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<blockquote data-quote="Edena_of_Neith" data-source="post: 2453671" data-attributes="member: 2020"><p>(rough draft, under construction)</p><p></p><p> -</p><p></p><p> SRINSHEE'S SPELLSHIFT (Abjuration, Alteration, Divination) 3rd Edition</p><p> 10TH LEVEL</p><p> Source: The Fall of Myth Drannor Sourcebook, 2nd Edition</p><p> Range: 100 yards plus 10 yards/level - Components: V, S, M - Duration: 1 turn/level</p><p> Casting Time: 1 standard action - Area of Effect: Special - Saving Throw; None</p><p> </p><p> How do I put this succinctly?</p><p> Srinshee's Spellshift allows the caster to perceive the full Weave in all it's glory. So says the spell description.</p><p> 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.</p><p> 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.</p><p> 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.</p><p></p><p> 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.)</p><p> 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.</p><p> 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.</p><p></p><p> 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.</p><p> In addition, the archmagistress's mind is permanently strengthened, and she gains the following benefits:</p><p></p><p> 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.</p><p> 2: She gains a permanent + 20 to her Spellcraft skill.</p><p> 3: She gains a permanent + 1 to + 4 to her Wisdom (roll 1d4)</p><p> 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.</p><p> 5: She becomes immune to the Nymph Aura.</p><p> 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.)</p><p> 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.</p><p> 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.</p><p> 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.\</p><p> 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.</p><p></p><p> 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.</p><p> 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.</p><p> One does not lightly look into the heart of a Goddess!</p><p></p><p> 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.</p><p></p><p> 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.</p><p> 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.</p><p> The Srinshee most certainly DID NOT show off, indulge in self aggrandizement, engage in overconfidence, or go around threatening and blustering.</p><p> 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.)</p><p> 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.</p><p></p><p> 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.</p><p></p><p> -</p><p></p><p> -</p><p></p><p> -</p><p></p><p> The protective power of the Srinshee's Spellshift is described as follows:</p><p></p><p> - 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.</p><p> - 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.</p><p> - 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.</p><p> - 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. </p><p> - The protection is also afforded against Anti-Magic Shell and like spells of 9th level and under.</p><p> - 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.)</p><p></p><p> - 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.</p><p> - 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.</p><p> - The protection is NOT afforded against spell-like effects, regardless of how they are derived: level derived, innate, from magical items, or other means.</p><p> - The protection is afforded against psionics if psionics are considered magical. If psionics are considered non-magical, they work normally through the sphere/mantle.</p><p></p><p> -</p><p></p><p> -</p><p></p><p> -</p><p></p><p> The main power of the Srinshee's Spellshift is the ability to discern, then manipulate, the spellcasting of others, as follows:</p><p></p><p> - 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.</p><p> - 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. </p><p> - 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.</p><p> - 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. </p><p> - 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.</p><p></p><p> - 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. </p><p> - 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.</p><p></p><p> If manipulation is successful, the archmagistress may choose one of the following effects:</p><p></p><p> 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.</p><p> </p><p> 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.</p><p></p><p> 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.</p><p> 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.</p><p> Spell Resistance will not work against a Deaden manipulation, since it is an area effect not specifically targeted at any being.</p><p> 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.</p><p> 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. </p><p></p><p> 4: MANIPULATE. The archmagistress can manipulate the spell being cast, to create a new and different spell, with disastrous results for the manipulated caster.</p><p> The spell being manipulated now targets whoever or whatever the archmagistress decides, not the being who cast the spell. </p><p> 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.</p><p> The area of effect can be decreased by 75% or increased by 50%, as the archmagistress desires. </p><p> 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.</p><p> 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.</p><p></p><p> 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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p> Spell Resistance does not work against this effect, for again this manipulation is not directed at any one specific creature.</p><p> </p><p> The AID effect lasts as long as the Aided spell lasts.</p><p> The CANCEL effect negates one spell.</p><p> The DEADEN effect creates a DMZ that lasts for the duration of the Srinshee's Spellshift. Multiple DMZs can be created.</p><p> The MANIPULATE effect changes one spell.</p><p> The WILD effect creates a WMZ which lasts 10 rounds (1 minute.) Multiple WMZs can be created.</p><p></p><p> - The archmagistress can effect one manipulation effect, choosing one of the five effects given above, each round.</p><p> - 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. </p><p> - 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.</p><p> - 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.</p><p> - The Srinshee's Spellshift in no way interferes with or prohibits the normal functioning of previously cast spells upon the archmagistress.</p><p></p><p> -</p><p></p><p> -</p><p></p><p> -</p><p></p><p> Protecting another with the Srinshee's Spellshift</p><p></p><p> - 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.</p><p> - The person protected is not granted any special sight or vision, nor suffers the negative effects of such extraordinary visions.</p><p> - 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.)</p><p> - The protected being can be any sort of creature, from human and demihuman to humanoid, abominations, wondrous beings, constructs, undead, planars, and all others.</p><p></p><p> 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.)</p><p> 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.)</p><p> 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.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 2453671, member: 2020"] (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. [/QUOTE]
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