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*Pathfinder & Starfinder
Concerning the wizard and her spells
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<blockquote data-quote="Edena_of_Neith" data-source="post: 2410343" data-attributes="member: 2020"><p><strong>Fire Shield, 4th level, 3rd Edition</strong></p><p></p><p>Here is my take on Fire Shield for 3rd Edition:</p><p></p><p> Fire Shield (Elemental Fire, Alteration, Invocation/Evocation)</p><p> Range: Self - Components: V, S, M - Duration: 2 turns + 1 turn per level</p><p> Casting Time: One standard action - Area of Effect: The caster - Saving Throw: None</p><p></p><p> The 3rd Edition wizard employs this spell to wrap the sheer essence of magic around her, like a cloak or mantle. The magic protects the mage from either heat or cold, and lashes out at anyone injuring the caster (indicating a possible necromantic connection with the spell, since it seems to react to the damage caused to the caster's life force. The magical cloak may be melded with the caster's life force in some way.)</p><p></p><p> The caster must choose which version of the spell - the shield against cold, magical and mundane (known as the Warm Shield) or the shield against heat, magical and mundane (known as the Chill Shield) - when she memorizes the spell.</p><p> If the caster chooses the Warm Shield, the magic manifests around her as wispy flames of violet or blue. She and everything worn/and or carried is immolated in these flames, which give off a warmth that harms neither her nor anyone else who touches them. The flames give off light equal to half that of the light of a torch. (They make a great target out of the caster, though ...)</p><p> If the caster chooses the Chill Shield, the magic manifests around her in wispy flames of blue or green. These flames feel cool to the touch.</p><p></p><p> The Warm Shield grants a + 2 to all saves involving cold-based attacks and cold based situations. Damage from those attacks and situations is quartered if the caster makes her save, or halved if she fails her save.</p><p> If the caster is subject to a heat based attack or heat situation that requires a saving throw, she sustains normal damage if she makes her save, double normal damage if she fails her save.</p><p> The shield against heat (known as the Chill Shield) works the same way as the Heat Shield, except in reverse.</p><p> </p><p> Attacking someone protected by a Fire Shield spell (Warm or Chill Shield) with hand-held, natural weapons, or open hand attacks is foolish (this applies to anything that could be conscrued as a physical attack, even if accidental: a boulder rolling down a hill and striking the caster, would be subject to the spell's counterstrike as described below.)</p><p> Any attack against the caster which causes damage directly, causes the magic cloak or mantle around the caster to retaliate against the attacker with a counterstrike of pure magical force. There is no saving throw against this counterattack, although spell resistance can stop the damage and shatter the Fire Shield spell simultaneously. Damage Reduction is useless against the counterstrike. The magical cloak or mantle will retaliate as many times per round, as there are successful attacks upon the caster that cause damage to her.</p><p> With any successful attack, the attacker scores his normal damage against the protected mage, but that attacker takes double the damage inflicted! Inflict 5 points of damage, take 10 points of damage back. Inflict 50 points, take 100 back. Inflict 500 points, take 1,000 back!</p><p> Undead, constructs, planars, incorporeal beings, out of phase beings, are all subject to this doubled damage, as the counterattack strikes at their undead essence, magical essence, life essence, strikes as a kinetic force, or otherwise manifests as needed to damage the attacker.</p><p></p><p> The Fire Shield does not protect against missile attacks. The magical counterstrike will probably destroy the missile, but will not travel back to the archer. </p><p> The Fire Shield gives no protection, likewise, against any other kind of ranged attacks, since it counterstrikes only against the object hurled.</p><p> The Fire Shield grants no protection against spell or psionic attacks of any kind, except those involving heat or cold, unless they are delivered by touch. In this case, the counterattack is equal to the damage caused by the spell. If the spell is not a type that causes physical damage, no damage or effect will be returned to the attacker.</p><p> For example, a Cause Serious Wounds touch attack might damage the mage for 15 points of damage. This would result in the attacker taking 30 points. However, a Temporal Stasis spell could trap the mage, and the attacker would suffer no counterstrike whatsoever.</p><p></p><p> The Warm Shield will not work if the caster is underwater, barring an Airy Water spell or the like. The Chill Shield will always work normally underwater. Both will work in Wildspace or the Phlogiston normally. Both are known to work normally on Aebrinis, Athas, Krynn, Oerth, Toril, most other known Crystal Spheres, the settings of Kalamar and Eberron, the Ethereal and Astral Planes, and Sigil. Alteration of, or even lack of, an atmosphere will not hamper either the Warm or the Chill Shield.</p><p> On the Inner, Outer, Elemental, and Energy Planes, the Fire Shield spell is drastically affected and altered, depending on the Plane in question. It is up to the mage to discover what alterations could occur: she uses the spell at her own risk, if she must venture out to the far reaches of the Multiverse!</p><p> It has been demonstrated that this spell works normally in Ravenloft. Then again, a lot of things work normally in Ravenloft, but the results are grim nonetheless. The wise wizard takes nothing for granted, and especially takes nothing for granted in the Demiplane of Dread. </p><p></p><p> The material component for the Warm Shield is a bit of phosphorus (if material components are used in the game) and for the Chill Shield a live firefly or glow worm, or the tail portions of four dead ones. Note that material components vary from world to world, plane to plane, underground to up in Wildspace.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 2410343, member: 2020"] [b]Fire Shield, 4th level, 3rd Edition[/b] Here is my take on Fire Shield for 3rd Edition: Fire Shield (Elemental Fire, Alteration, Invocation/Evocation) Range: Self - Components: V, S, M - Duration: 2 turns + 1 turn per level Casting Time: One standard action - Area of Effect: The caster - Saving Throw: None The 3rd Edition wizard employs this spell to wrap the sheer essence of magic around her, like a cloak or mantle. The magic protects the mage from either heat or cold, and lashes out at anyone injuring the caster (indicating a possible necromantic connection with the spell, since it seems to react to the damage caused to the caster's life force. The magical cloak may be melded with the caster's life force in some way.) The caster must choose which version of the spell - the shield against cold, magical and mundane (known as the Warm Shield) or the shield against heat, magical and mundane (known as the Chill Shield) - when she memorizes the spell. If the caster chooses the Warm Shield, the magic manifests around her as wispy flames of violet or blue. She and everything worn/and or carried is immolated in these flames, which give off a warmth that harms neither her nor anyone else who touches them. The flames give off light equal to half that of the light of a torch. (They make a great target out of the caster, though ...) If the caster chooses the Chill Shield, the magic manifests around her in wispy flames of blue or green. These flames feel cool to the touch. The Warm Shield grants a + 2 to all saves involving cold-based attacks and cold based situations. Damage from those attacks and situations is quartered if the caster makes her save, or halved if she fails her save. If the caster is subject to a heat based attack or heat situation that requires a saving throw, she sustains normal damage if she makes her save, double normal damage if she fails her save. The shield against heat (known as the Chill Shield) works the same way as the Heat Shield, except in reverse. Attacking someone protected by a Fire Shield spell (Warm or Chill Shield) with hand-held, natural weapons, or open hand attacks is foolish (this applies to anything that could be conscrued as a physical attack, even if accidental: a boulder rolling down a hill and striking the caster, would be subject to the spell's counterstrike as described below.) Any attack against the caster which causes damage directly, causes the magic cloak or mantle around the caster to retaliate against the attacker with a counterstrike of pure magical force. There is no saving throw against this counterattack, although spell resistance can stop the damage and shatter the Fire Shield spell simultaneously. Damage Reduction is useless against the counterstrike. The magical cloak or mantle will retaliate as many times per round, as there are successful attacks upon the caster that cause damage to her. With any successful attack, the attacker scores his normal damage against the protected mage, but that attacker takes double the damage inflicted! Inflict 5 points of damage, take 10 points of damage back. Inflict 50 points, take 100 back. Inflict 500 points, take 1,000 back! Undead, constructs, planars, incorporeal beings, out of phase beings, are all subject to this doubled damage, as the counterattack strikes at their undead essence, magical essence, life essence, strikes as a kinetic force, or otherwise manifests as needed to damage the attacker. The Fire Shield does not protect against missile attacks. The magical counterstrike will probably destroy the missile, but will not travel back to the archer. The Fire Shield gives no protection, likewise, against any other kind of ranged attacks, since it counterstrikes only against the object hurled. The Fire Shield grants no protection against spell or psionic attacks of any kind, except those involving heat or cold, unless they are delivered by touch. In this case, the counterattack is equal to the damage caused by the spell. If the spell is not a type that causes physical damage, no damage or effect will be returned to the attacker. For example, a Cause Serious Wounds touch attack might damage the mage for 15 points of damage. This would result in the attacker taking 30 points. However, a Temporal Stasis spell could trap the mage, and the attacker would suffer no counterstrike whatsoever. The Warm Shield will not work if the caster is underwater, barring an Airy Water spell or the like. The Chill Shield will always work normally underwater. Both will work in Wildspace or the Phlogiston normally. Both are known to work normally on Aebrinis, Athas, Krynn, Oerth, Toril, most other known Crystal Spheres, the settings of Kalamar and Eberron, the Ethereal and Astral Planes, and Sigil. Alteration of, or even lack of, an atmosphere will not hamper either the Warm or the Chill Shield. On the Inner, Outer, Elemental, and Energy Planes, the Fire Shield spell is drastically affected and altered, depending on the Plane in question. It is up to the mage to discover what alterations could occur: she uses the spell at her own risk, if she must venture out to the far reaches of the Multiverse! It has been demonstrated that this spell works normally in Ravenloft. Then again, a lot of things work normally in Ravenloft, but the results are grim nonetheless. The wise wizard takes nothing for granted, and especially takes nothing for granted in the Demiplane of Dread. The material component for the Warm Shield is a bit of phosphorus (if material components are used in the game) and for the Chill Shield a live firefly or glow worm, or the tail portions of four dead ones. Note that material components vary from world to world, plane to plane, underground to up in Wildspace. [/QUOTE]
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