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You are here: Home --> Forum Home --> Recent posts by Kaelyn
Topic: Forgotten Realms: the Unsung Heroes Q/A
Subject: Wedding over... internet back


Will post today or tomorrow by god's grace actually. THank you for being so patient.

And no I didn't get married I was working on one.

Posted on 2009-08-02 at 22:38:27.
Edited on 2009-08-02 at 22:39:05 by Kaelyn

Topic: The Spores of Itanlok - Second Attempt
Subject: Crellin "Flux" Ironspark


If you’ve ever imagined someone you wouldn’t want to meet down an eerie back alley. Put them out of your worries for I have a tale of a strange creature passing for a Khord will haunt you from here on out. Crellin stands at just over 4 feet tall, depending on how he stands or how you look at him. Never quite standing still, annoyingly always shifting from one slightly longer permanently blackened right leg to the other. This Khordish arcanist appears to be in a constant state of restlessness, unease, or perhaps he just perpetually needs to use the outhouse.

To add to the curious nature of beast, Crellin Ironspark, more commonly known as “Flux” by those daring enough to come within conversing distance of him, sports a shock of hair hues of forge fire, with a seemingly endless supply of soot falling from it every time he jerks or shakes his head. A head bearing a face which served as a field to portray its stunning focus. A pair of mismatched eyes, one orange, the other blue, both with silver lining around the pupils. If the rest of the Khord didn’t often look so ridiculous, the intensity behind those eyes might be regarded by some as terrifying, and others still, beautiful.

With his mismatched attire from blood and food stained leathers to what once may have been an elegant spider silk ceremonial tunic now tattered and riddled with holes, small burn marks and the lasting results of battle and adventure; and the conversational skills of child during a temper tantrum, and Crellin typically demands a wide berth from most people… and that’s before they know the truth about him…

As a youth Crellin was something of a typical Khord. Curious, interested in the routine things Khordaldrum took to. Minerals, mining, crafting and warfare. Crellin also took a noted interest in the languages of races influential to the Khordaldrum’s history. But more so than any of that, Crellin loved to explore. He would disappear for days on end down old mine shafts, caves and tunnels. Only to return later with a grin on his face a bounce in his step and a scolding from those left behind to worry once again about the flippant child’s disregard for authority or the concern of others.

One day, many many winters ago however, that innocence would be replaced by a driving desire that would change everything. While off exploring yet again without regard to those left wondering of his safety or whereabouts. Crellin came across an underground stream with waters the color of quartz. Following the stream, the Khord youth found his way to a small pool surrounded by various fungi and algae formations, many casting their own incandescent glow, illuminating the space a light green. The stream itself flowed under the rock face out into some other unreachable areas. At the end of the stream however, was a floating pack brushed up against the rock face, the buoyancy keeping it from being pulled under. Wading out to retrieve the pack, and pulling it to a small outcropping and perusing the contents. Found that most of what was in the pack had suffered severe water damage. What apparently had serviced, was a vellum tube, protecting it’s contents from the damage of the environment.

Pulling the end off the tube, Crellin was immediately attacked by a pungent musky smell, and reminded of Brunella Stonebearer, that rotund Khordish girl from crafting class. She held a similar aroma to her person that Crellin couldn’t quite place as alluring or disgusting. But I digress. Gently pulling from the tube a preserved piece of parchment. Crellin unrolled it to reveal information dictating that magic was not some scientific certainty. That while wizards might shape the eldritch forces into ‘spells’, that to truly master all that magic had to offer, one had to allow themselves to become one with such forces. To allow the tides of magic to wash over them and consume them, and to tackle it with an understanding that one does not stand on the outside looking in, but rather stands within such forces and bend the nature of magic to often spectacular, if not unpredictable results.

The scripture went on to explain in great details the fundamentals of diving into the world of magic. It ended with a single incantation of magical writing. At first Crellin couldn’t decipher it, but with concentration and time, unbeknownst powers and unimaginable knowledge began to seep into his very being. Such a repository of knowledge and ancient however did not come without consequence. It warped Crellin’s young fragile mind, drove him mad some say.

Crellin didn’t return to town within a few days as he normally did. A search and rescue party was formed, but he was never found. It was only many years later that an aged and twisted Khord somewhat resembling a once missing child ambled back into town…

Posted on 2009-08-02 at 22:30:37.

Topic: The Spores of Itanlok - Second Attempt
Subject: Crellin


Crellin “Flux” Ironspark (Rogue 1 / Wizard 7 (Wild Mage) )
Medium Humanoid (Khord M)
Alignment: Chaotic Good
Hit Dice: 6+7d4+24 (## hp)
Initiative: +2
Speed: 20 feet
AC: 16 (+2 Dex, +2 armor (leather) +2 Deflection), touch: 14, flat footed: 14 ASF: 0%
Base Attack/Grapple: +3 / +3
Attack: Masterwork Shortsword+6 melee (1d6+0)
Full Attack: Masterwork Shortsword+6 melee (1d6+0)
Space/Reach: 5 ft. / 5 ft.
Special Abilities: Sneak attack +1d6, random deflector 1/day, student of chaos
Special Qualities: Trapfinding, chaos magic, wild mage spells, wild magic, wild magic skill, summon familiar
Saves: Fort 5, Ref +6, Will +6
Abilities: Str 10, Dex 14, Con 16, Int 18, Wis 12, Cha 6

Skills: to be completed

Languages: Common, Khordish Draconic, Sylvani, Orc
Feats: Weapon Finesse, Scribe ScrollB , Armored Spell Casting (Khord bonus), Practiced Spellcaster, Spell Mastery
Spells Per Day: (4 /5+1 /4+1 /3+1 /2+1) [Spell DC = 14 + spell level]
Caster Level: (8-14) (Base 8 (7-3(wild magic)) +4 (Practiced Spellcaster) +1d6 (wild magic)
Spellbook: 0 lvl – All zero level spells; 1st – all 1st level spells 2nd – alter self, blur, flaming sphere, gust of wind, melf’s acid arrow, mirror image, spider climb; 3rd – deep slumber,dispel magic, fireball, haste, lightning bolt, stinking cloud; 4th – charm monster, confusion, Leomund’s secure shelter, rainbow pattern,

Spells Mastered: alter self, lightning bolt, magic missile, Reckless dweomer

Typical Spells Prepared: 0 lvl – acid splash, light, prestidigitation, ray of frost; 1st – color spray, magic missilex2, feather fall; +Reckless Dwoemer 2nd – alter self, gust of wind, mirror image, spider climb;+ Chaos shield 3rd –, dispel magic, lightning bolt, stinking cloud;+ wild Armor 4th – confusion, Leomunds Secure shelter +Unluck

Equipment: ring of protection +2 , rod of wonder, tan bag of tricks, MW shortsword, leather armor
lock picks, spell component pouch, waterskin, trail rations x 1 week. Spellbook, inkpen, ink well, 3x harpy feather quills, 1x polished rock named Fran, 10x parchment 3x empty vials 2x explorers clothing sets, (100gold pieces of materials for a summon familiar ritual)

Gold: 60

Chaos Magic: Any spell that a wild mage casts has a slight chance to release some of the wild mages potent magic, causing it to break through in an uncontrollable outburst. Each time the wild mage casts a spell he also rules a 1d20 surge die. If the die rolls a natural 20 then the result is a wild surge. To determine the results of a wild surge the DM rolls secretly on the Surge Chart that follows.

Random Deflector (Su): Once per day, Crellin can activate his random deflector as an immediate action, which lasts until the end of his next turn. The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (that is, spells designating Crellin as the sole target, but not area spells in which he happens to be the sole target) so that they instead attack or affect a random target within 20 feet of Crellin. Crellin himself, and his allies, are viable targets for this random selection of a new target. Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if a spell or effect allows one, and so on.

Sneak Attack: If Crellin can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Crellin’s attacks deal an extra +1d6 damage whenever his opponent would be denied his Dexterity bonus to their AC, or he flanks the opponent. With weapons that deal non-lethal damage, this additional damage is also non-lethal. Any energy damage from touch spells or ranged touch spells made within 30 feet, that qualify as a sneak attack, this additional damage is of the same energy type. For example, if Crellin hits a flat-footed opponent with an acid splash, he would deal an additional +1d6 acid damage. However, a magic missile that hit a flat-footed opponent, would not gain a bonus +1d6 force damage, since there is no attack roll involved.

Summon Familiar: Crellin does not currently have a familiar. However, he could spend 100 gold pieces worth of special materials, and spend 24 hours to summon one, if he so desired.

Student of Chaos (Ex): Whenever Crellin uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), he can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), Crellin gains no special advantage.
Trapfinding: Crellin can use the Search skill to locate traps when the task has a DC higher than 20 (not that he’s very good at it). See the rogue trapfinding class feature entry on pg. 50 of the Player’s Handbook.

Wild Magic: A wild mage casts spells differently from any other arcane spellcaster. Crellin reduces his caster level by 3 for all spells he casts. However, every time he casts a spell, his use of wild magic adds 1d6 to his adjusted caster level. Thus, Crellin has a base caster level of 4th, but his actual caster level varies from 5th level to 10th level for every spell he casts. Caster level affects all level-based variables of a spell, including spell penetration checks.
Wild Magic Skill: At 1st level, the wild mage gains a +2 bonus to Spellcraft checks regarding known wild magic effects (including, if a wizard, checks made to inscribe a wild spell into a spellbook)
Wild Magic Spells: A wild mage receives one bonus spell per caster level much like a specialist wizard. This spell must be memorized from a spell on the Wild Mage spell list.

********~~~~~*~*~***********************~~~~~~*~*~~******
D100
Roll
1 Wall of force appears in front of caster
2 Caster smells like a skunk for the spell duration
3 Caster shoots forth eight nonpoisonous snakes from fingertips. Snakes do not attack.
4 Caster's Clothes itch (-2 to initiative)
5 Caster glows as per a light spell
6 Spell effect has a 60' radius centered on caster
7 Next phrase spoken by the caster becomes true, lasting for 1 turn (this one can be alot of fun provided that you wait until the caster says something that can manifest. A questions such as where are we going does not manifest. However, I wish I knew where we were going might grant a 1 turn glimpse into a random point in the future. Also if an instantaneous request is granted "were going home right now" poof they all are home then it is not countered at the end of the spell. However, the DM is granted full power over just how much power this surge may have. For instance “Drop dead” may or may not be allowed to come to pass based on your DM’s stance.
8 Caster's hair grows one foot in length
9 Caster pivots 180 degrees
10 Caster's face is blackened by small explosion
11 Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.
12 Caster is affected by reduce person for 1d3 turns
13 Caster's head enlarges for 1d3 turns
14 Caster falls madly in love with target until remove curse is cast
15 Spell cannot be canceled at will by caster
16 Caster polymorphs randomly
17 Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components cannot be cast for 1 turn.
18 Reversed tongues affects all within 60 feet of caster
19 Wall of fire encircles caster
20 Caster's feet enlarge, reducing movement to half normal and adding a -4 to initiative for 1d3 turns
21 Caster suffers same spell effect as target
22 Caster levitates 20' for 1d4 turns
23 Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw.
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster ages 10 years (or the equivalent for longer lived races ie 100 years for an elf)
27 silence, 15' radius centers on caster
28 10' x 10' pit appears immediately in front of caster, 5' deep per level of the caster
29 Reverse gravity beneath caster's feet for 1 round
30 Colored streamers pour from caster's fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster's fingertips
34 Stream of butterflies pours from caster's mouth
35 Caster leaves monster-shaped footprints instead of his own until dispel magic is cast
36 3d10 gems shoot from the caster's fingertips. Each gem is worth 1d6x10 gp.
37 Music fills the air
38 Create food and water
39 All normal fires within 60' of caster are extinguished
40 One magical item within 30' of caster (chosen randomly) is permanently drained
41 One normal item within 30' of caster (randomly chosen) becomes permanently magical
42 All magical weapons within 30' of caster anre increased by +2 for 1 turn (even if this would take their +bonus above 5)
43 Smoke trickles from the ears of all creatures within 60' of caster for 1 turn
44 Dancing lights
45 All creatures within 30' of caster begin to hiccup (-1 to attack rolls +5% spell chance failure)
46 All normal doos, secret doors, portcullises, ect. (including those locked or barred) within 60' of caster open
47 Caster and target exchange places
48 Spell affects random target within 60' of the caster
49 Spell fails but is not wiped from caster's mind
50 Monster summoning II
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52 Deafening bang affects everyone within 60' of spells target. All those who can hear must make a constitution save of be stunned for 1d3 rounds.
53 Caster and target exchange voices until a remove curse is cast
54 Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.
55 Spell functions but shrieks like a shrieker (this does not relate to a spell or a monster - it literally shrieks like a bottle rocket)
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%
57 Spell reversed, if reverse is possible
58 Spell take physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (Attack bonus equal to caster's).
59 All weapons within 60' of caster glow for 1d4 rounds
60 Spell funtions; any applicable saving throw it not allowed
61 Spell appears to fail when cast, but occurs 1-4 rounds later
62 All magical items within 60' of caster glow for 2d8 days
63 Caster and target switch personalities for 2d10 rounds
64 Slow spell centered on target
65 Target deluded
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of non-living matter within 10' of target vanishes
71 Fireball centers on target
72 Target turns to stone
73 Spell is cast; material components and memory of spell are retained
74 Everyone within 10' of caster receives the benefits of a heal
75 Target becomes dizzy (-4 Attack and Armor bonus, cannot cast spells) for 2d4 rounds
76 Wall of Fire encircles target
77 Target levitates 20' for 1d3 turns
78 Target suffers blindness
79 Target is charmed as per charm monster
80 Target forgets (busting out my ad&d books to find this spell later)
81 Target's feet enlarge, reducing movement to half normal and adding -4 to all initiative rolls for 1-3 turns
82 Rust monster appears in front of target
83 Target polymorphs randomly
84 Target falls madly in love with caster until a dispel magic is cast
85 Target changes sex
86 Small, black raincloud forms over target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing. No spells can be cast until fit passes (1d6 rounds)
90 Spell effect has 60' radius centered on target (all withing radius suffer effect)
91 Target's clothes itch (-2 to initiative order for 1d10 rounds)
92 Target's race randomly changes until canceled by dispel magic
93 Target turns ethereal for 2d4 rounds
94 Target hastened
95 All cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until a dispel magic is cast
98 Target changes color (canceled by dispel magic)
99 Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
00Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%


Unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally (appropriate saving throws are allowed). The caster's true level (as opposed to variance based level) is used when calculating range, duration, area of effect, etc. of these spells. Remember, unless the wild surge specifies otherwise it is in addition and not a replacement to the original effect which is calculated as all other chaos spells are, i.e. variance dice and so on.

WILD MAGE SPELLS

0 - LEVEL SPELLS Cantrips

1st - LEVEL SPELLS
Reckless Dweomer - Allows the Wild Mage to automatically surge their spell.
Attempted Enhancement - doubles aspect of next spell cast.

2nd - LEVEL SPELLS
Chaos Shield - protects caster against their own wild surges.
Surge Mastery - partially controlled wild surge.
Improved Reckless Dweomer - as Reckless Dweomer but needing no Verbal or Somatic components.

3rd - LEVEL SPELLS
Wildmine - creates boobytrapped object.
Wild Armour - creates magic armour that surges when hit by another..

4th - LEVEL SPELLS
Unluck - makes target reroll all rolls and pick worst result each time.

5th - LEVEL SPELLS
Vortex - creates damaging tornado that is uncontrollable.

6th - LEVEL SPELLS
Wildshield - absorbs spells and wild surges.
Wildstrike - encases target in Wildzone causing target to surge if they cast spells.

7th - LEVEL SPELLS
Surge Selector - allows a choice in wild surges if one is set off.

8th - LEVEL SPELLS
Wildzone - creates an area that surges spells when cast.

9th - LEVEL SPELLS
Stabilize - negates Wild Surges upon caster.


Reckless Dweomer
Target - special.
Duration - special.
Range - special.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - special.
Spell Resistance - yes.
When Casting this spell, the Wild Mage unleashes the Wild Forces within themself and channel it into a spell, this is generally used as a last resort spell as it is entirely unpredictable. Before casting, the Mage must announce the spell effect of one of their known spells regardless of level, once announced, roll randomly on any Wild Surge table you have and this is what happens.
Attempted Enhancement
Target - special.
Duration - 1 round.
Range - special.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
When Casting this spell, the Wild Mage can attempt to enhance one aspect of the next spell they cast. This second spell must be cast in the round immediately following the casting of Attempted Enhancement. The Wild Mage casts the spell and announces the aspect of the second spell they wish to enhance. The DM rolls a d6, 4-6 the effect is doubled, 1-3 the result is halved and a Wild Surge ensues.. Material component needed is exactly what is needed for the next spell to be cast.
Chaos Shield
Target - Caster.
Duration - 1d10 rounds + 2 rounds / level.
Range - Touch.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - special.
Spell Resistance - No.
When Casting this spell, the Wild Mage protects themself from harmful effects of their own surges. When a caster surge's their spell but has Chaos Shield activated, the mage gets a saving throw dependant upon the effect. If successful, the mage is not affected by the spell, others in the area of effect might be though. The Chaos Shield protects the Mage from the good and bad effects of surges while the spell is on.

Surge Mastery
Target - special.
Duration - instantaneous.
Range - special.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
This spell is similar to Reckless Dweomer, however, no spell is named before casting, the caster merely surge's the spell. The caster has a 33% chance of controlling one aspect of the surge once it happens. Eg, minimum or maximum parts of a spell (maximum damage if centered on target, minimum if on caster), or half or double the amount of something (two demons gate in to attack caster instead of four).

Improved Reckless Dweomer
As Reckless Dweomer but needs no components of either V,S.
Wildmine
Target - touched object.
Duration - permanent until triggered.
Range - touch.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
Once cast upon an object, the next creature to touch it, even the caster, activates a Wild Surge. The creature is the target, the object is considered the caster.
Wild Armour
Target - caster.
Duration - 1d6 + 1 round / level..
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell causes the caster's body to radiate Wild magic. When damaged in melee by another, a Wild Surge is rolled. Ranged attacks will not cause a surge.
Unluck
Target - one creature.
Duration - 2d10 rounds.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Will Negates.
Spell Resistance - Yes.
This spell affects a creatures luck for the duration. Whenever the creature has to roll a result for anything, the creature must reroll the result and pick the worst of the two. Luckstones will negate this effect but will be rendered useless for 1d10 rounds after spell expires. The material component for the spell is a shard of a broken mirror.
Vortex
Target - one creature.
Duration - 1d4 rounds + 1 round / level.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Reflex for half damage.
Spell Resistance - Yes.
This spell creates a wild vortex that travels randomly through the battlefield. On the round of creation, the vortex appears in the desired place as a multicoloured tornado. From this moment on, the caster must maintain concentration in order for the vortex to remain. Each round, the vortex moves 30 feet randomly in a grenade like direction. 50% chance of caster moving it in the desired direction. The vortex is only 5 foot in diameter. Non magical creatures struck by the vortex suffer 1d4 points of damage per level of caster. Magical greatures and spellcasters suffer 1d6 damage per level of caster. Each time someone is struck by the vortex, there is a 5% chance the vortex explodes in a Wild Surge upon the creature. This will also cause the spell to end. Material components for this spell are a handful of straw and some silk streamers.
Wildshield
Target - caster.
Duration - special.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell gives the caster a magical shield that can absorb spell levels. It can absorb 2d6 spell levels worth of spells. It can be cancelled by the caster at any time. If the exact amount is met, the shield dissipates. If the shield is overloaded, then it surges affecting the caster. The Material component for this spell is a small sponge.
Wildstrike
Target - one creature.
Duration - 2d4 rounds.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Reflex Negates.
Spell Resistance - No.
This spell can be cast on another creature affectively encasing them in Wild energy. If the creature casts a spell or activates a magical item, a surge is set off on the creature. This lasts for the duration of the spell and can be triggered multiple times.
Surge Selector
Target - caster.
Duration - special.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell gives the caster two rolls on the surge chart when surging a spell, the caster can then choose between the two results. This spell's duration is a fixed number of surges or 12 hours, whichever comes first. A wild mage is able to shape one surge per five levels of character experience. The material component for this spell is a brass spinner.
Wildzone
Target - 300' x 300' square.
Duration - 2d6 turns.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell enchants an area to become a Wild Area, this makes casting spells and activating items cause an automatic Wild Surge. The area can be made permanent as per a Permanancy spell. The material component for this spell are several pots of paint which are spilled over a sheet of hammered silver worth no less than 2,000gp.
Stabilize
Target - 30' radius circle.
Duration - 1d4 + 1 turns.
Range - touch.
Casting Time - 1 turn.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
This spell negates the effects of a Wild Magic region, allowing the caster and all creatures in the area effect to cast spells and activate items normally. This spell is centered on the caster and follows their movements. The caster's own spells never cause Wild Surges when cast during the duration nor do the effects of surge's extend into the protected area. This spell affects Wildstrike and Wildzone.

Posted on 2009-08-01 at 23:41:55.
Edited on 2009-08-02 at 20:50:35 by Kaelyn

Topic: The Spores of Itanlok - Second Attempt
Subject: Character in the works..


Crellin "Flux" Ironspark

Khordish Wizard 5 Wild Mage 3 to begin with (Complete Arcane Prestige Class)

Or... Khordish Wild Mage 8 (2e-3.5 base class conversion) with wild Surges and lots of random fun

"By Khorax' beard I'll burn ye to a crisp with this inferno of ... butterflies?"

Posted on 2009-07-31 at 23:58:33.
Edited on 2009-07-31 at 23:58:54 by Kaelyn

Topic: The Spores of Itanlok - Second Attempt
Subject: yes i am alive..


Heya, been months since I've actually posted anything on here, but seeing another almerin game starting up has given me renewed interest in just what can fill my lonely lunch hours @ 3am at work.. If you'll have me I'll whip up. A character concept as soon as I get home.. T- 2 hours

Posted on 2009-07-31 at 11:55:37.

Topic: Forgotten Realms: the Unsung Heroes Q/A
Subject: lol


working on an update work and home life has been majorly hectic and will continue to be for the next couple weeks while I'm in the interim of moving.

Posted on 2009-05-19 at 23:02:31.

Topic: Forgotten Realms: the Unsung Heroes Q/A
Subject: They are most certainly..


HEading towards the warm, moist, flesh and blood morsels that will provide them with sustenance.. Guess what.. That be you!


And yes Aelistae and Linnix are currently the most threatened as the rats are literally falling all over them, and swarming around them.

Posted on 2009-04-29 at 13:02:36.

Topic: Forgotten Realms: The Unsung Heroes
Subject: Stay or Go


7:45pm
Elendil rode on through the Wealdath, anxious to get home. At this rate she’d reach it early tomorrow morning. She pushed her new horse at a modest pace, knowing the urgency of her mission but not wanting to overexert her steed. She would ride for an hour, before stopping and letting the mare walk and graze alongside her, while she readjusted packs and snacked on rations or the natural bounty a forest could provide. She continued this way for some time, until the sun began to set overhead and the sounds of night life began to stir. As Elendil proceeded into the night, she entered a small clearing, nothing sizable enough to consider a grove or the like, however it would be large enough to set up camp in for the night. With plenty of vegetation for her companion, and trees to provide cover, it was about as safe a spot as she could hope to find right now.

Would she stop? Or would she continue on..

Posted on 2009-04-28 at 20:15:19.

Topic: Forgotten Realms: The Unsung Heroes
Subject: I hate rats



Aelistae scampered to the left trying to stick as close to the wall as she could, with Linnix practically crawling on hands and knees behind her, trying to feel what her eyes could not see. Leaving Dylan’s projected light source as she rounded the corner into the larger room it was really tough for Linnix to make out anything. She could hear Aelistae’s soft footfalls ahead of her, and her own breathing in her chest as she exhaled slowly. But to her eyes, all she found ahead of her was darkness growing gradually darker the farther from Dylan’s light source she went.

Aelistae quickly made it over to the desk area. Sitting atop the desk itself were torn and moldy stacks of parchment pieces, destroyed over years of moisture damage and neglect. The desk itself suffered from rot in numerous places, and held plenty of gouges in its surface where a sharp object had been jabbed into it. An empty inkwell lay overturned by one corner of the desk, the liquid within long congealed and hardened with exposure to air, and the quill itself was nowhere to be found.

Behind the desk, a few mining picks lay scattered on the floor, as well as a coil of hemp rope that had seen better days. A small wooden box (about the size and shape of a microwave) sat opened against the wall, and peering inside revealed a pair of candles, a tinderbox, and a half empty flask of oil. Within the box too was a lantern, but it’s glass sides had long been shattered into little shards littering the bottom of the box.

As Linnix moved forward, her hands scouring the floor before her, she was the first to catch the familiar scratching sound that seemed to come from the walls on their descent. As it grew closer and the other’s caught wind of the presence again Aelistae turned to face the larger room and as her eyes passed over the overturned mining cart, her angle of vision allowed her to see a single pair of short legs sticking out from around the corner of the cart. The leg’s were unmoving, deathly still, and as the drow priestess took measures to approach the nearest pile of refuse that would also give her a better view of the partially hidden occupant of the cart, that’s when the scratching turned into a scraping, a digging, a clawing and a chewing as the room started to fill with the growing crescendo of these strange noises.
Then just as the sound became so loud one would think they were surrounded by a maelstrom of frenzied beasts, it stopped once more. The only remnants of the sound, a small amount of dust falling from the ceiling, caught by Talus and Aelistae’s enhanced vision.

Moving even slower, with Linnix doing her best to try and keep close, using the fading light of Dylan’s spell as a guide, she approached Aelistae, almost bumping into her as the drow ran her hands over the piles of refuse. From broken pieces of furniture and materials, to fecal matter and rotten food, the piles of waste were as revolting, if not unsurprising as Aelistae had imagined them to be. As the drow woman searched for any sort of clue, some sign of the occupants of this mine, or who took the time to pile this filth.. A flash of movement caught her eye, and suddenly a tiny head popped out of the pile, whiskers twitching and beady black eyes staring curiously at the woman before it.
“Squeek?”

That was all it took. one simple sound, and the roar of a million gnawing teeth and claws took action again. The ceiling shook, the walls ached, and then suddenly from the walls, around them, the ceiling above them, and the earth beneath them came surging into the room swarms of rats, scores and scores of the vile vermin poured into the room, raining from the ceiling and flooding through the walls and floor. Dust was tossed up into the air, and webbing clung to their tiny bodies as they fell through it, quickly amassing into a formidable wave of rodents.

(dozens of rat swarms are filing into the main room)

Posted on 2009-04-28 at 20:08:23.

Topic: Forgotten Realms: The Unsung Heroes
Subject: I am not an animal


4:40pm
Xaris and Thomas, along with the sparse military presence continued training into the afternoon. Basic swordplay, stance, and technique were focused on, and would be repeatedly focused on until Xaris was satisfied that they were ready for whatever he deemed the next step of training. He had pushed them hard, even against their complaints for breaks or lunch. Far from a military leader, Xaris’ approach to combat was not as linear, not as conformed or classroom instilled as one might expect, but for all his likely unorthodox methods, the forest-gnome still stood, still breathed, and had a considerable number of enemy kills to his name. So none would doubt the merit of his skill.

After a few more hours of training, Thomas suggested breaking for a meal. Xaris had pushed them through lunch, and it was now nearing dinner time. The men had worked hard, sweat dripped from their brows, and a couple complained openly about how sore they felt. One, a stocky man with a face that could only be described as having a weasel’s features flat threw his short sword to the earth, refusing to partake any longer.

“It’s getting late, I’m tired, I’m hungry, and frankly not all of us are hopped up on whatever it is you’ve got running through your veins.. We’re human beings, not animals to be worked like dogs. I don’t know about you lot but I’m going to get some grub.” With that he turned to walk away.

“Thomas raised a hand, and called to the man. “Private Rook stand and face forward!”
The man known as Rook stopped for a moment, then shook his head and just kept walking.
Thomas turned and looked towards Xaris for some suggestion as to how to proceed. These were militia, men who had volunteered and enlisted into the King’s army. They were not Knights or warriors of experience, but at the same time they had taken an oath to the crown, and now one was openly defying his superiors..

Posted on 2009-04-28 at 19:28:57.

Topic: Forgotten Realms: The Unsung Heroes
Subject: Meeting the Lord


Bronwyn walked alongside Rodderick through the bailey, and into the southern portion of the keep, which had been serving as a combined dining hall and reception area for those seeking audience with Lord Bartholomew. The stronghold was bustling with masons and civilian laborers doing their part in preparing the space for active duty. Being a border keep, days from any reinforcements put a lot of pressure on being able to survive and withstand any and all threat or danger, as well as serve as an early warning sign to the populous further into the country.

As Brownyn and Rodderick entered the dining hall, Bartholomew sat at the head of the long table where he and his council, advisors, and family sat during mealtime. Now however, the Lord sat alone, with but a solitary boy, no older than 10 summers by his side. As the two entered the room he looked up and smiled, shuffling some papers.

“Miss Bronwyn, a pleasure as always, and I see you’ve brought a guest. I’m just going over some proposals for the upkeep, upgrade, and expansion of the keep.. What can I do for you?”

Posted on 2009-04-28 at 19:16:43.

Topic: Forgotten Realms: the Unsung Heroes Q/A
Subject: Working on updates


will be up today or tomorrow

Posted on 2009-04-27 at 20:31:50.

Topic: Forgotten Realms: the Unsung Heroes Q/A
Subject: Have no fear! Game's still here


I had a really really rough stint the past couple days...
BUt I had a really good kick in my ass, and the blinders were removed from mine eyes..

With the help of well, hell the Innmates here, I've been given a new sense of clarity? Purpose? Worth? whatever you wanna call it.. I'm digging in my heals, and looking towards tomorrow. And tomorrow shall see this game continue.

I'm not gonna let this game die, we've all put too much effort into it. Thus, Elendil, Bronwyn, Rodderick and Xaris shall get an update post haste, along with the results of Aelistae/ Linnix's entering the room.

Posted on 2009-04-25 at 00:20:50.

Topic: Forgotten Realms: The Unsung Heroes
Subject: Into the Darkness


The looming darkness of the mine hung ahead like a blanket of night over an endless tunnel into the void. Even in the middle of the day, the sun seemed to cower before the shadows of the mine, for it did not take long for the darkness to overpower the reaching rays of day, and drive them back near the opening. The party deliberated over lighting for the venture, with Dylan casting “Light”, and remaining at the rear of the party. The glow of his spell cast a gentle illumination along the tunnel walls. Talus walked in front of Dylan, adventure log and writing implement in hand. He may not have been a skilled cartographer, but he hoped to be able to save them from getting lost in the recesses of the earth.

Ahead of him, Aelistae and Linnix walked side by side, Aelistae’s keen dark vision leading the foray into the gloom, while Linnix did her best with the assistance of Dylan’s spell cutting into the darkness ahead until it too seemed overwhelmed and consumed by the darkness. The first few footfalls into this unfamiliar territory soon attested to Willie’s mentioning of just how deep this mine could run, for forty feet in, the grade of the tunnel descended sharply, cutting at almost a forty-five degree angle with little gradual change. Like missing that last step when you thought you were already at the bottom, one could easily stumble and find themselves going for a tumble. Thankfully none of the four did such, but it certainly made traversing the path slow going, for the decline was steep to a ridiculous level.

Taking in their surroundings., it was noted that many of the wooden supports still remained, though years of neglect were evident as mould and rotting had begun to wear away at the thick beams. The tunnel was roughly twelve feet wide, and ten feet tall. Deep ruts from where numerous carts or trolleys had been used cut into the cold earth, but no rail system or method to easily extract the ore seemed evident.
The air was a mixture of stale underground remnants tainted with a slightly unpleasant aroma. Like someone had burned an entire tinderbox and thrown in some garlic to burn to a crisp.

As the four moved steadily down the tunnel, some 60’ down the incline. As Linnix and and Aelistae lead the descent, the sound of scratching, and low pitched squeaking could be heard. Gazing around, nothing could be immediately seen, though the sound became sounds, and whatever they were that were making them were growing steadily closer.

Not taking any chances, the party prepared themselves for confrontation, expecting the worst, but as soon as the sounds started they faded away. It was like they were in the very walls around the party… Not wanting to just stick around and find out what it may have been, they continued. Another 60’ down the decline the ground leveled off in a square chamber roughly 40’ by 40’. This seemed to be the main lobby for the mine. Thick layers of dust lay in some places, while piles of refuse and garbage were stacked in three groups. Cobwebs clung to almost every surface, and it surprisingly looked as though not a soul had crossed through here in ages. Even though knowledge would indicate that simply wasn’t possible. The room had three exits, two large tunnels branching out to the left and right, and a single door sat at the far wall opposite the entrance. The ceiling stood again 10’ from the floor, and a small desk area sat off in the left corner between the entrance wall and the tunnel leading out the left. A mining cart lay tipped near the middle of the room, it’s wheeled base facing the entrance, but otherwise the entire room seemed deathly still.

Posted on 2009-04-19 at 18:49:13.

Topic: When Bad Things Happen
Subject: I've never been much for words in times of death...


So I'll borrow those of another, and send best wishes to those that live in with his memory. Wyrm and I didn't talk much, but those short conversations lent credit to a spirit of strength and determination, and he will be missed.

No Coward Soul Is Mine
a poem by Emily Bronte

No coward soul is mine,
No trembler in the world's storm-troubled sphere:
I see Heaven's glories shine,
And Faith shines equal, arming me from Fear.

O God within my breast,
Almighty, ever-present Deity!
Life, that in me has rest,
As I, undying Life, have power in Thee!.

Vain are the thousand creeds
That move men's hearts: unutterably vain;
Worthless as withered weeds,
Or idlest froth amid the boundless main,

To waken doubt in one
Holding so fast by Thy infinity,
So surely anchored on
The steadfast rock of Immortality.

With wide-embracing love
Thy Spirit animates eternal years,
Pervades and broods above,
Changes, sustains, dissolves, creates, and rears.

Though earth and moon were gone,
And suns and universes ceased to be,
And Thou wert left alone,
Every existence would exist in Thee.

There is not room for Death,
Nor atom that his might could render void:
Thou -Thou art Being and Breath,
And what Thou art may never be destroyed.



Posted on 2009-04-17 at 15:58:22.

Topic: Forgotten Realms: the Unsung Heroes Q/A
Subject: Gorgeous day


gonna sit on back deck and work on an update I think..

Posted on 2009-04-15 at 20:29:33.

Topic: chat room
Subject: window's vista..


Not sure, but for me so long as I hold cntrl when I click login or enter room or whatever it opens fine.

Posted on 2009-04-15 at 17:44:20.

Topic: the cat is out of the bag!
Subject: The joy's of alberta


and HArper's new child tax credits and claims and 9000$+ a year in baby bonus (and that's on 3 kids lol)...

Posted on 2009-04-15 at 17:29:43.

Topic: Kaelyn's Bardic Corner
Subject: No subject:


When I'm away from you I can still feel you near me
Your smile is to be my smile
The warmth of my heart is shown from the warmth of yours.

When i am in your arms I know love as a gift only you can give me
Yet in this time apart I am already missing you, knowing I didn't get to hold you long enough.

When i share my laughter with you I see someone special who lifts my spirit;
showing me that happiness is such a wonderful feeling, now more than ever before

When i hold your hand
I know i care so much
Everytime we are connected by this solitary touch it is a chain forever unbroken.

When i love you
I know i will love you now,
I will love you tomorrow,
I will love you forever for I know I will never stop loving you.





Posted on 2009-04-14 at 20:56:04.

Topic: Kaelyn's Bardic Corner
Subject: Random writings of 2009, An introverted thought into extroverted experiences


I have a dream of us in our perfect little world, you and I together not worrying about anone or anything; just us

Logically I know the bad outweighs the good, but in my heart the good gets counted double simply because I know this fact..
and somehow the good seems just about good neough for me to hold on to whatever it is we have, you see..

I gave myself to you, I held nothing back.
My heart, soul, and body was given to you, it's heart to let go because in doing so I leave my heart, sould, and body behind so I won't dwell or backtrack.

How do I let go without leaving ME behind and expect to have the strength to move on when I'm worse now than I was before you...

Before you, I had ME, now I'm simply empty.
So how can I let go of you, who makes me who I am, who possesses my anatomy and encompasses my mind and really expects me to be free when without you there is no me.

Why do I stay?
I stay because though your painful pleasures bring forth so much heartache I hurt even more when everything that makes you you is absent.

I would give up my freedom to be held captive in your embrace. You are my other half, my provider, my friend.
You hurt me, and yet bring me such joy at the same time... and still, I dream of us in our perfect little world.

My imagination gives birth to a pain free ME and YOU and that becomes my reality because it is my most prayed upon fantasy.
This is why I stay... Is that a good enough reason?
We'll see

Posted on 2009-04-14 at 20:46:52.

Topic: the cat is out of the bag!
Subject: Holy baby making machines batman!


It seems like just yesterday the notion that Noah was joining us was received. This is fantastic news. Congratulations!

Posted on 2009-04-14 at 20:13:13.

Topic: Forgotten Realms: the Unsung Heroes Q/A
Subject: Gamling


Just wanting to make something clear. You're character is wielding a 'Tower' shield in combat? is that true? Just making sure, as there's the -2 attack penalty for using a tower shield, in exchange for the 'cover' it provides.

If it's meant to be a 'heavy' shield, then I can change it, but I just wanted to make sure.

Posted on 2009-04-12 at 15:32:14.

Topic: Forgotten Realms: The Unsung Heroes
Subject: Enter the lone rider


With the arrival of new order’s for Atharam and his troupe, to continue on the search for, and apprehension of the fugitive known as ‘The Cardinal,’ the Helmite’s presence in Starspire Bastion had dwindled to a few citizen’s with passing pious interests, or children with ideals based on bedtime stories of knights and princesses.

That would change however as a sole rider, clad in gleaming full plate and bearing a tower shield cradled at his side and covering his horses’ flank bearing the proud fist of Helm rode into the bailey of the keep. Eyes fell upon him like morning dew upon the fields. The rider didn’t carry himself with the regal presence of a knight or paladin of the order, but there was a air about this man that commanded respect if not attention. As his horses’ canter came to a stop, a quick glance around would find a diminutive, pale white figure barking orders and instructions to a half dozen plus one men, each between twice and thrice his size and weight. As Thomas eyed the new arrival, he raised his longsword in acknowledgement before returning to a ready stance, preparing for the forest-gnome’s next demonstration.



Posted on 2009-04-11 at 18:58:20.
Edited on 2009-04-11 at 18:59:18 by Kaelyn

Topic: Forgotten Realms: the Unsung Heroes Q/A
Subject: oh my..


pwning n00bs?

I hope you've brought ur uber l337 haxs... cause I have a tendancy to go through characters who's ski11z0rs arent m@x0rz lol

anyways, I've added your character sheet and information, read over the first page of the q/a's for pertinent info, and I'll write you in soon.

Posted on 2009-04-11 at 18:41:39.

Topic: Hello
Subject: Welcome to the inn!


I'll expect this to be moved to the coming's and going's thread, but allow me to be the first of many to welcome you to the inn, a place for many of us that serves as a home away (or within) from home, a creative bastion and a place to escape from the confines of our own (comparitively mundane) mortality.

Joining a game is very simple, You can put yourself out there in the recruitment thread, letting prospctive Dm's know what kind of games you're interested in, your style, posting allowances, and let them come to you, or you can be a bit more aggressive, poke your nose into the many recruitment threads for new games, or older games in search of new or replacement players.

Character sheets vary from game to game, Dm to Dm, and are most commonly affixed to the Q/a section attached with the main game thread.

I hope this answers the questions you've posed, and once more welcome! Feel free to pm me or any other of the wonderful staff here, or likely any resident Innmate if you need anything.

Posted on 2009-04-08 at 14:39:21.

 


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