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Schadenfreude Studios > Tabletop > D&D 5e: World of Greyhawk® Spells


ÂmesangD&D 5e: World of Greyhawk® Spells
  August 1, 2015 5:00 AM | Post #1
has lost the game




KERAPTIS' FANTASTIC FAMULUS
1st-level conjuration (ritual)
Casting Time 1 action
Range 60 feet
Components V, S, M (a bit of charred wood and a drop of water, which the spell consumes)
Duration 1 hour

DESCRIPTION
This spell creates a specialized type of unseen servant. The sole purpose of the fantastic famulus is to prevent flames from spreading within the area of effect. Any flame of campfire or less that begins to spread beyond its usual confines is immediately snuffed by the famulus, before any extensive damage can occur. For example, the flame of a candle would not be put out by the famulus, but if the candle fell over and ignited a stack of papers, the famulus would extinguish the resulting fire before it could grow into an inferno. Fires that are larger than a campfire are not affected by this spell, but small fires touched off by such blazes are extinguished. The famulus cannot affect magical fire.
When cast, the area of effect is centered on the caster, but he has the option to make the area remain stationary or move with him. Once the decision is made, however, it cannot be changed.
The fantastic famulus cannot undertake the tasks of a normal unseen servant; it is capable only of extinguishing flames. As such, it is typically used to protect the casters library or a similar location where combustible items are stored. Otherwise, it conforms to the characteristics of a normal unseen servant.
— "Greyhawk Grimoires II," Dragon Magazine #241 November 1997, p.79
— Conversions to 5th Edition D&D, p.4

KERAPTIS' FLAMING MISSILES
1st-level evocation
Casting Time 1 action
Range 120 feet
Components V, S
Duration Instantaneous

DESCRIPTION
This spell is identical to the 1st-level spell magic missile, save that it inflicts fire damage.
— "Greyhawk Grimoires II," Dragon Magazine #241 November 1997, p.79
— Conversions to 5th Edition D&D, p.4

KERAPTIS' FLAMECONE
5th-level evocation
Casting Time 1 action
Range Self (60-foot cone)
Components V, S, M (a pinch of pure sulphur and a spark or flame)
Duration Instantaneous

DESCRIPTION
This spell duplicates the 5th-level spell cone of cold, save that it inflicts fire damage and a creature killed by this spell becomes encased in a thin layer of char.
— "Greyhawk Grimoires II," Dragon Magazine #241 November 1997, p.79
— Conversions to 5th Edition D&D, p.4

QUINTESSA'S DWEOMERDRAIN
5th-level abjuration
Casting Time 1 action
Range Touch
Components V, S
Duration Instantaneous and 1 hour or until expended; see text

DESCRIPTION
Magic Item
Rarity
Saving Throw
Bonus
Die
Roll
Common +2 1d4×5 gp
Uncommon +3 1d4×25 gp
Rare +4 1d10×100 gp
Very rare +5 1d10×1,000 gp
Legendary +6 1d10×10,000 gp
A magic item you target with a melee spell attack must succeed on a Charisma saving throw; on a failure you drain a pool of raw magic from the magic item and retain it for the purpose of casting spells that have a consumable material component cost. Each casting drains from a single magic item an amount of gold pieces worth of effective consumable material components, dependent on the item's rarity (see table), and renders the item nonmagical.
You may draw from this pool whenever casting a spell that has a consumable material component cost, paying any leftover cost yourself. For example, if you touch a rare magic item you drain an average of 500 gp worth of raw magic with which to cast a spell such as true seeing. Drained magic is retained for 1 hour; any raw magic not spent when the spell's duration expires is wasted.
An item in a creature's possession uses its own Charisma save bonus or its possessor's Charisma save bonus, whichever is higher.
This spell does not work on artifacts.
— Conversions to 5th Edition D&D, p.4

QUINTESSA'S DWEOMERSHIELD
4th-level abjuration
Casting Time 1 action
Range Touch
Components V, S
Duration 24 hours

DESCRIPTION
You touch a willing creature. Until the spell ends, the target ignores the effects of one common magic item, either on hand or specified by name, history, description, or indentified by some other manner.
At Higher Levels. When you cast this spell using a spell slot of 5th level, the target ignores the effects of an uncommon magic item; 6th level ignores the effects of a rare magic item; 7th level ignores the effects of a very rare magic item; 8th level ignores the effects of a legendary magic item; 9th level ignores the effects of an artifact.
— Conversions to 5th Edition D&D, p.4

SLEROTIN'S FORTITUDE
9th-level abjuration/transmutation
Casting Time 1 action
Range Touch
Components V, M (a diamond of at least 1,000 gp value, one ounce of powdered steel or other strong and hard metal, and a drop of water, which the spell consumes; these components are necessary for each 5-foot cube to be fortified, but the quantity of components should be modified if lesser amounts of material are to be affected)
Duration Until dispelled

DESCRIPTION
By means of this spell, the caster can alter the molecular structure of nonmagical, inorganic matter so as to make it impervious to harm from both physical and magical attacks.
The caster is able to affect a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), though the matter in question must be of the same general type; for example, a stone wall could be rendered invulnerable to damage, but not an iron door set into the wall. A second casting would be necessary to include the door. Note that if several doors exist in the same wall, several fortitude spells would be needed. Furthermore, the frame, hinges, locks, etc., are protected only if they are of the same material as the door.
Slerotin's fortitude can be removed only by a full wish. However, more than one fortitude can be cast on a single area so as to make it more difficult to bring down. Thus, a wall that is under the effects of three fortitude spells requires three separate wish spells to return it to a normal wall. No other spell or force can harm such a protected area. Materials subject to this spell are impervious even to spells like disintegrate or earthquake.
An area affected by Slerotin's fortitude spell will radiate magic if detected.
— "Greyhawk Grimoires II," Dragon Magazine #241 November 1997, p.81
— Conversions to 5th Edition D&D, p.4



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