compliments of Karsus's Avatar, must not only contend with their fellow FR deities, but must contend with all those other deities. PCs being PCs, they will want to take over and control everything, and all those other deities will tell them what's what: those other places are THEIR turf, and the PCs had better stay out, or else!

But, eventually, other PCs and various NPCs will use Karsus's Avatar to fire all those other deities, by the thousands, take their place and ... still tell the Player Character deities in question to keep their noses out of affairs that don't concern them.

Then, more PCs and yet more NPCs will fire those NPCs, and take their place. Meanwhile, the original deities of the Forgotten Realms will try to fire the original PCs with their own Karsus's Avatar spells, and other PCs will use Karsus's Avatar on the PCs, and NPCs will try Karsus's Avatar on the PCs ... and then, I guess, the PCs - having been fired from their new celestial jobs - will use Karsus's Avatar ... to refire the original Deities, PCs, and NPCs who took their jobs. Of course, those PCs, NPCs, and original deities will use Karsus's Avatar back, fire the PCs, then the PCs will fire them, then the NPCs will fire them, and then ...

The whole of Realmspace will become broken up into tiny Enclaves, in which one set of deities, or perhaps only a single deity, rules. And in those areas, their rules will prevail ... but in other areas, other rules will prevail ... and thus there will be one set of rules for EVERY little Enclave and Deity's Realm, across the whole of Realmspace. Reality will be splintered into thousands, tens of thousands, or even hundreds of thousands of splinter Realities, dictated by local deities, deities with more influence that tell local deities what to do, and bigger deities yet that command fear among them, and so on.
The situation will resemble the bizarre world detailed in the Flux and Anchor books, where every Magelord is a deity, and the areas between Magelands are no-man's lands contested by everyone.

It is even possible the fundamental core Realities of Realmspace will be overturned, at least in some locales, depending on how powerful the PCs become, or which deity they fire. For example, Mystra was supposed to run magic across Realmspace, but now there is Shar who competes with her, and there was originally Selune, and every elf knows it is really Sehanine Moonbow who runs the magical show, and all the drow know Lolth is supreme, and the orcs know Grummsh runs all magic and is all powerful, and the dwarves know Moradin is supreme, and ... well, let's just say it's going to be messy. Attempting to become one supreme deity, in hopes of conquering all the others - because the old books say that one deity could and should become supreme - might or might not work out.
Likewise, such fundamentals as gravity, height, width, length, the existence of the sun, the existence of the Crystal Sphere, the existence of the Phlogiston, might be altered, either locally or Realmspace-wide, or fluctuate back and forth from one reality to another. Alternate Realities might crash the scene, beings and dimensions from strange and bizarre corners of the Multiverse might be pulled in, Ravenloft might be pulled in and itself twisted into new and different realities (whether the Mists like it or not ... even THEY will have to bow to 12th level magic), high technology may or may not manifest, may or may not work, or may work in drastically altered ways. It is even possible the Outer, Inner, and Elemental Planes might be merged or partially merged with parts of Realmspace, with the consequences of such mergings left to the imagination of someone besides me.
It is even possible that other Crystal Spheres, such as Greyspace or Krynnspace, could be sucked into this fiasco, becoming partially merged with Realmspace (to some reality within Realmpspace) in which case Krynn might become a part of Toril, or a moon of Toril, or vice versa, or Ansalon might become another continent of Toril, or vice versa, or Greyhawk City and Waterdeep might become the new Twin Cities, or ...
Whatever the Player Characters can think up, just might happen.

The ONLY thing that might stop this shenanigens and put things back the way they were is if a race capable of 12th level magic that employs it to protect and preserve Fundamental Reality (such as the taraakians) shows up and forcibly restores the old order. And, of course, even then there will be a terrible war as PCs and NPCs alike - happy in their new celestial roles as deities - are not going to take an attempt to return things to the old ways lying down!

Whether this scenario will be any fun is a good question, since no D&D game I've ever been in has ever remotely resembled such chaos. Perhaps it will be fun. Perhaps it won't. But it WILL be new and different ... and it will go on being new and different, as thousands upon thousands of archwizards of every race, creed, alignment, and gender use Karsus's Avatar to fire the current deities and take their place. Then thousands upon thousands of displaced dieties will fight back. And thousands upon thousands of newcomers will get into the mess. And countless new 12th level spells will be dreamed up and created, so that each and every archwizard can fire and avoid being fired, by assorted other PCs, NPCs, deities, displaced deities, bizarre monsters summoned from impossible dimensions, the irate Mists of Ravenloft, the ill effects of Planes, Crystal Spheres, and different realities merging or partially merging, the evolution of high technology and super technology, and the intervention of races like the taraakians who - for the sake of the Multiverse - want the insanity brought to a halt.

I personally believe Lord Ao would tolerate such a mess for about 5 minutes, then proceed to nuke Realmspace from Orbit.
But then, if you are going to allow Karsus's Avatar, you might as well do away with Lord Ao altogether, and give your players Carte Blanche. You gave it to them anyways, when you allowed them to cast Karsus's Avatar!

After all, if your PCs use Karsus's Avatar to fire Mystra and take her place, what is to prevent them from developing a 13th level spell called Ao's Avatar, where they can fire Lord Ao himself, and then ...

-

To all conservative DMs who scoff at the above, you should know that the above ALMOST HAPPENED in Official Canon! At least, it almost did if you extrapolate what would have happened, had Karsus been successful.
If Karsus had waited a little bit longer, until his spell conferred not only divine status, but the knowledge required to run the portfolio of that deity as well, he would have SUCCESSFULLY taken Mystryl's place.
Then, other archwizards of Netheril would have copied Karsus. But, seeing that Karsus had to obey Lord Ao (just as Mystryl had to) they would have Worldwalked away to hapless Crystal Spheres and Realities where no equivalent of Lord Ao existed. This would have included the Crystal Spheres containing Aebrinis, Athas, Krynn, and Oerth, the demiplane of Ravenloft, and the city of Sigil, for starters, and the list would have gone on and on.
There, those archwizards would have proceeded to use Karsus's Avatar to overthrow the current deities and take their place.
Goodbye Paladine and Takhisis. Goodbye Heironeous and Hextor. Goodbye the Lady of Pain. Goodbye Odin and the Norse, goodbye Zeus and Mount Olympus, goodbye all the Pantheons in the official books and d20 books as well. Goodbye Corellon Larethian and Lolth. Goodbye Varak the Destroyer and Grummsh the One-Eyed. Goodbye Yolanda and Moradin. Goodbye Io. Even in Realmspace, despite Lord Ao's influence, chaos would have ensued as all the deities were replaced repeatedly.
 
Last edited:

Mageslayer

First Post
Edena said:
Humans, demi-humans, and humanoids melt into puddles of burning fat in seconds, their bones charring and crumbling to ash. Armorplated monsters roast as their armor glows cherry red. Supposedly lucky creatures who made their Save but are still killed by the damage are charred beyond recognition.

Mmmm. Fireballs.

Seriously, I think this is the way to go. I don't think DMs should be conservative. I think they should be adventurous and allow their players to become drunk with power. Warping the lives of all the ant-like peasentry within sight of your twisted mage tower by your mere presence alone is all part of the fun. Magic is key to D&D of any edition. It should never be weakened. That's why I like the epic level rules. As long as there's still a useful and engaging role left for the other classes, I see nothing wrong with this approach.
 

Edena_of_Neith

First Post
I get the sarcasm. I understand your point.

My opinion is that the best counterargument to power, is power. Thus, the NPCs and the monsters have power - magical, combat worthy, psionic, and otherwise - to match the PCs.
If the PCs wish to terrorize the civilian population with dazzling displays of magic, they can do so ... but then they must deal with the champions sent by the Lord of the Realm to put an end to them, and those champions have terrifying magic too.
If the PCs enjoy roasting monsters for breakfast, and blasting them to smithereens for dinner, they should be aware that some of those horrors in that dungeon have spells too ... or special powers, or psionic powers, or ghastly physical attacks.

Consider the drow. We all know that the drow are powerful. But did you know just how powerful?
The drow worship the Demon Queen of Spiders. The drow and spiders are friends. They have been friends for millennia. Because of this, spiders and drow will cooperate. And if they won't cooperate, even mere 1st level drow divine spells allow control of hundreds of spiders over a wide area.
The mighty characters and their mighty elven friends don't know this. But they will know. They will KNOW. All those black widows in the trees, those brown recluses in every home, spiders of deadly poison everywhere - in every bar, every workshop, every elven home in forest and city alike - on the ground and in the air, will march with the drow.
Even in the Real World, people who sleep with their mouths open eat spiders on a regular (and accidental) basis. And most homes are filled with spiders, most of them harmless. But in the D&D world, there are spiders more poisonous than any spider from Australia, and there are - indeed - spiders in every home, every business, in the guarded citadels of invincible places like Castle Waterdeep, Blackstaff Tower, and the Citadel of the High Mages.

One night, the drow come forth. The priestesses of Lolth summon all their arachnid friends.
The Player Characters have mighty spells. They can summon Prismatic Sphere, wield Prismatic Swords, throw Flensing and Time Stop and Meteor Swarm, hurl enough Fireballs to light up half of Faerun, and autokill with dozens of horrific spells.

But ...

The drow have three autokill spells for every PC spell. The drow know every PC spell, and how to counter it. They've only spent 15,000 years getting ready for this day, so they know it all ... how to fight, how to use psionics, how to use magic, and how to do it all well.
And their countless billions of arachnid friends move into action, against populations helplessly asleep, against Kings and High Priests and Archmages alike, who defended themselves against everything ... but forgot the tiny danger that crept, unseen and overlooked, in the very heart of their safeholds.

Be afraid. Be very afraid. The lucky ones will merely die. The rest will be taken back for experimentation, slavery, and torture. And all the elves who are not killed will suffer the ultimate fate: they will be forcibly converted to the worship of Lolth.

-

The point of the above is simple: powerful spells do not make an archmagistress. An archmagistress, makes powerful spells. Wizards drunk with power do not live very long. Overconfident characters, wizards or not wizards, tend to die quickly.
And no matter how invincible an archmagistress thinks she is, she is not invincible and should know that. Jaran's Prismatic Blade, Shape Change, Flensing, Prismatic Spray, Disintegrate, Cone of Cold, Fire Shield, Fireball, and Chromatic Orb - even the mighty Srinshee's Spellshift and Mavin's Worldweave! - will not stop the arachnid that, unnoticed, climbs onto the leg of the character and bites her, inflicting venom swift and deadly.
And while the archmagistress battles valiantly against the drow priestesses, waging a war of spells that shakes the mountaintops, that spider IS making it's slow, inexorable way towards her leg, to deliver that very, very fatal bite. And if it fails, the archmagistress can take comfort in knowing a thousand more are waiting for her ... wherever she goes. She can run, but she can't hide. And the drow will never stop, until she is dead.

See the point?
The next time a character says: I'm in Blackstaff Tower ... or ... I'm in the High Keep of Alustriel ... or ... I'm in my invincible keep, they might remind themselves that deadly danger creeps all around them, in many guises, and what they don't know CAN and WILL hurt them ... are they clever enough and will they be fast enough to perceive all the possible dangers, before it is too late?
Be afraid. Very afraid. A character - mage or otherwise - might actually live to high level, if they heed this advice!

When I was still a kid, I saw a (supposedly) 75th level wizard challenge the Guildmaster of Assassins (14th level assassin, 1st Edition.) The Guildmaster accepted the challenge, and the day and time was set.
The (supposedly) 75th level wizard showed up to give battle to this pathetic foe. But the Guildmaster was not there. Curious, the wizard used his magic to search and search for him, but he never found him ... the Guildmaster was nowhere in the area.
While the wizard was doing this, the Ear Wig that the Guildmaster had left at the battle site crawled unnoticed up the wizard's side, got to his ear, and proceeded to kill him.
The wizard forgot the cardinal rule: Be afraid, be very afraid. So, he was very dead instead. That's how it is, in the D&D multiverse!

Edena_of_Neith

Incidentally, I don't know what the Land of Nod is, but I think the Nodwick strip is great stuff. Up there with Snarfquest and Knights of the Dinner Table. :)
 
Last edited:

Edena_of_Neith

First Post
Edena_of_Neith here.
I have to go offline for some while, and will return later. I am moving, and so my internet connection is going down for now.

I say to everyone: Remember the Magic, and live the Fun, and may our Hobby always flourish. Cheers to Dungeons and Dragons, and to all other Role-Playing Games.

We are the Gamers.

Edena_of_Neith
 

Mageslayer

First Post
Hehehe. You won't read this for a while, but for the benefit of others, I wasn't really being sarcastic. I like being drunk with power in a fantasy game. Smiting things with fireballs is a favored passtime. I see nothing wrong with it. It only makes it more interesting for me if there is no damage cap.

I just want balance, even if that balance is achieved within the context of insanely powerful magic. When I say "balance," I just mean it's still fun -- the proper ratio of victory to challenge.

Rock on.
 

Remove ads

Top