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Shattered World[Setting] New Spells
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<blockquote data-quote="WizardofOwls" data-source="post: 3632557" data-attributes="member: 53232"><p>Here are some comments I have received at other sites I subscribe to:</p><p></p><p><strong>Forcebridge</strong>: This spell would allow the caster to create a bridge of magical force that would allow characters to walk/ride across to another shard. Shards are never closer than 1 mile to each other, so the Forcebridge would have to last long enough to allow a party to cross. It could possibly even disappear behind the party as they advance, thus preventing being followed.</p><p>● Larger and longer-lasting than wall of force</p><p></p><p><strong>Magic Boat</strong>: This would create a small magical flying boat which would carry caster and others from one shard to another.</p><p>● Magic Boat could work</p><p>● like Overland Flight, but affect multiple creatures.</p><p></p><p><strong>Magic Ship</strong>: This would create a large ship capable of transporting many people as well as cargo.</p><p>● With the windriggers, I think that Magic Ship is unnecessary as well as being somewhat clunky to work with. </p><p>● like Overland Flight, but affect multiple creatures.</p><p></p><p><strong>Locate Shard</strong>: This would allow the caster to locate any shard he or she knows the name of, regardless of where it is.</p><p>● Locate and Identify Shard are probably the best new spells of the bunch. </p><p></p><p><strong>Identify Shard</strong>: This would allow the caster to know the name of any shard he can see, unless the name has been magically hidden in some way.</p><p>● Locate and Identify Shard are probably the best new spells of the bunch. </p><p></p><p><strong>Shard Lore</strong>: This would allow the caster to know the history and other interesting details of a shard he can see.</p><p>● Shard Lore I disagree with, that's what Bardic Knowledge is for. </p><p>● You might want a more powerful version of Shard Lore, which gives the caster not only full knowledge of the Shard's history, but also all relevant information on the Shard key. It doesn't have to say what, where etc, about the Shard Key, but it could give hints about it. </p><p></p><p><strong>Hide/Obscure Sh</strong>ard: This would make a shard invisible to anyone who was not actually on the shard upon which it was cast.</p><p>● The Hide/Obscure Shard should have the shard-key as the focus, so that a random mage can't hide a shard from it's master. </p><p>● For Hide/Obscure Shard, you might want to make the shard key the focus component. </p><p>● Holy crap. Invis for an entire continent?</p><p>● Hide/Obscure Shard should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost. </p><p>● If it makes the shard invisible, then it should be epic, but if it only conceals against divination I can see it being an 8th or 9th level spell.</p><p></p><p><strong>Bind Shards</strong>: This would bind two shards so that they would remain within one mile of each other for the duration of the spell. Could create a "Permanent Binding" too.</p><p>● Bind Shards should be very high level/probably Epic, since I doubt it happens often. It might work for the smaller shards better, so some sort of scaling XP and/or spell component cost based on size would be in order. </p><p>● Bind Shards should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost. </p><p></p><p><strong>Move Shard</strong>: This would allow the caster to actually steer the shard in a direction of his choosing for the duration of the spell.</p><p>● Move Shard should be very high level/probably Epic, since I doubt it happens often. It might work for the smaller shards better, so some sort of scaling XP and/or spell component cost based on size would be in order. </p><p>● For Move Shard, you might want to make the shard key the focus component. </p><p>● You're just asking for the players to drop a nation on the BBEG's lair.</p><p>● Move Shard should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost. </p><p>● Move shard. Definitely Epic.</p><p></p><p><strong>Close Borders</strong>: This would allow a caster to close the borders of a shard, creating a sphere of force around the shard which would prevent anyone from entering or leaving the shard for the duration of the spell. This is similar to the Ravenloft power.</p><p>● Close Borders should have the shard-key as the focus, so that a random mage can't hide a shard from it's master. </p><p>● Close Borders should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost. </p><p></p><p><strong>Tenser's Superior Disk</strong>: This advanced version of Tenser's Floating Disk would create a disk of force capable of carrying the caster and others from one shard to another.</p><p>● Tenser's Superior Disk is a maybe</p><p></p><p><strong>Winged Mount</strong>: This improved version of the Mount spell would summon a flying mount (pegasus / hippogriff / asperii).</p><p>● Winged Mount sounds good</p><p></p><p><strong>Possible New Spells</strong>:</p><p>● a spell that allows the caster to walk on the underside of a shard as if it was the top side</p><p>● a detect shard key spell</p><p>● You might want a more powerful version of Shard Lore, which gives the caster not only full knowledge of the Shard's history, but also all relevant information on the Shard key. It doesn't have to say what, where etc, about the Shard Key, but it could give hints about it. </p><p>● another good one would be Shard Gate or something that allows gates on 2 shards to be permanently linked so that there can be instantaneous travel as long as both gates are open. </p><p></p><p>Perhaps you could make artifacts that are permanently attached to the ground which can have spells cast into them that they then transform into the inter-shard variants of those spells.</p></blockquote><p></p>
[QUOTE="WizardofOwls, post: 3632557, member: 53232"] Here are some comments I have received at other sites I subscribe to: [b]Forcebridge[/b]: This spell would allow the caster to create a bridge of magical force that would allow characters to walk/ride across to another shard. Shards are never closer than 1 mile to each other, so the Forcebridge would have to last long enough to allow a party to cross. It could possibly even disappear behind the party as they advance, thus preventing being followed. ● Larger and longer-lasting than wall of force [b]Magic Boat[/b]: This would create a small magical flying boat which would carry caster and others from one shard to another. ● Magic Boat could work ● like Overland Flight, but affect multiple creatures. [b]Magic Ship[/b]: This would create a large ship capable of transporting many people as well as cargo. ● With the windriggers, I think that Magic Ship is unnecessary as well as being somewhat clunky to work with. ● like Overland Flight, but affect multiple creatures. [b]Locate Shard[/b]: This would allow the caster to locate any shard he or she knows the name of, regardless of where it is. ● Locate and Identify Shard are probably the best new spells of the bunch. [b]Identify Shard[/b]: This would allow the caster to know the name of any shard he can see, unless the name has been magically hidden in some way. ● Locate and Identify Shard are probably the best new spells of the bunch. [b]Shard Lore[/b]: This would allow the caster to know the history and other interesting details of a shard he can see. ● Shard Lore I disagree with, that's what Bardic Knowledge is for. ● You might want a more powerful version of Shard Lore, which gives the caster not only full knowledge of the Shard's history, but also all relevant information on the Shard key. It doesn't have to say what, where etc, about the Shard Key, but it could give hints about it. [b]Hide/Obscure Sh[/b]ard: This would make a shard invisible to anyone who was not actually on the shard upon which it was cast. ● The Hide/Obscure Shard should have the shard-key as the focus, so that a random mage can't hide a shard from it's master. ● For Hide/Obscure Shard, you might want to make the shard key the focus component. ● Holy crap. Invis for an entire continent? ● Hide/Obscure Shard should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost. ● If it makes the shard invisible, then it should be epic, but if it only conceals against divination I can see it being an 8th or 9th level spell. [b]Bind Shards[/b]: This would bind two shards so that they would remain within one mile of each other for the duration of the spell. Could create a "Permanent Binding" too. ● Bind Shards should be very high level/probably Epic, since I doubt it happens often. It might work for the smaller shards better, so some sort of scaling XP and/or spell component cost based on size would be in order. ● Bind Shards should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost. [b]Move Shard[/b]: This would allow the caster to actually steer the shard in a direction of his choosing for the duration of the spell. ● Move Shard should be very high level/probably Epic, since I doubt it happens often. It might work for the smaller shards better, so some sort of scaling XP and/or spell component cost based on size would be in order. ● For Move Shard, you might want to make the shard key the focus component. ● You're just asking for the players to drop a nation on the BBEG's lair. ● Move Shard should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost. ● Move shard. Definitely Epic. [b]Close Borders[/b]: This would allow a caster to close the borders of a shard, creating a sphere of force around the shard which would prevent anyone from entering or leaving the shard for the duration of the spell. This is similar to the Ravenloft power. ● Close Borders should have the shard-key as the focus, so that a random mage can't hide a shard from it's master. ● Close Borders should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost. [b]Tenser's Superior Disk[/b]: This advanced version of Tenser's Floating Disk would create a disk of force capable of carrying the caster and others from one shard to another. ● Tenser's Superior Disk is a maybe [b]Winged Mount[/b]: This improved version of the Mount spell would summon a flying mount (pegasus / hippogriff / asperii). ● Winged Mount sounds good [b]Possible New Spells[/b]: ● a spell that allows the caster to walk on the underside of a shard as if it was the top side ● a detect shard key spell ● You might want a more powerful version of Shard Lore, which gives the caster not only full knowledge of the Shard's history, but also all relevant information on the Shard key. It doesn't have to say what, where etc, about the Shard Key, but it could give hints about it. ● another good one would be Shard Gate or something that allows gates on 2 shards to be permanently linked so that there can be instantaneous travel as long as both gates are open. Perhaps you could make artifacts that are permanently attached to the ground which can have spells cast into them that they then transform into the inter-shard variants of those spells. [/QUOTE]
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