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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: 7790574" data-attributes="member: 12388"><p>08/20/2019</p><p>Monday</p><p></p><p>1. SPELL Flock of Daggers - This spell causes a flock of birds to become daggers with wings. The daggers fly within range and fall upon an area you designate. The daggers then revert to normal and fly away.</p><p></p><p>2. MAGIC ITEM - Avian Dagger - On command, this magical dagger takes to the air and follows a flock of birds, flying at their speed. An enchantment causes the dagger to be viewed as friendly by the birds. The dagger attacks anything that tries to cause harm to the birds (be it a predator, a bowman, a spellcaster, etc.). The dagger returns with incredible speed to the flock when the threat retreats or is slain.</p><p></p><p>3. SPELL - Truth in Flies - This spell causes all flies in the area of effect to watch for travelers, creatures and other beings that pass through the area. Other flying insects in the area of effect are not affected by this spell. Before the duration ends, you may command the flies to show you who or what passed through. Your magic causes the flies to fly in formation in the approximate shape of each creature that went by. The flies resume their watch until you end the spell or the duration ends.</p><p></p><p>4. SPELL - Martial Tribute - This spell causes one weapon to float within 10 feet of a corpse you designate. The weapon remains near the corpse until funeral rights have been completed and the corpse laid to rest (buried, burned, etc.). The weapon automatically attacks any creature that attempts to harm or steal the corpse. The weapon comes to rest over the body (becoming part of the burial, for example, or laying itself over the corpse after it has burned in a pyre).</p><p></p><p>5. For the spell <em>Martial Tribute</em>, there exist other spells that allow a caster to enchant a weapon that completes the burial process so it remains as an eternal guardian for the corpse it guarded. Other spells cause the corpse (or a ghost/facsimile of it) to appear with the weapon in hand. Still others can summon all the weapon in an area.</p><p></p><p>6. SPELL - Trail Loop - This spell causes two ends of a trail to become linked. Travelers that pass through one linked area and continue to the next linked area will teleport back to the first linked area. Duration: 24 hours.</p><p></p><p>7. SPELL - Trail Forbiddance - This spell causes an area of trail to become an obstacle to any creature walking it that is not the correct type. A creature of the wrong type that attempts to walk the trail must content with a <em>Gust of Wind</em> that continually pushes them back the way they came for as long as they remain on the trail.</p><p></p><p>8. SPELL - Stars in the Water - This spell causes a body of water to remember the formation and appearance of stars in the sky at night when the spell is cast. If the moon is present, this is remembered too. The caster designates a word or line of words that must be spoken or sung. Forever after, and so long as there remains water in the body of water targeted, the surface of the water changes to appear as the sky reflected on the water when the spell was cast if the word/words are spoken. This change lasts until the speaker/singer stops concentrating.</p><p></p><p>9. SPELL - Wake of Song - This spell trails music in your wake--up to 100 feet behind you--as you travel. The music is a repetition of what you or someone else is singing or playing in your vicinity when you cast the spell. For every two additional spell slots higher, you extend the wake an additional 100 feet.</p><p></p><p>10. SPELL - Water Warden's Count - When you touch a fish within a body of water (river, pond, lake or similar, but not an ocean), you know how many of that kind of fish are alive in the body of water.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7790574, member: 12388"] 08/20/2019 Monday 1. SPELL Flock of Daggers - This spell causes a flock of birds to become daggers with wings. The daggers fly within range and fall upon an area you designate. The daggers then revert to normal and fly away. 2. MAGIC ITEM - Avian Dagger - On command, this magical dagger takes to the air and follows a flock of birds, flying at their speed. An enchantment causes the dagger to be viewed as friendly by the birds. The dagger attacks anything that tries to cause harm to the birds (be it a predator, a bowman, a spellcaster, etc.). The dagger returns with incredible speed to the flock when the threat retreats or is slain. 3. SPELL - Truth in Flies - This spell causes all flies in the area of effect to watch for travelers, creatures and other beings that pass through the area. Other flying insects in the area of effect are not affected by this spell. Before the duration ends, you may command the flies to show you who or what passed through. Your magic causes the flies to fly in formation in the approximate shape of each creature that went by. The flies resume their watch until you end the spell or the duration ends. 4. SPELL - Martial Tribute - This spell causes one weapon to float within 10 feet of a corpse you designate. The weapon remains near the corpse until funeral rights have been completed and the corpse laid to rest (buried, burned, etc.). The weapon automatically attacks any creature that attempts to harm or steal the corpse. The weapon comes to rest over the body (becoming part of the burial, for example, or laying itself over the corpse after it has burned in a pyre). 5. For the spell [i]Martial Tribute[/i], there exist other spells that allow a caster to enchant a weapon that completes the burial process so it remains as an eternal guardian for the corpse it guarded. Other spells cause the corpse (or a ghost/facsimile of it) to appear with the weapon in hand. Still others can summon all the weapon in an area. 6. SPELL - Trail Loop - This spell causes two ends of a trail to become linked. Travelers that pass through one linked area and continue to the next linked area will teleport back to the first linked area. Duration: 24 hours. 7. SPELL - Trail Forbiddance - This spell causes an area of trail to become an obstacle to any creature walking it that is not the correct type. A creature of the wrong type that attempts to walk the trail must content with a [I]Gust of Wind[/I] that continually pushes them back the way they came for as long as they remain on the trail. 8. SPELL - Stars in the Water - This spell causes a body of water to remember the formation and appearance of stars in the sky at night when the spell is cast. If the moon is present, this is remembered too. The caster designates a word or line of words that must be spoken or sung. Forever after, and so long as there remains water in the body of water targeted, the surface of the water changes to appear as the sky reflected on the water when the spell was cast if the word/words are spoken. This change lasts until the speaker/singer stops concentrating. 9. SPELL - Wake of Song - This spell trails music in your wake--up to 100 feet behind you--as you travel. The music is a repetition of what you or someone else is singing or playing in your vicinity when you cast the spell. For every two additional spell slots higher, you extend the wake an additional 100 feet. 10. SPELL - Water Warden's Count - When you touch a fish within a body of water (river, pond, lake or similar, but not an ocean), you know how many of that kind of fish are alive in the body of water. [/QUOTE]
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