Forgotten Realms Notebook Volume 3
Forgotten Realms Notebook Volume 3
Forgotten Realms Notebook Volume 3
Volume 3
P_Horner@ASU.EDU
Daggerdale Region
-----------------
=Campaign Ideas=
SPEAR OF DAGGERDALE: Randall Morn calls for aid from the heroes. It
seems the legendary Spear of Daggerdale *does* exist after all. The Spear was
an artifact up until now believed legendary; it was said an army that held the
Spear was undefeatable. It was believed lost in the time of Randall's great-
great-great grandfather; he had been on the throne for but a yaer when his
four brothers stole the Spear in jealousy, split it into four pieces using
a vorpal blade, and each escaped with a piece. The Zhentarim, however, have
stumbled upon information that will allow them to find the four pieces;
after Randall (a worshipper of Tymora) discovered this, a half-elven seer
came to his camp, claiming visions had been sent to him of the Spear. Randall
is unable to spare the men and so dispatches the PCs (his friends from DOOM)
along with the seer to investigate this claim. This takes the PCs on a trip
through the Dales (including a sequence underwater in Shadowdale, where they
meet Ashaba, the original Lord of Shadowdale, now a water elemental-like
being). It ends in Myth Drannor, the only place the Spear can be reforged.
The PCs then must recover the Spear. Upon doing so, though, they
return to find the siege camp under assault by undead coming from Dagger Falls
After a battle, they learn Randall has fallen; near death, he charges the PCs
to lead the assault on the city. He then falls comatose. The PCs sneak into
the city to find it a charnel house; all the inhabitants who had not fled
(including the Zhent refugees) have been slain and raised as undead. THe
PCs learn (through the seer from SPEAR) that the source of Eragyn's power
is a stone given her by Cyric; the only way to destroy the stone is with the
Spear. After a few battles and such, the PCs face Eragyn. The ending is
unique in that I may be having to have one of the PCs sacrifice their life
(permanently?) to destroy the stone; contact between the stone and the Spear
creates a huge explosion.
Afterwards, they return to learn Randall has recovered. All in all, a
bittersweet victory...
(1) Randall has a woman that he is in love with, yet he has vowed neither
to marry her or to have relations with her until Daggerdale is in his
control.
(2) Tren is the only one (apart from Eragyn) still alive in Dagger Falls;
however, he has been driven insane and is but a mindless husk, his
face forever contorted in a look of pure horror.
SECRET OF DAGGERDALE: Scene shifts to five years later. Dagger Falls; has
been rebuilt, with Randall as lord. However, he never revealed exactly how
he was able to recover from his mortal wounds in REBELS. Now it will be told.
Exactly five years from the day he recovered, Randall is visited by a
dark armored figure. Turns out he made a pact with an otherworldly figure
(haven't decided who or what yet -- any suggestions?) while comatose: in
exchange for his recovery and peace in the dale for 5 years, both Randall and
the dale (and all inhabitants) would be forfeit to the power. The dale
(along with the PCs, who were there for the celebration of the anniversary)
is cast into a hellish nightmare land. [BTW, yes, this pact would be in
character for Randall at the time of REBELS; he was nearly driven out of his
mind by the Spear. Later, he had merely assumed it was a feverish dream].
Background
Current Threats
Zhentarim; Forces
Based in Zhentil Keep, the Zhentarim is a sinister organization of
priests of Bane, evil wizards, fearsome fighters, and dastardly thieves. They
are currently interested in destroying Daggerdale as it lies astride a major
trade route they are trying to establish. Currently only well-armed caravans
will pass through Daggerdale and then only through the more remote sections, but
they usually pass unhindered. In addition, several groups of brigands roam the
wilder reaches of Daggerdale in the employ of Zhentil Keep under Zhentarim
commanders. They terrorize outlying farms, raid merchants, ambush militia
patrols and generally cause as much mayhem and terror as possible without risk
to themselves. This is part of the plan to "soften up" Daggerdale before the
eventual invasion.
NPCs
Friendly Forces
Temple of Helm
Worship of Helm, the god of guardians, has always been strong in the
Daggerdale region, especially with the rise of Zhentil Keep in the region. As
Daggerdale's troubles have increased in recent years the priests of Helm have
assumed command over the Daggerdale militia and played an increasing role in the
governing of Daggerdale. Several small shrines exist throughout Daggerdale, but
the main temple-fortress guards the eastern approach to Dagger Falls. Relations
are tense with the druids of the Circle of Seven Daggers, but the priests are
building strong contacts with the rangers of the Fellowship of the Silver
Unicorn as they face common enemies.
Setup Notes
The purpose of the following adventure is to bring the adventurers
together and get them used to working together. Before this adventure begins,
they have all been secretly recruited by the Cormyrian War Wizard Elemkatha.
The DM should individually roleplay each playerUs recruitment before beginning
the adventure.
Background
Unbeknownst to most of Daggerdale's inhabitants, Cormyr has been
secretly aiding Daggerdale to survive multiple threats from surrounding hostile
powers. Cormyr is attempting to convince the Daggerdale council to invite them
in openly, but so far the council members have stubbornly resisted all outside
assistance.
Cormyr's ambassador to Daggerdale is the War Wizard Elemkatha. She has
been coordinating CormyrUs efforts in the RcapitalS of Dagger Falls to swing the
councils votes. Meanwhile Cormyr has been secretly refurbishing the abandoned
keep known as Castle Dunbarton in southwestern Daggerdale as a future base in
the region. Elemkatha has been sending frequent secret correspondence to the
Commander at Castle Dunbarton which is then sent on to Suzail advising Cormyr
of events in this corner of the world.
Unfortunately the most recent dispatch from Castle Dunbarton has
disappeared along with its messenger, a young ranger by the name of Kelvan
Fleetfeet. Through the use of several divination spells, Elemkatha has
determined that Kelvan was abducted by bandits based at the western tip of the
northern end of the Dagger Hills in an abandoned watchtower. If these bandits
realize what they have seized and pass it on to either the Daggerdale Council
or agents of Zhentil Keep, this could seriously derail Cormyrss attempts to
support Daggerdale, and the Castle Dunbarton project might have to be abandoned.
In her position of Cormyrss ambassador, Elemkatha can not go traipsing off
into the wilderness, and she does not want to raise any suspicion among the
numerous agents of various powers in Dagger Falls that there is something of
value in the Dagger Hills.
Instead, Elemkatha has decided to surreptiously hire a band of
adventurers to raid the bandit's tower as this will attract a lot less
attention. She has attempted to recruit the best of the Ryoung adventurerS
types who have moved into Daggerdale in recent months as chaos descends over the
region. Without explaining the details of the correspondence she wishes to
recover, she has just put together a band of young adventurers (the PCs) to go
raid the bandit's keep.
Wilderness Encounters
1) Disturb a black bear (hp 17) and her cub (hp 5) in the woods south of Dagger
Falls.
2) Travel up a dry streambed and dislodge a thirst of nine stirges (hp 6 each).
Find ancient magical dagger +1.
3) Nighttime attack by a small band of six skeletons (hp 5 each) armed with
goblin weapons dislodged from their ancient barrow by goblins (who have
subsequently perished). Their instructions from the long-dead necromancer
were to attack all that they encountered (appropriate for the tomb they were
supposed to be guarding.) They are garbed in decrepit garments (once
worth a fortune) and fine gold jewelry (all told worth 65 gp).
Keep Encounters
The following brigand stronghold is based upon "Brigand's Lair"
adventure in Wilderness Encounters book. There are seventeen brigand's overall
lairing in an old abandoned watchtower. The tower sits on top of a high cliff on
the western edge of the Dagger Hills; at the point closest to the road that leads
south from Dagger Falls toward Tilverton. At the base of the cliff flows the
River Dagger which eventually links up with the River Tesh east of Dagger Falls.
The watchtower was used originally to help secure the trade road south
from the goblins in the hills. It was eventually abandoned for lack of funds as
Daggerdale has fallen on hard times in recent years. Three months ago, a band of
brigands moved in and have been "taxing" passing caravans ever since. The leader
of the band is secretly in the employ of Zhentil Keep, and thus allows Zhentarim
caravans to pass unmolested. All others are fair game though.
Unbeknownst to the builders of the watch tower or the current occupents,
an ancient tomb exists below the watchtower's basement. Built ages ago by a long
forgotten culture, the catacombs were carved into the heart of the hill and the
permanently sealed. Since that time, the river has worn away the hillside to
form the cliff which exists today. The barrow is inhabited by an ancient wight,
freed after centuries of imprisonment by a rockslide over a decade ago. The
wight climbed up the cliffside and slew several members of the local militia
stawhen a rockslide on the cliff created an opening into the barrow. This
occurred back when the watchtower was in use by the local militia. The
"mysterious deaths" were due to the wight.
Barrow Encounters
Kelvan attempted to tunnel out of his cell in the basement of the keep, and
unknowingly broke into an ancient barrow beneath the tower. Unable to climb out, he
disturbed a wight buried within, and is now a half-strength wight under its
control. The
bandits never found the correspondence he was carrying, and now the wight which was
1) Hallway lined with twelve skeleton guards (hp 7 each) in bronze plate mail
armed with footmanUs flails. (Kelvan avoided this main hall by going
through a secret door which is now barred from the inside that leads to the
main tomb.
2) Ancient barrow of a wight (hp 21) and Kelvan, now a half-wight (hp 10).
The wight wields the blade named in its inscription as RBloodthirstS - a
scimitar of wounding +1.
3) Secret treasure room protected by a long dormant brown mold. Arrayed on a
small platform is a suit of ancient bronze plate +1, a set of 12 crystal
goblets worth 15 gp each, and a rotten wooden chest containing 500
electrum pieces of ancient coinage.
Wilderness Encounters
Eastgate Keep
Players' Knowledge:
The forboding fortress known as Eastgate Keep has long been abandoned. It
sits in
the shadow of Twinpeak Mountain, located on the eastern slopes of the northern end
of the
Desertmouth mountain range. It was originally built centuries ago by dwarves for
the men
of Daggerdale to guard the entrance to the caverns along which trade flowed between
the
two communities. It was eventually conquered by orcs after they overran the Mines
of
Tethyamir. The castle soon fell into neglect and is now nothing but a ruins.
Beneath the
ruins are supposed to lie many chambers hewed from living rock to temporarily store
trade-
goods passing between the communities of men and dwarves. It is unknown what
horrors
may currently make their abode in the chambers beneath the ruins, but they are sure
to be
hostile to humans and demihumans. It is rumored that the bowels of the fortress
contain an
entrance to caverns connecting with the Mines of Tethyamir, but whether this is
still true or
ever was is unknown today.
East Caverns
Players' Knowledge
It is doubtful that the adventurers will have any inkling of the existence
of a twisting
maze of passages and caverns connecting the Mines of Tethyamir to the Deepflow. At
best
they may have heard of a section known to the dwarves as the Eastern Caverns. This
section of the Underdark; was never fully explored in its heyday, and now its
denizens are
completely unknown.
Mines of Tethyamir
Players' Knowledge
The rumored wealth of the dwarves of the Iron House who dwelled in the
Mines of
Tethyamir is fabled to be beyond imagining. Until recently the mines had been in
the hands
of orcs, goblins, and worse, but currently it is believed that the dwarves have
returned in
triumph.
Wizards specialized in ice magic, the Church of Auril, the Cult of Frost
and possible influences from Outer Planar creatures, mix to form a powerful
group of plotters to make this "Cold Alliance" and (of course) to oppose
the PCs.
2) You need powerful (read 18th level or greater) Wizards and Priests NPCs
to array into the Evil Alliance in the plot. 5 NPCs from TSR sources :
a) Radoc "The One", from FR5 "The Savage Frontier"
b) Shandaril, from "The Magister"
c) Dracandros "The Red", from "Curse of the Azure Bonds" (this is one of
the infamous recurring villains in my campaign...)
d) Velsharoon (mentioned in "Halls of the High King" and Polyhedron #55)
e) Wulgreth, the Lich, from FR5 "The Savage Frontier"
Note that these must have clear motives. The results of an Ice Age
(Chaos, death of whole populations, migrations to the South, etc.)
will not be in the interest of say, Maaril from Waterdeep, but would
suit well a Lich or a powerful Archmage who wants isolation and/or the
death of the majority of his rivals. Fanatics who see the present
civilization as doomed and want to start over on their own terms,
could also suit the needed profile.
His entry in RtR mentions that his following is strongest in the East
(particularly Thay), but in my campaign he has found a powerful follower
in the North :
The Story:
1) What is Xvim's "Area of Control" ? What Ethos could he choose for his
religion ? What are the tenets of his church ? He is described as violent,
vain and savage, but he is no fool. He learned much with his father and
probably learned more during the ToT and when Bane died. He wants power above
all (and for that he knows he needs a church and followers!). May he try to
take some of the old followers of Bhaal away from Cyric ? (In FRA it is said
that the rural followers of Bhaal did not accept Cyric's way; might they be
gathered by Xvim's new faith? Remember : Xvim has the same general alignment
and disposition as Bhaal had... he exults in slaying and destruction...).
Also some old Banites were converted to Xvim (as is said in RtR in the new
Boxed Set), probably because he is perceived by the dissenters to be more
attuned to his father's aims than Cyric is... (and now that Cyric is pending
more and more to Chaos - in the end of "Prince of Lies" he will be totally
CE - maybe the Banites could judge that Xvim is the right god to preside over
Tyranny, the more Lawful of the Ethos of his father taken by Cyric...)
2) He has had no relationship with the other gods since the ToT, but with
his new level of power (currently Lesser Power, in my campaign, but still
growing in power) he would be noted by them. Note that the only other LE
power is Loviatar, and as such there is a vacuum of power that Xvim is most
eager to fill... Could conflicts arise with other gods ? Could Loviatar
follow him as she once followed his father (through Bhaal) ?
4) Where do you think are the most ripe areas for the spreading of his
religion ? Who would make his followers ?
Note :
In my campaign Radoc's conversion and Xvim's rise in power happen before
Radoc is contacted by the "Cold Alliance" and accepts the invitation (by
the Mage Shandaril) to be one of their "Inner Circle". Xvim is aware of their
plans, and as a new Ice Age will represent a great setback to the majority
of the "good" religions in the Heartlands, he supports Radoc as his priest
starts working with the other members of the "Cold Alliance". Radoc has the
magical and financial resources to put his plans in motion. He has a secret
organized power-base somewhere in the Star Mountains (where he mantains his
magical apparatus), has good contacts with the Ice Mountain Orcs of the Spine
of the World, and the people of Loudwater see him as a wise old healer...
[The following by: "Eric L. Boyd" <boyd@eecs.umich.edu>]
Xvim is worshipped primarily in Thay, but he has subverted the Risen Cult of
Bane in the Moonshaes (see FA1, Halls of the High King) to his worship.
Xvim is becoming increasingly cunning, working hard to steal worshippers
from Cyric who formerly worshipped Bane and/or Bhaal.
It is believed that Xvim has allied/mated himself with Loviatar. Some speak of
a baatezu of unholy power (something like a LE cambion) that has arisen from
this evil union who leads Xvim's clergy in the Realms.
Xvim is actively seeking to wrap the mantle of the Red Wizards Fire Cult
around his godhood giving him greater influence over that land. He is
also seeking to subvert the followers of the Earthmother and Grond Peaksmasher
in the Moonshae Isles. Finally Xvim is seeking to bring the goblinoids of
the Stonelands to his banner to create a great horde to sweep down on
the Heartlands (Dalelands, Cormyr, and Sembia).
Xvim's Priests
Xvim has few priests of any type in the Realms, but the few he does have
represent a fivefold increase from before the Avatar Crisis. As a result,
roughly 80% his clergy are specialty priests. The remainder of his clergy are
clerics and devout warriors. Xvim's priests are expected to exult in savage
destruction, and cause as much mayhem as possible.
--------------------------------------------------------------------------------
Note On Faiths
Brock djbrockl@rs.dundee.ac.uk
------------------------------------------------------------------------------
From: boyd@bagabolts.eecs.umich.edu (Eric L. Boyd)
Sune was omitted, and appeared in a later column, which I do not have handy.
--------------------------------------------------------------------------------
List of Herbs
And Where They Can Be Found
BY: Jack Vidulich vidulj@rpi.edu
ADDER'S TONGUE
Location: Moist meadows, shady clearings (late spring)
Uses: Leaf Tea: heals 1d3 hp/day (drink 3/day)
Ointment: immediately heals 1d2 hp (usable 1/day)
BIRTHWORT
Location: Hedges, fences, sunny thickets (mid-summer)
Uses: Juice: +2 on poison saves if applied with 1 round
Poultice: +1 hp/day for 2 days
COMFREY
Location: ditches, watersheds, moist fields (mid, late summer)
Uses: Root: heals 1d4 hp when applied to a wound
Tea: same as Adder's Tongue
GARLIC
Location: damp meadows, sparse forests (spring-fall)
Uses: Juice: antiseptic, heals 2 hp/day for 3 days
insect repellent, 50% chance
HERB TRUE-LOVE
Location: woods (mid, late spring)
Uses: Leaves: antiseptic, heals 1hp/wound
Berries: +2 on posion saves if eaten with 2 rounds
+3 for dwarves and halflings
JUNIPER BERRY
Location: sparse evergreen forests (any)
Uses: Berries: stimulant, heals 1d4hp if brought below 0
antidote, +1 on poison saves if eaten within 2 rounds
acts as a powerful aphrodesiac (sp?) in elves and half
elves (save vs poison or fall in lust with the first
person of the opposite sex they see)
SPHAGNUM MOSS
Location: swamps, bogs (any)
Uses: Dressing: heals 25% faster
WOUNDWORT
Location: ditches, fields, marshes (mid-summer)
Uses: Dressing/Poultice: regain 20% of damage if applied within
2 rounds.
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----
The only thing I found was in the novel Spellfire, and in the Forgotten Realms
Atlas: there is a very
well known Inn in Highmoon (the capital of Deepingdale). It is called "The
RisingMoon'" and it is
owned by an exadventurer, the warrior Gorstag. It is detailed in the Atlas, page
106.
It stands just north of the East Way (that runs between Cormyr and Ordulin), half a
mile west of the
inner town, and close to Glaemril, the Deeping Stream. It is a very good place to
put your PCs to
rest for some ti me.
I have not found any reference about Temples in the region but I would assume that
it is safe for you
to place some shrines to the Gods that have a good penetration in the Dales (like
Tymora, Lathander
and Chauntea). It is very safe to assume that Deepingdale also has shrines to some
Elven Gods
(probably in Highmoon), as there is a good amount of elves and half-elves that
consider the Dale
their home. I would even put there a temple to Corellon Larethian; Solonor
Thelandira and Rilifane
Ralathil are also good choices.
If you haven't noted, there is a sage in Deepingdale that dwells in a small ornated
stone tower, and is
very much known of the local adventurers from whom he buys books and other things
of magic.
(His name is Rhauntides, and he is detailed in DM's Sourcebook of the Realms, page
30). Also
another powerful NPC of Highmoon is Azargatha Nimune (same Sourcebook, page 18), a
Harper
mage, follower of Mystra and Mielikki, that has many contacts with Rangers and
other Hapers and
Harper allies.
There are two great NPCs in Mistledale that you can put in the way of your PCs:
Nethmurta
(Sourcebook, page 28) who runs the tavern "The Blinking Owl" in Ashabenford, and
Emperel
(Sourcebook, page 21), a noble from Cormyr, that has some a very interesting
destiny to fulfill.
About the Doomasters of Beshaba; I can't say much either, except that they are
probably the most
ardent of Tymora's faith and clerics' enemies. (And that could lead to some pretty
good ideas for a
save-the-good-temple adventures... or the mysterious ill luck that everybody in
town is suffering
since...)
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--
NEW SPELLS
The ulitimate seige breaker... When the caster casts this spell on a
roach, it works it's way into the enemies camp. Once in the camp, the
roach finds a nice place and starts to sing, REALLY bad. All within
must a save vs spell or leave camp and go home. If the make the saving
throw, must make one each turn with a culimative -1 to the roll.
Gifrun's Thunderclap(Evocation)
This spell opens a small gate to the quasi-elemental plane of Vacuum. Within
the area of effect, all the air is suddenly eliminated. This does not last
long enough to cause asyphixiation, but the resulting rushing of air into the
area causes 1d6 damage per level of the caster (up to a maximum of 10d6),
regardless of whether or not the victim(s) require air (even undead are
affected). The rushing air also causes a massive roar, like a clap of
thunder, which will deafen victims for 1-10 rounds.
Furball (Evocation/Alteration)
Level 2
Range : 10 yards + 10 yards/level
Components : V,S,M (fur)
Duration : 1 round / level
Casting Time : 3
Area of Effect : 20-foot radius
Saving Throw : Neg.
A saving throw is allowed and those that successfully save will not be
affected by the fur/hair growth. Otherwise, the fur/hair will
continue for the duration of the spell. The fur/hair will remain even
after the spell's duration expires and it is not magical. A Dispel
Magic will only halt the fur/hair growth. Partial areas of large
creatures have been known to be affected by this spell (eg. face of
the red dragon, Scorch).
Fire Dart
School: Invocation/evocation (elem. fire)
Level: 2
Components: V,S
Range: 10 yds/lvl
Casting time: 2
Duration: Instantaneous
Area of effect: Special
Saving throw: None
Similar to Magic Missile, this spell produces one missile per 2 caster
levels, rounded up, with a maximum of 5. The difference is that these
missiles are made of flame; thus, they CAN be directed against non-living
targets, and also set any flammable materials they hit on fire.
Lava Bolt
School: Conjuration/summoning (elem. fire & earth)
Level: 3
Components: V,S,M
Range: 10 yds/lvl
Casting time: 3
Duration: Instantaneous (see below)
Area of effect: 1 creature or object
Saving throw: None
This spell conjures a bolt of molten lava which the caster throws as if he
were a fighter of equal level (DEX bonuses apply). If it hits a creature,
it takes 3d6 impact damage plus 3d6 fire damage; unless the lava is somehow
removed, the target will take another 3d6 each round, for 1 round for each
3 levels beyond 5th of the caster (1 extra round at 8th, 2 extra at 11th...).
The material component is a piece (at least 2 ounces) of pumice, volcanic
glass, or other lava-based rock.
Lava Wave
School: Conjuration/summoning (elem. fire)
Level: 4
Components: V,S,M
Range: 10 yds/lvl
Casting time: 4
Duration: Instantaneous (see below)
Area of effect: 20 by 40 rectangle OR 30 by 30 square
Saving throw: Special
This spell is similar to Lava Wave except that it conjures a wave of molten
lava over the given area. All creatures within take 1d6/2 levels of the
caster (rounded up; max. 6); unless a successful save is made, this damage
will continue, at the rate of 3d6 per round, for 1 round per 3 levels of the
caster beyond 4th. The material component is 4 ounces of volcanic rock, and
an open flame of any kind (the flame is not extinguished in the casting).
Elemental Join
School: Alteration, Enchantment/charm (elem. fire, earth, air, or water)
Level: 5
Components: V,S
Range: 5 yds/lvl
Casting time: 1 round
Duration: 1 turn/level
Area of effect: 1 elemental
Saving throw: Special
With this spell, the wizard physically joins her body with an elemental. A
saving throw is allowed only if the elemental is not one the wizard has
conjured. Once the wizard's body has joined with the elemental, the wizard
can use all the abilities of the elemental's body as her own, including
Hit Dice, THACO, damage, movement and invulnerability to nonmagic weapons.
However, as the wizard's body and any equipment on it are transformed into
the appropriate element and joined with the elemental's body, this equipment
cannot be used in any way while inside the elemental's body. The only spells
that can be cast are those not requiring material components (those
components are stuck inside the elemental's body), and even then the
elemental must be able to speak (I don't think most can).
The wizard may end the spell at any time. The wizard's body appears anywhere
within 10 feet of the elemental. If the elemental is one the wizard has
conjured, she may dismiss it at the same time; if not, the elemental is
likely to be furious, so the wise wizard will be cautious. Note that both
caster and elemental will be confused and disoriented (no action) for 1 round
after the separation. The maximum duration in any case is 1 turn per level
of the caster.
There are several important things to note about this spell. First, if the
elemental's body is slain with the wizard inside, the wizard dies. Second,
if the spellcaster is attempting to take over an elemental conjured by
another wizard, the elemental gets the save of its conjuring wizard OR its
own (whichever is better); in either case, there is a +2 bonus (representing
the prior claim of control by the conjurer). Third, the new body takes some
getting used to; the caster is at -2 to hit for the first 2 strikes she takes
against an opponent.
Matthew's Hellfire
School: Invocation/evocation (elem. fire)
Level: 5
Components: V,S,M
Range: 5 yds/lvl
Casting time: 5
Duration: Instantaneous
Area of effect: 1 creature
Saving throw: Special
Darksight
School: Alteration
Level: 2
Components: V,S
Range: Touch
Casting time: 2
Duration: 5 rounds/caster level
Area of effect: 1 creature
Saving throw: None
This spell allows the creature touched to see clearly in any form of
darkness, magical or not. It does not allow detection of invisible, out of
phase, ethereal or astral creatures, nor does it compensate for any blindness
due to natural or magical causes.
Somaticize
School: Alteration
Level: 2
Components: V
Range: 0
Casting time: 1
Duration: Special
Area of effect: Caster
Saving throw: None
With this spell, the caster may cast another spell without somatic
components. Somaticize is cast; the round afterwards, the other spell must
be cast, or all benefits are lost. This spell has obvious uses for a bound
or otherwise restricted wizard.
Level: 2
Range: Caster Only
Components: V,S,M
Duration: Special
Casting Time: 3 rounds
Area of Effect: Caster Only
Saving Throw: None
Level: 2
Range: Caster only
Components: V,S,M
Duration: Special
Casting Time: 1 turn
Area of Effect: Caster only
Saving Throw: None
Level: 2
Range: 60 yards + 10 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Special
Level: 2
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: Special
The casting of this spell allows the mage to filter any leaves
out of his vision for the spells duration. The leaves are treated
as if they weren't present only for vision purposes. Spells that
require a line of sight will work for the caster.
This spell was developed after one too many forest ambushes.
Note that it will not detect invisible creatures, only those using
natural cover.
Level: 3
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2
Level: 3
Range: 30 yards + 10 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: 1 magic using creature
Saving Throw: Special
When this spell is cast, the wizard creates the illusion of one
of the most fearsome things imaginable to the victim, simply by
forming the fears of the victim's subconscious mind into something
that his conscious mind can visualize. In this case, the fear is
that the victim can no longer cast spells.
The only defense against Quiz's Nullifying Magic is an attempt
to disbelieve, which can be tried as many times as desired. To
disbelieve the phantasm, the subject *must specifically state that
he is making the attempt* and then roll a saving throw vs. spell.
For each attempt of a saving throw after the first there is a -1
to the roll. For example, attempting a fourth saving throw would
have a -3 penalty to the dice roll.
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INDEX
Border Forest. 6
Dagger Falls 4, 5
Dagger Hills 6, 10
Daggerdale 3, 5
DEEPINGDALE 28
Desertmouth Mountains 5, 7, 13
Doom of Daggerdale 3
Doomasters of Beshaba 29
Eastgate Keep 12
Faiths 21
Herbs 24
Iyachtu Xvim 20
Magic Items 27
Mines of 11, 12
Mines of Tethyamir 14
MISTLEDALE 28
NPCs 7
River Tesh 5
SPELLS 30
Spheres for Realms Gods 23
Underdark 7, 13
Xvim 18
Zhentarim 3, 6, 10