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5th Edition and Cormyr: Flexing My Idea Muscle and Thinking Out Loud
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 7645659" data-attributes="member: 12388"><p>1. DUNGEON FEATURE Terror Fall: This super deep pit or enclosed chasm holds a permanent *Feather Fall* effect at the bottom. Meant to scare the crap out of low-level characters. Can be part of a faith test or similar. </p><p></p><p>2. SPELL Divide and Conquer: During combat you may cast this spell. You may target all animated skeletons you control that are within 30 feet of each other. This spell causes each skeleton to divide into two new skeletons. These skeletons are under your control. At the end of combat half of the skeletons disappear. Divide the number of remaining skeletons by two and round down to determine how many you have left.</p><p></p><p>3. SPELL Last Ride: This spell requires the skull of a warrior that rode horses into battle as a material component. When you cast this spell, you summon a body for the skull and a jet black horse for it to ride. The rider comes equipped with armor and a sword. Alternatively, the rider is equipped with lance and shield. Your DM has stats for the rider. The rider attacks anyone you designate as a foe. This spell lasts for one day and one night, or until the end of a combat the rider participated in, at which point both the rider and its skull disappear.</p><p></p><p>4. SPELL Gone For A Moment: This spell causes the next creature hit by one of your ranged melee or ranged spell attacks to phase out of existence for one round. The creature reappears at the end of the next turn after the turn on which you successfully hit it with your ranged melee or spell attack. Saving Throw for this one? The creature reappears in the space it previously occupied. If there is no room, it appears in the nearest adjacent space. </p><p></p><p>5. SPELL Theft of Speed: You steal the movement of a creature within range. The targeted creature must make a saving throw or you gain a bonus action that allows you to move up to the targeted creature's speed. The movement is lost if you do not use it by the end of the turn on which you cast the spell. The creature may act as normal on its turn, but it cannot move until the end of your next turn. If the creature has more than one mode of movement, you may choose a mode which you are already capable of doing (if you can't fly then you can't borrow a dragon's flying speed). </p><p> </p><p>6. SPELL Portrait Walk: You fuse yourself with a painting in range. You now appear in the painting On the following turn you may move from the painting you occupy to another painting, provided the painting you wish to move to is in range (determine range from the occupied painting to the destination painting). You may spend an action to leave a painting and appear in a space adjacent to it. Duration: Concentration, up to 1 minute. You may take no other actions while you are fused to a painting. </p><p></p><p>7. MAGIC ITEM Bench of Shared Thoughts: This long bench seats up to four Medium size creatures. Whenever two or more creatures sit on the bench, they can hear each other's thoughts and converse telepathically. </p><p></p><p>8. SPELL Saddle Swap: You must be riding a mount when you cast this spell. This spell causes you to change places with another creature up to one size category larger than you that is also riding a mount. Save involved. </p><p></p><p>9. SPELL Saddle Jump: During combat, you may cast this spell to teleport yourself from a mount you are riding to another mount that is riderless. </p><p></p><p>10. SPELL Twin Tome: You must open a non-magical book as part of casting this spell. When you cast this spell, you create an identical copy of the book you opened. The copy lasts for as long as the book remains opened, or until 24 hours have passed. Writing in the copy or altering does not alter the original, and vice versa, while this spell is active.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7645659, member: 12388"] 1. DUNGEON FEATURE Terror Fall: This super deep pit or enclosed chasm holds a permanent *Feather Fall* effect at the bottom. Meant to scare the crap out of low-level characters. Can be part of a faith test or similar. 2. SPELL Divide and Conquer: During combat you may cast this spell. You may target all animated skeletons you control that are within 30 feet of each other. This spell causes each skeleton to divide into two new skeletons. These skeletons are under your control. At the end of combat half of the skeletons disappear. Divide the number of remaining skeletons by two and round down to determine how many you have left. 3. SPELL Last Ride: This spell requires the skull of a warrior that rode horses into battle as a material component. When you cast this spell, you summon a body for the skull and a jet black horse for it to ride. The rider comes equipped with armor and a sword. Alternatively, the rider is equipped with lance and shield. Your DM has stats for the rider. The rider attacks anyone you designate as a foe. This spell lasts for one day and one night, or until the end of a combat the rider participated in, at which point both the rider and its skull disappear. 4. SPELL Gone For A Moment: This spell causes the next creature hit by one of your ranged melee or ranged spell attacks to phase out of existence for one round. The creature reappears at the end of the next turn after the turn on which you successfully hit it with your ranged melee or spell attack. Saving Throw for this one? The creature reappears in the space it previously occupied. If there is no room, it appears in the nearest adjacent space. 5. SPELL Theft of Speed: You steal the movement of a creature within range. The targeted creature must make a saving throw or you gain a bonus action that allows you to move up to the targeted creature's speed. The movement is lost if you do not use it by the end of the turn on which you cast the spell. The creature may act as normal on its turn, but it cannot move until the end of your next turn. If the creature has more than one mode of movement, you may choose a mode which you are already capable of doing (if you can't fly then you can't borrow a dragon's flying speed). 6. SPELL Portrait Walk: You fuse yourself with a painting in range. You now appear in the painting On the following turn you may move from the painting you occupy to another painting, provided the painting you wish to move to is in range (determine range from the occupied painting to the destination painting). You may spend an action to leave a painting and appear in a space adjacent to it. Duration: Concentration, up to 1 minute. You may take no other actions while you are fused to a painting. 7. MAGIC ITEM Bench of Shared Thoughts: This long bench seats up to four Medium size creatures. Whenever two or more creatures sit on the bench, they can hear each other's thoughts and converse telepathically. 8. SPELL Saddle Swap: You must be riding a mount when you cast this spell. This spell causes you to change places with another creature up to one size category larger than you that is also riding a mount. Save involved. 9. SPELL Saddle Jump: During combat, you may cast this spell to teleport yourself from a mount you are riding to another mount that is riderless. 10. SPELL Twin Tome: You must open a non-magical book as part of casting this spell. When you cast this spell, you create an identical copy of the book you opened. The copy lasts for as long as the book remains opened, or until 24 hours have passed. Writing in the copy or altering does not alter the original, and vice versa, while this spell is active. [/QUOTE]
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