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12-03-2000, 10:57 AM | #21 |
Dungeon Master
Join Date: July 5, 2001
Location: Singapore
Posts: 62
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Greetings Santaclaws,the reason why you can't save is probably because you've opened other programs like shadowkeeper.
Close all of the others before you save the item/ spell that you just created. |
05-25-2001, 01:15 PM | #22 |
Dungeon Master
Join Date: May 7, 2001
Posts: 70
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Wyverns plege
Ac-1 2 to con imunnity to lvl drain 25% MR |
05-25-2001, 02:52 PM | #23 |
Drow Warrior
Join Date: May 4, 2001
Location: Ireland
Posts: 299
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I see no point in editing in a weapon if your going to make it ridiculously powerful, I mean whats the point? What you need is a weapon of ability that allows the user to utilise it in such a way as to be ultra useful, without being horrendous in power e.g.
vicious sword of accuracy longsword 1d8 +2, +2 to thaco ability, each time sword strikes does double the damage of previous strike i.e. the more powerful and accurate the fighter the more damage they'll do, as they are unlikely to miss and break the sequence, returning them to a low level hit again. Yet lower level fighters would appreciate the sword since they could still do some good damage. Thing is, its not so powerful as to destroy- everything- with- one- blow mentality. Also, some high level creatures would be immune allowing a certain weakness to creep in. On a separate note, the most annoying part of B2 is the near death enemy who still fights like a healthy person. In real life if someones toasts you and hacks off your arm, you might still be alive, but not exactly able to do a lot about it. We need fights where badly damaged enemies collapse, pass out, fight fitfully, or slowly, lose concetration and make more mistakes. I know there is an element of this in B2, but it really needs to be stressed more. The more injured they get, the less capable they should be.... |
05-25-2001, 02:59 PM | #24 |
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Posts: n/a
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Sword of Sharpness: This weapon is treated as +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. Its power is great, however, for on a very high attack roll, it will sever an extremity—arm, leg, neck, tail, tentacle, whatever (but not head) determined by random dice roll:
Modified score Opponent is to sever* normal/armored 19-21 larger than man-sized 20-21 Solid metal or stone 21 * Considering only the sword's bonus of +1. A sword of sharpness will respond to its wielder's desire with respect to the light it sheds—none, a 5-foot circle of dim illumination, a 15-foot light, or a 30-foot radius glow equal to a light spell. These items are from book, it would be intersting if someone could make them for The game Yuthla the Eye of the Beholder Yuthla the Eye of the Beholder, is an adamantine torc inlaid with a large fragment of polished amber. In the center of the amber can seen a miniature, petrified inner eye of a beholder that appears to beat in shifting light. History In the dim history of the Underdark, the drow city of Menzoberran- zan was founded by refugees from the war-torn city of Golothaer led by Menzoberra, the high priestess of Lolth. Following their defeat of the dwarves of the Black Axe Clan, the drow refugees dis- covered a massive underground cavern called Araurilcaurak (Great Pillar Cavern). At the command of their dark goddess, the drow settled the cavern and drove out all the previous inhabitants, including a monstrous beholder known as Many Eyes. The beast, also known as Yuthla, was a massive beholder rumored to be over 30 feet in diameter with over 100 eyestalks. Drow scholars later theorized that the monster reached its abnormal size due to the high concentrations of Underdark radiation in that region. The schol- ars believe Many Eyes was a variety of elder orb, given its spellcasting ability and ability to direct scores of undead beholders (also known as death tyrants). After a final climactic battle in which hundreds of drow and their slaves were slain, Yuthla was destroyed. Drow legends relate that immediately following Yuthla™s death, Menzoberra plunged her fist within its carapace and withdrew its still-pulsing inner eye which served as the beast™s brain and heart. In an unholy rite of devotion to Lolth, Menzoberra petrified the organ and encased it in a magical variant of amber. The resulting gemlike stone was magically reduced and mounted on a adaman- tine torc which Menzoberra wore around her neck until her death. Menzoberra is believed to have used the artifact, referred to in the old stories as Yuthla the Eye of the Beholder, to aid in the construction of the new city and to clear monsters from the surrounding wilds of the Underdark. Following Menzoberra™s death, the inlaid torc disap- peared in the subsequent power struggle between her daughters. Although numerous drow matriarchs have searched for the artifact in the intervening centuries, no trace of the Eye has ever been found. One rumor of interest relates a tale over eight decades old; a com- pany of adventurers based in Zhentil Keep stormed an abandoned dwarfhold deep in the Border Forest rumored to contain a long-lost dragon hoard. After battling an entire clutch of green dragons, the decimated adventuring band returned to Zhentil Keep with many Yuthla the Eye of the Beholder treasures. On a recently discovered parchment listing the loot they recovered is a reference to a magical torc with an amber eye. Subse- quent events indicate that this is likely a reference to Yuthla. Descendants of the explorers became merchants and nobles of the city of Zhentil Keep, and the magical torc apparently lay hidden and forgotten in some noble™s mansion. The only recent reference to Yuthla came to light in 1357 DR, the Year of the Prince, when it was lost by a drunken Zhent noble while gambling. A noted dancer and entertainer, Tamrithara Taless, known locally as the Gray Veil, disap- peared soon after with her new-won treasure. The following day Zhent authorities apparently uncovered legends about the noble™s ihtrinketls and its reputed power when they investigated the noble™s complaint that he was robbed, but their frantic searches never turned up any trace of the artifact. The dancer, now thought to have been a drow priestess in disguise, has disappeared completely Campaign Use The rulers of the Dales, Cormyr and Sembia are also believed to be extremely concerned about the rediscovery of the lost artifact. Any- one possessing Yuthla the Eye of the Beholder could destabilize large portions of the Realms. The Zhentarim are also desperate to acquire this artifact, which rested beneath their noses for so long, particu- larly in the wake of their recent setbacks. If player characters were to discover the fate of the artifact or the Gray Veil, many powerful indi- viduals, organizations, and nations would expend great effort to acquire the information. Powers Invoked. The wielder of the Eye of the Beholder can cast the follow- ing spells as an 18th-level mage at will: levitate (as the 2nd-level wiz- ard spell) and control death tyrant (as the 4h-level wizard spell). The wielder can cast the following spells as an 18th-level mage once per day: create death tyrant (as the 8th-level wizard spell), and tyranteyes (as the 9th-level wizard spell). Once per day per effect, the wielder can duplicate the effect of each eye of a beholder. These abilities include: charm person, charm monster, sleep, telekinesis (250-pound weight limit), flesh to stone ray (30-yard range), disintegrate ray (20-yard range), fear (as a wand), slow, cause serious wounds (50-yard range), death ray (40-yard range), and anti-magic ray (140-yard range, 90° arc). The effects originate from the torc, which must be worn to function. Curse. The Eye naturally inspires jealousy in all who see it, and anyone who comes into physical contact with the Eye for the first time must make a successful saving throw vs. spell at a -4 penalty or become completely obsessed with possessing the artifact. An obsessed individual will do anything to obtain the Eye, and once she or he pos- sesses it, such a person will not part with it short of death. Only a remove curse followed by a bless spell permanently mitigates the obsessionŠand only if cast within the first year that a being is affected. These effects on the owner™s personality slowly fade at the same rate as they first occurred only if the Eye is lost and the obsession magi- cally cured, as described above. Anyone possessing Yuthla for longer than a month become increasingly paranoid, seeing enemies and trai- tors everywhere. The owner™s alignment slowly (and irrevocably) shifts toward evil during the first year of possessing the Eye. (The lawful, neu- tral, and chaotic axis of a being™s alignment remains unaffected.) The Eye exhibits an extremely dangerous side effect. Over 30 dif- ferent words trigger (like a magic mouth spell) a defense mecha- nism which causes the Eye to levitate approximately 6 feet off the ground, start spinning, and then unleash one random beholder eye power per round in a random direction. It continues doing this for 2d6 rounds before sinking back down and becoming quiescent. There is no known way of altering the trigger words, nor any com- plete record of what they are. It also seems that some of these words are integral parts of commonly employed wizard spells such as fireball and dispel magic. Crenshinibon the Crystal Shard Crenshinibon the Crystal Shard is an ancient relic of chaos and evil. This vile artifact appears as a 1-foot-long, four-sided, pulsating crystal that is tapered like an icicle. History The Crystal Shard was forged by a conclave of seven liches millennia ago in a distant crystal sphere. The forging consumed the seven; Crenshinibon stole the magical strength that preserved their undeath to fuel its own first flickers of life. A tanar™ri lord, Errtu, was present at the creation of Crenshinibon, but was hurled back to the Abyss by the burst of power that heralded the artifact™s coalescence. Errtu pre- sumed the crystal had not survived that explosion until it stumbled across the shard™s trail centuries later with the discovery of a crystal tower, Cryshal-Tirith, whose pulsating heart was the exact image of the Crystal Shard. In the interim, Crenshinibon had molded countless bearers into iron-fisted tyrants and orchestrated military onslaughts to deliver its purpose of destruction in many worlds. Before the fiend could recover the relic, it was seized by Al Dimeneira, a solar of the Upper Planes. Errtu was banished to the Abyss by the aasimon, but the angelic being could not destroy the Crystal Shard. It burned his skin terribly, and he was forced to hurl the relic across the planes, hoping it would never be found. Crenshinibon came to rest in the snow of a bowl-shaped dell deep in the northern mountain range on Toril known as the Spine of the World. There it lay for centuries, sought for its strength by many evil lords, including ErrtuŠbut found by none. The Crystal Shard was eventually discovered in the Year of the Crown (1351 DR) by a weak-willed apprentice wizard by the name of Akar Kessel who stumbled across the relic after being left to die in the snowy wastes by his erstwhile allies, several wizards of the Hosttower of the Arcane in Luskan. Under Crenshinibon™s influence, Kessel gathered a servitor army of goblinkin, trolls, and giants. Errtu had noticed a surge of power in the Realms hinting at the artifact™s location and eventually managed to take advantage of a faulty summoning to the Prime Material Plane to arrive in Icewind Dale and seize the arti- fact. Kessel, warned of the fiend™s impending arrival by Crenshini- bon, convinced Errtu to serve as his general with the promise that the tanar™ri lord could seize the relic after the human died of old ageŠa relatively short amount of time to the immortal Errtu. Spurred by the Shard™s malignant intelligence, the self-styled Tyrant of Icewind Dale then turned his army against the humans of the Ten Towns and the dwarves of Clan Battlehammer in his bid to carve out an empire. Kessel and his army were eventually defeated by the humans and dwarves of the region with the aid of several adven- turers who later formed the Company of the Hall. Crenshinibon was buried under half the snow on Kelvin™s Cairn, entombed with the late, unlamented Kessel by an avalanche of its own creation. Campaign Use The Crystal Shard is endowed with an utterly evil, power-craving intelligence that serves the cause of pure chaos. It is still actively sought by many fiends of the Lower Planes, including Errtu, though that tanar™ri lord has been exiled from the Prime Material Plane after its defeat by Drizzt Do™Urden. Any of these evil beings will seek out the artifact if an opportunity presents itself. Although Crenshinibon was defeated, it was hardly destroyed or even particularly well-hidden. A skilled wizard employing widely known spells could locate the Crystal Shard and retrieve it from its icebound tomb. Alternatively, the heat radiated by the artifact might cause it to slowly sink through the snow until it falls into a deep-running stream. Fate might then bear the artifact into the Underdark to be discovered by some powerful denizen of the Land Below. If the finder bears the artifact south, it could reappear in the hands of a subter- ranean tyrant anywhere in the Realms. Player characters might then be forced into confronting the rapid rise of an empire in the depths that threatens the surrounding surface worldŠfor Crenshinibon needs exposure to the sun to employ most of its powers. Powers Crenshinibon is an enigma: a force of darkest evil that draws its strength from that which good-aligned beings find most preciousŠ the light of day. For every hour of daylight the Crystal Shard (or Cryshal Tirith if it contains the artifact) is directly exposed to the light of the sun, Crenshinibon absorbs 12 power levels of energy. The artifact can store a maximum of 144 power levels at any one time, and additional exposure to the sun has no effect. Every two hours, Crenshinibon slowly loses two power levels. (The energy simply dissipates.) The relic burns power levels to create spell effects at its bearer™s will at a cost of one power level per level of a spell effect. Although spell effects can be maintained at night, no new spell effects may be created by the relic while the sun is completely below the horizon. When spells are cast, the ambient light of the sun diminishes as the relic actually steals its radiance. Crenshinibon is sentient, with an effective Intelligence of 19, Wis- dom of 18, and Charisma of 18. It is 100% magic resistant and immune to psionics and physical attacks. The relic prefers weak, indecisive bearers as they are easier to dominate. It desires to conquer and com- mand and has an insatiable hunger for absolute power. Constant. Crenshinibon burns any creature of good alignment who physically touches it with bare skin for 1d10 points of damage per round. Even while wearing leather or metal gauntlets, a good- aligned bearer suffers 1d6 points of damage per round. The ultimate perversion of light, Crenshinibon radiates warmth with an ambient temperature of approximately 80° Fahrenheit. It pro- vides the benefits of a ring of warmth to anyone holding it in direct contact with his or her skin. Invoked. The bearer of the Crystal Shard can create and maintain magical towers known as Cryshal-Tirith at a cost of 24 power levels per day. A tower is created from a duplicate of the Crystal Shard that splits off from the actual artifact and expands into a gigantic edifice when the bearer (or someone she or he gives the duplicate shard to) invokes it with the command ioIbssum dal abdur.lm These incredible fortresses can serve as a shelter and home for those who dare to wield the arti- fact. Each Cryshal-Tirith can teleport without error (itself and all items and beings within it) at a cost of 12 power levels at the will of the bearer of the Crystal Shard, who also chooses the destination. Each incarnation of Cryshal-Tirith has four palatial square-walled floors constructed of smooth, strong crystal. The first is entered via a dark hallway and serves as the main chamber of the tower and guard post. Stairs lead up from the back of the chamber to a small platform. A secret door hides a second stair that continues up to the second floor, a comfortably adorned sleeping chamber. A stair leads to a landing opening onto the third floor of the tower. This room, known as the Hall of Scrying, is filled with numerous magical scrying devices, including dozens of mirrors, and a grand crystal throne. A small ladder leads to the fourth floor which houses the Crystal Shard (or a duplicate) and a single mirror. The relic (or duplicate) levitates in the center of this small chamber, powering Cryshal-Tirith and any other spell effects employed by the bearer. Cryshal-Tirith and its occupants are invulnerable to all forms of external magical, psionic, or physical attack. No magical or psionic effect cast within Cryshal-Tirith can affect the bearer of Crenshinibon unless she or he so desires. All spell effects cast at the tower are reflected back at the caster. Only a creature not native to the plane on which Cryshal-Tirith is currently located or those allowed by the bearer of Crenshinibon (or by the artifact itself) can locate the entrance to the towerŠan invisible door opening onto the first floor of the tower. The bearer of the Crystal Shard can destroy any Cryshal-Tirith at will. The tower then collapses into a mound of black stonework that slowly disintegrates into dust. This also occurs precipitously if the artifact runs out of power levels. Anyone trapped in a tower during its destruction is instantly crushed to death. Both Cryshal-Tirith and the Crystal Shard can pulse with a burst of blinding light that temporarily blinds any sighted creature who observes the pulse for 1d6 rounds. This ability does not cost any power levels. The Crystal Shard also, without draining power levels, functions as a maximum strength ring of telekinesis. Crenshinibon enables its owner to cast numerous spell effects as an 18th-level wizard. Spell effects issue from the bearer if Cryshal- Tirith is not close by, but otherwise issue from the tower itself. All spell effects (except for those of the enchantment/charm school) appear as a ray of blindingly bright light. The Crystal Shard can act as a powerful instrument of destruction. Its bearer can cast any offensive wizard spell from the school of invo- cation/evocation at a cost of one power level per spell level. All such spells have unlimited range, but are effectively limited by the horizon. The relic can also serve as a means of manipulation; its bearer can cast any enchantment/charm spell at a cost of one power level per spell level. In addition, the Crystal Shard serves as a rod of ruler- ship for its bearer without needing charges. Few bearers have known that every 10 successful uses of the wizard spell domination through Crenshinibon™s magic permanently lower both their Wisdom and Intelligence by 1 point. Crenshinibon can act as a powerful tool for scrying. The magical mirrors located on the fourth floor of Cryshal-Tirith function as crys- tal balls. The bearer of the Crystal Shard can cast any wizard spell from the schools of lesser or greater divination or employ the rod of rulership functions through the mirrors at a cost of one power level per spell level. If a mirror is removed from Cryshal-Tirith, it can function as a two-way communication device between the bearer of the Crystal Shard in the mirror room of Cryshal-Tirith and anyone who stands in front of the remote mirror. Simply standing in front of the mirror alerts a bearer of the Crystal Shard that communication is requested. By stepping through a tower mirror, it is possible for the owner to travel to a remote mirror. The shard also facilitates magical transportation of a more con- ventional sort. Its bearer can cast any wizard translocational spell of 8th level or less (as adjudicated by the DM), including dimension door, teleport, teleport without error, and gateway at a cost of one power level per spell level. Curse. Initially Crenshinibon communicates with its bearer via subconscious suggestions in a fashion similar to the 5th-level wizard spell dream (or its reverse, nightmare). After 1d4+1 years of molding its owner™s personality and goals, Crenshinibon can communicate silently to its owner while she or he is awake. Although the relic can- not force its bearer to sleep, it can cast suggestion on its bearer as an 18th-level wizard at will. These spell effects can affect the bearer of the Crystal Shard regardless of any normal immunities. While the bearer is awake, she or he has a normal saving throw vs. spell, but while asleep his or her saving throw suffers a -6 penalty. Crenshinibon™s irsuggestionsll always advance its plans to foment chaos and evil and to extend its dominion over a larger and larger area. Effectively Crenshinibon can force its bearer to do anything it wishes through repeated use of suggestion spells. Finally, Crenshini- bon chooses its bearer and cannot be coerced to perform any taskŠ it can reject and withhold its powers from a bearer if it decides to. ------------------ Dreams,Where did they go? reflections from thousands of lightyears ago... [This message has been edited by Dramnek_Ulk (edited 05-25-2001).] [This message has been edited by Dramnek_Ulk (edited 05-25-2001).] |
05-25-2001, 03:16 PM | #25 |
Zhentarim Guard
Join Date: March 26, 2001
Location: Boston, MA, USA
Posts: 349
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well, if hurt enemies fight badly, so should you and that would totaly destroy the gaming experience. So, even though it's not realistic, it shoudl stay that way.
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05-25-2001, 03:33 PM | #26 |
Drow Warrior
Join Date: May 4, 2001
Location: Ireland
Posts: 299
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I don't think it would hurt the gaming experience, it would make clerics etc more of a necessity and make the tougher monsters less formidable ( I mean hate to mention it here, but in Fallout 2 you could shoot a guys leg off and he would fall to the ground unconcious, still alive, but effectively out of the fight...)
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05-25-2001, 04:50 PM | #27 |
Symbol of Cyric
Join Date: March 17, 2001
Location: England
Posts: 1,160
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All of sudden, the deceased is resurrected again and "this" thread appears
------------------ Greetings Mortals. My Name Is Wah, Arch Lich Wah. |
05-25-2001, 05:05 PM | #28 |
Zhentarim Guard
Join Date: March 26, 2001
Location: Boston, MA, USA
Posts: 349
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But in the same Fallout, you can reduce a monster to 1 hp and if it is not crippled, it'll still fight just as well. In this game it is also possible to knock monsters unconsious, blind them, slow them, etc.
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05-27-2001, 05:24 AM | #29 |
Elite Waterdeep Guard
Join Date: May 24, 2001
Location: Russia
Posts: 6
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HOW THE HELL DID YOU RESSUREST THIS POST???? AND LOOK I STARTED IT!!!!
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05-27-2001, 05:25 AM | #30 |
Elite Waterdeep Guard
Join Date: May 24, 2001
Location: Russia
Posts: 6
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Hot the hell did you ressurest this post???? I started it as well!!!!
------------------ "Listen to them, the children of the night. What sweet music they make..." |
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