Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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cannot be a bearer for a contingent spell. A contingent spell is<br />
tied to the bearer’s body, alive or dead, and stories circulate<br />
among adventuring parties about contingent spells remaining<br />
quiet for hundreds of years on a slain bearer, only to suddenly<br />
activate when the proper condition was triggered.<br />
Contingent spells are subject to dispel magic and similar<br />
spells. If a contingent spell is affected by dispel magic (made<br />
against the caster level of the contingent spell’s crafter), it is<br />
destroyed rather than merely suppressed. Destroying a contingent<br />
spell in this manner does not trigger the spell. Contingent<br />
spells are suppressed by an antimagic field or dead<br />
magic zones like any other magic item but are not destroyed<br />
by them.<br />
At any one time, a creature can bear a number of contingent<br />
spells equal to its Hit Dice. Additional contingent spells<br />
applied beyond this limit simply fail.<br />
<strong>The</strong> process of creating contingent spells has been discovered<br />
independently several times in the history of the world. Most<br />
recently, it was unearthed by the Red Wizards, who bear deathcontingent<br />
area spells in hopes of destroying whoever manages<br />
to kill them in a devastating blast. Many young Red Wizards<br />
arrange to bear a contingent fireball just for this purpose.<br />
Place Magic<br />
Hathrans and durthans possess a special bond to the land of<br />
Rashemen that lets them draw upon the power of the spirits<br />
to cast spells without preparing them. When a hathran or<br />
durthan uses place magic, she can cast any arcane or divine<br />
spell known to her. (Spells on her hathran or durthan spell list<br />
can be cast as either arcane or divine spells, as she desires.) In<br />
effect, she can use any spell on any of her spell lists when she<br />
wishes, as long as she is within the borders of Rashemen.<br />
A place magic spell uses an unassigned spell slot of the<br />
appropriate type (arcane or divine) and level. If the caster does<br />
not have an open spell slot, she may spontaneously lose a prepared<br />
spell of the appropriate type and level to cast her place<br />
magic spell. Using place magic takes longer than casting a<br />
spell normally; any spell that takes 1 standard action to cast<br />
requires 1 full round to cast with place magic. Spells with casting<br />
times longer than 1 standard action simply add 1 round<br />
to the casting time. For example, casting a summon monster<br />
spell with place magic increases the casting time from 1 round<br />
to 2 rounds.<br />
<strong>The</strong> hathran or durthan may apply metamagic feats to her<br />
place magic spells, but this also adds 1 full round to the casting<br />
time. For example, a hathran casting an empowered fireball<br />
with place magic requires 2 rounds to cast the spell and<br />
must use a 5th-level arcane spell slot to do so.<br />
Rune Magic<br />
Once the secret lore of dwarves and giants, magical runes are<br />
now commonplace in the northern portions of the <strong>East</strong>, particularly<br />
in Narfell and Rashemen. <strong>The</strong> folk of these lands<br />
learned their runes from the giants of their cold country<br />
MAGIC AND SPELLS<br />
47<br />
centuries ago, when they were rootless barbarians and<br />
vagabonds with little in the way of their own lore.<br />
Rune magic is described in Chapter 2: Magic of the<br />
FORGOTTEN REALMS Campaign Setting. Few Rashemi clerics<br />
take up the path of the runecaster, but a number of them<br />
learn the Inscribe Rune feat, and the tradition is more commonplace<br />
among the Nars and the folk of the Great Dale and<br />
Ashanath. Runescarred berserkers (see Chapter 2: Prestige<br />
Classes) are common in these lands, too, although these mystic<br />
warriors are not spellcasters in the traditional sense of the<br />
word. Finally, monsters beset the <strong>East</strong> that use the power of<br />
rune magic for ill—most notably the frost giants of the<br />
Icerim Mountains, whose tribes include a number of powerful<br />
runecasters.<br />
<strong>The</strong> Shadow Weave<br />
Wielders of the Shadow Weave are scarce in the <strong>Unapproachable</strong><br />
<strong>East</strong>. Given the Red Wizards’ drive to experiment<br />
and innovate, the relative lack of shadow adepts in the <strong>East</strong><br />
might seem unusual. <strong>The</strong> explanation is simple: Red Wizards<br />
quickly turn on those of their order who have learned something<br />
of value. Consequently, those Red Wizards who have<br />
adopted Shadow Weave magic find it advantageous to conceal<br />
their special spellcasting talents, preferring to surprise rivals<br />
with their newfound capabilities.<br />
<strong>The</strong> Witches of Rashemen harbor a great suspicion of<br />
Shadow Weave users, and in concert they have destroyed several<br />
wizards who chose that dark path. <strong>The</strong> leading hathrans<br />
believe the Shadow Weave is the blackest sort of poison and<br />
have warned their sisters to maintain a vigilant watch for any<br />
signs of its use within Rashemen’s borders.<br />
New Spells<br />
<strong>The</strong> following spells are common in the <strong>Unapproachable</strong> <strong>East</strong>.<br />
Spells listed as “Hth” spells are part of the hathran spell list<br />
set out in Chapter 1: Characters of the FORGOTTEN REALMS<br />
Campaign Setting.<br />
ABOLISH SHADOWS<br />
Abjuration<br />
Level: Sor/Wiz 3<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: 30 feet<br />
Area: 30-ft.-radius burst, centered on you<br />
Duration: Instantaneous<br />
Saving Throw: Fortitude half (see text)<br />
Spell Resistance: Yes<br />
A burst of dark energy leaps forth from your body and disrupts<br />
all shadows in the area of effect. This has two primary<br />
effects: First, shadow creatures (including shadows, shades, and