26.11.2012 Views

Unapproachable East.pdf - The Forgotten Realms

Unapproachable East.pdf - The Forgotten Realms

Unapproachable East.pdf - The Forgotten Realms

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<strong>The</strong> <strong>Unapproachable</strong> <strong>East</strong> is known throughout<br />

Faerûn as a land of strange, powerful magic. Stories<br />

abound of the awesome arcane strength of the<br />

Red Wizards, the terrible majesty of the Simbul, and the fierce<br />

pride and sensual allure of the Witches of Rashemen. Clerics<br />

and wizards of other lands wield great power and influence, but<br />

only in the <strong>East</strong> do spellcasters rule entire nations with such<br />

unshakable strength and determination. Wizards enslave Thay;<br />

druids govern the Great Dale; a sorcerer-queen rules over Aglarond,<br />

while female clerics and wizards choose the Iron Lord of<br />

Rashemen and arrange the realm’s affairs to suit their wishes.<br />

Secrets of the <strong>East</strong><br />

Secrets of magical lore lie hidden in every land of the <strong>Unapproachable</strong><br />

<strong>East</strong>. <strong>The</strong> wizard-ruled land of Thay is notorious<br />

for magical experimentation and cruel necromancy, while the<br />

Witches of Rashemen jealously guard their secrets behind<br />

magical masks and cultural barriers designed to baffle any<br />

enemy seeking to understand the sources of their powers.<br />

Circle Magic<br />

Several orders, sects, and secret societies practice cooperative<br />

circle magic, but two of the foremost of these groups are located<br />

in the <strong>East</strong>—the Red Wizards of Thay and the Witches of<br />

Rashemen. By combining their magical strength, a handful of<br />

46<br />

spellcasters may accomplish together things undreamed of by<br />

the most powerful of their fellows working alone.<br />

Circle magic is described in Chapter 2: Magic of the<br />

FORGOTTEN REALMS Campaign Setting. Not every spellcaster<br />

may join a circle; a Red Wizard must have the Tattoo Focus<br />

feat to do so, while a Witch must have the Ethran feat. Similarly,<br />

leading a circle requires a character to reach 5th level<br />

in the Red Wizard prestige class or 4th level in the hathran<br />

prestige class. Many high-ranking Red Wizards convene a<br />

circle of their apprentices each day to siphon magical power<br />

from their minions and strengthen their own spells. Hathrans<br />

are less likely to do this as a matter of course but do not hesitate<br />

to volunteer their most powerful spells for circles when<br />

the situation calls for such a measure.<br />

Contingent Spells<br />

Contingent spells are single-use, one-spell magic items that do<br />

not use a magic item space and do not have a physical form.<br />

<strong>The</strong>y remain inactive until triggered, similar to a spell cast<br />

with a contingency spell. Once triggered, they immediately take<br />

effect upon the bearer of the contingent spell (or in the<br />

bearer’s square, if the spell affects an area). A character must<br />

take the Craft Contingent Spell feat (see Chapter 3: Regions<br />

and Feats) to create contingent spells.<br />

Triggers for contingent spells are usually things that<br />

happen to the bearer of the spell. Possible triggers include becoming<br />

helpless, blind, or deaf; death; disease; exposure to a<br />

breath weapon or to energy; falling; poison; proximity to<br />

danger (such as fire, water, and so on); sleep; and gaining negative<br />

levels.<br />

<strong>The</strong> market price of a contingent spell is spell level × caster<br />

level × 100 gp. A contingent spell must be crafted in the presence<br />

of the person to bear it, and the bearer is treated as a participant<br />

in the creation of the item (he cannot cast any other<br />

spells while the contingent spell is being crafted, must be present<br />

for 8 hours each day, and so on). Once assigned to a bearer,<br />

a contingent spell cannot be transferred to another creature, although<br />

it can be destroyed (see below). An unwilling recipient

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!