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Post by joatmoniac on Sept 17, 2015 8:26:30 GMT
To help further establish the world of Dayeimbe I think we should decide how much magic is in the world, and add a little more. Heck, lets spice things up even more because too much information is never a bad thing! Low FantasyHigh FantasyHeroic FantasyBaby with a +1 Silver Spoon in mouth - yeah, I don't have a linkable page for that concept, but imagine what you will for that! Here are some spell effects that need a spell descriptions to accompany them. The spice: name the person, or people, that created the spell. Also, give a short description of where that person, or people, come from. I am working on a map to fill out collectively soon, and hopefully that will come together and be great like everything else. Enough of that, on to the spell effects! Well, this sort of feels like a lot, but I think it will be fun nonetheless! Side note: the poll will be open for two weeks.
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DM Fulcrum
Squire
Posts: 46
Favorite D&D Class: Paladin
Favorite D&D Race: Dragonborn
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Post by DM Fulcrum on Sept 17, 2015 14:39:34 GMT
10. Is a Cure Wound Spell created by the Dwarf Rangrim a Cleric of the Korith Mountain Range of Dayimbe who devised a way to take crystals from his homeland, grind them up and pour them into a wound. After a moment or so the effect would go off and the wound would close.
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Sept 17, 2015 15:01:48 GMT
3. Filum Ingenium: A spell that calls to the forces of nature to smite down the enemies of the caster. After the spell is incanted, a breeze of flowers will spin around the caster. Speeding up and whipping the wind in a display of vibrant colors and beautiful motion. It only takes a second to realize that the flowers are moving fast... too fast. The petals can cut through armor like butter and passes through flesh as if it is not even there. The spell was made by a race of flower-like people who live in very small groups in Hyem Forest. A place that is cold and harsh, but trees grow in great numbers, a sea of white snow covering the evergreen grass of the forest.
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Post by joatmoniac on Sept 19, 2015 21:17:29 GMT
17. Infernal Summoning Circle: only practiced by the most foul or creatures. Be they human or monster it is this spell that brings forth demons and devils to their sides. It can only be used through sacrifice of some sort, often the life force of the caster. The spell was created deep beneath the earth of Dayeimbe by the by a sect of Drow that were shunned by the larger community due to their insatiable desire to summon creatures of greater and greater power. The sect is believed to be long dead after summoning creatures too powerful for them to control, but that is only rumor after all.
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Deleted
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Post by Deleted on Sept 20, 2015 6:27:53 GMT
14. Illian's Water Step: A pool of water appears beneath the caster's feet. He falls into it, and emerges a moment later, ankle deep at the shore of the nearest body of water whose volume is no less than a small pond, and which is exposed to the sky. He and everything he carries or wears remains dry as he briefly transits through the elemental plane of water. The spell has no effect if a suitable location does not exist within a mile of the caster.
According to the itinerant wizard Anderstok Elway - who shared the formula centuries ago with several magical academies and friends - this spell was designed by an intrepid member of an aquatic race he befriended. Elway has long since passed, and the exact nature of the original author remains unknown, though most accounts say it was a kuo-toa or sahuagin.
Neither Elway nor the people he taught ever made much use of the spell, as the original version did nothing to prevent the soakage that accompanied travel through the elemental plane of water. However, a young prodigy of abjuration magic named Illian Genser discovered the spell in his mentor's collection. He modified it to envelop the caster in a minor protective field without greatly complicating the formula. The spell is relatively low level for inter-dimensional magic, and has enjoyed greater popularity since its redesign, especially as an effective getaway in coastal and island regions.
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Post by lasersniper on Sept 21, 2015 23:03:11 GMT
4. Soul Sealer A powerful binding magic that takes un-naturally used souls and binds them to an object of appropriate size. It was created by a group of gnome wizards as their kingdoms last bastion of safety from an undead army was being assaulted their city walls. Not even their own armies of construct soldiers could keep back the hoards. As the gates where being stormed, these wizards gathered at a large marble obelisk they planned to seal the souls into. It was working, sucking the souls from their undead bodies and sealing them away, slowly turning the marble to obsidian. But then the obelisk was completely turned, and the stone paths of the city started to change as well. Still the souls kept coming, and coming, and coming. The spell was not discriminatory, as it even took the souls powering the constructs and sealed them away. Eventually the entire city became obsidian, filled with the leftover husks of constructs and the rotting corpses of undead. You can take any soul that is not naturally in its place, like undead and constructs, and channel it through yourself to seal them into an object. Whatever they are put into turns to obsidian. The conversion of soul to amount of space needed is 1 cubic foot per soul. The higher of spell level you cast it at the further it reaches. However there is potential for the amount of souls rushing through your body to essential fry your own soul. I said soul a lot didn't I
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Post by lasersniper on Sept 21, 2015 23:06:09 GMT
Huh, I didn't realize how few people ran High Fantasy campaigns.
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Sept 21, 2015 23:30:40 GMT
Huh, I didn't realize how few people ran High Fantasy campaigns. Yep, that is fascinating. One of the reasons I like this DMnastics. I didn't even bother learning the difference between the three, but it's great that I know now. After reading about the three I would say High Fantasy is my favorite. Apparently, Heroic Fantasy is the way it is leaning towards.
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Post by frohtastic on Sept 22, 2015 2:31:45 GMT
I think my world is low-fantasy and evolving. at least magic wise.
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Post by kirklas164 on Sept 22, 2015 20:15:08 GMT
I really like low fantasy from a story-telling perspective, but for both gameplay and for how many people that would like to contribute to Dayembe, I think a higher base rate of magic is better. I voted heroic fantasy, because unless magic for Dayembe gets a serious system like the metallurgy based magic in Brandon Sanderson's Mistborn stuff, things could get seriously weird with the fourth option.
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Deleted
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Post by Deleted on Sept 23, 2015 4:38:38 GMT
I think my world is low-fantasy and evolving. at least magic wise. Is the evolution something you planned from the beginning, or in response to external influence? I ask because I experienced the latter, and it didn't turn out well. My homebrew started out low fantasy, but transformed to heroic over a year of development. The reason it transformed is because I wanted players to be able to play whatever they wanted (within reason), and to export my world to a broader audience. To me, this compromise meant including races I never originally intended to exist on the world, and relaxing some in-game perspectives on magic (most mages were executed if discovered in the original version). I'll go back to the roots if I ever run a game in my homebrew again, but I'll only run it if the players are cool with the restrictions that a low-fantasy setting entails. All this isn't to say that a low-fantasy world evolving into something else is a bad thing, or even that I necessarily made a mistake when I evolved mine. I just changed it for what I now believe are the wrong reasons -- to appeal to players, and to be generic enough for a possible public audience. I think it's important to remember your original vision when you consider any changes.
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Sept 23, 2015 4:46:58 GMT
I think my world is low-fantasy and evolving. at least magic wise. I'll go back to the roots if I ever run a game in my homebrew again, but I'll only run it if the players are cool with the restrictions that a low-fantasy setting entails. All this isn't to say that a low-fantasy world evolving into something else is a bad thing, or even that I necessarily made a mistake when I evolved mine. I just changed it for what I now believe are the wrong reasons -- to appeal to players, and to be generic enough for a possible public audience. I think it's important to remember your original vision when you consider any changes. I get this. Almara was a very low fantasy setting when I began it. No races and barely magic. I changed this when I began using Almara as a D&D world rather then for short stories/novels. The reason I froze Almara from my writings and put more to collabrative storytelling is because I felt as if it was too generic of a fantasy world (not at all in a bad way) for my short stories. Because of this I wanted to focus my short stories on abstract genres and ideas, while taking all the adventures I wanted to have in the Fantasy/Star Wars genre and apply those to Role Playing Games. I feel this has both kept my RPGs in my imagination, while forcing me to write outside the box in my short stories.
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Post by frohtastic on Sept 23, 2015 4:49:49 GMT
I think my world is low-fantasy and evolving. at least magic wise. Is the evolution something you planned from the beginning, or in response to external influence? I ask because I experienced the latter, and it didn't turn out well. My homebrew started out low fantasy, but transformed to heroic over a year of development. The reason it transformed is because I wanted players to be able to play whatever they wanted (within reason), and to export my world to a broader audience. To me, this compromise meant including races I never originally intended to exist on the world, and relaxing some in-game perspectives on magic (most mages were executed if discovered in the original version). I'll go back to the roots if I ever run a game in my homebrew again, but I'll only run it if the players are cool with the restrictions that a low-fantasy setting entails. All this isn't to say that a low-fantasy world evolving into something else is a bad thing, or even that I necessarily made a mistake when I evolved mine. I just changed it for what I now believe are the wrong reasons -- to appeal to players, and to be generic enough for a possible public audience. I think it's important to remember your original vision when you consider any changes. I guess its more that at the moment magical items are semi-rare, which I guess can be attributed that the task of enchanting is either pretty new or it requires a decent amount of resources. I have a storyline there that will be borderline greyish, but more on that when its completely fleshed out. I dont really know how to put it in words yet.
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Post by whipstache on Sept 25, 2015 13:30:37 GMT
18. Envelopmental: Created by high elf cleric, Tenya Silinal, she originally designed the spell to trap undead in place. The spell has evolved over time; the most common use now is as a defensive spell against elemental creatures.
A glowing orb of light forms and spins around the targeted creature, and if the creature has an elemental or undead nature, it is restrained for the duration of the spell (concentration) and must succeed on a WIS saving throw to free itself. Non-undead or elemental creatures are slowed and all movement is as though it is through difficult terrain. If the spell is successfully cast on an elemental creature, the caster can choose to transform the creature into an elemental creature of the same type but representing a different element (i.e. Air Elemental changed into an Earth Elemental, Ice Mephit changed into Dust Mephit). On a subsequent turn, the caster can use a bonus action to roll a saving throw using their spellcasting ability. If successful, the caster can drastically alter the temperature within the orb.
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Post by kjmagle on Sept 25, 2015 20:43:02 GMT
12. Spell of Purification The words that come out of the caster seem to evlope the target, swirling around it until it penetrates the body's pores The magic then searches for any substance (magical or not) and cleanses the body till it is pure again coming back out the body and dispersed into the sky.
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