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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

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