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Welcome to the Sea of Dust

 
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Welcome to the Sea of Dust
 PostPosted: Sun Feb 22, 2015 11:20 am Reply with quote  
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  LukeDev75
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Location: Greyhawk or Vulcan or ???
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Our journey began in the small town of Cioch, south of Gryrax in the Principality of the Ulek, on an peninsula into the Azure Sea. Below is a look at our travelled path (Red) and out pending journey (Green). All within the area know as The Flanaess.



Some of our story is found here: Introduction to LukeDev75's Greyhawk Campaign.

Having travelled over the Hellfurnace Mountains instead of under them, via [url=http://www.canonfire.com/wiki/index.php?title=Slerotin]Slerotin

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


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 PostPosted: Sun Feb 22, 2015 11:30 am Reply with quote  
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  LukeDev75
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Location: Greyhawk or Vulcan or ???
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While at the Bedouin camp, Iris and Onyx have the opportunity to learn new spells associated a desert environment.

To Learn New Wizard Spells, click here: http://www.d20srd.org/srd/magicOverview/arcaneSpells.htm#arcaneMagicalWritings

Wizard spells have a cost associated to them, each reflected at the end of the short description.

For details of the spell(s) interested in, please contact the DM.

Red spells are harder to learn and more expensive.

NEW SORCERER/WIZARD SPELLS

1st-Level Sorcerer/Wizard Spells

Div Locate Water: Reveals location, size, and quality 50 of water sources. 50 gp
Necro Parching Touch: One touch/level deals 1d6 dessication damage and possibly 1 Con damage. 100 gp
Trans Sunstroke: Target takes 2d6 nonlethal damage and is fatigued. 50 gp

2nd-Level Sorcerer/Wizard Spells

Evoc Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated. 200 gp
Necro Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature. 100 gp

3rd-Level Sorcerer/Wizard Spells

Abjur Protection from Dessication: Absorb 10 points/level of dessication damage. 150 gp
Conj Haboob: Cloud of dust obscures sight and abrades those passing through it.150 gp
Ench Tormenting Thirst: Subject is overwhelmed by thirst. 150 gp
Evoc Body Blaze: You are surrounded by fi re and leave a wall-like trail of fl ame in your wake. 300 gp
Trans Whispering Sand: Sand delivers your message. 150 gp

4th-Level Sorcerer/Wizard Spells

Conj Blast of Sand: Cone deals 1d6 damage/level. 200 gp
Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks. 200 gp
Wall of Water: Wall impedes movement and can drown creatures. 200 gp
Evoc Parboil: Flash-heats air dealing fi re and Intelligence damage to one or more creatures. 400 gp
Searing Exposure: Target suffers hours of wasteland exposure in a moment. 400 gp
Necro Wither: Deals 1d6/level dessication damage and dehydrates living creature. 200 gp
Trans Fuse Sand: Hardens sand and may trap creatures.200 gp
Sandform: You become an oozelike being of sand.200 gp

5th-Level Sorcerer/Wizard Spells

Abjur Antifi re Sphere: Creatures within sphere gain immunity to fire damage. 250 gp
Dispel Water: Cancels water spells and effects or dismisses water creatures. 250 gp
Conj Wall of Magma: Deals 2d6 fi re damage out to 10ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level. 500 gp
Evoc Flaywind Burst: Blows away and knocks down smaller creatures and deals 1d6 damage/level. 250 gp
Transmute Sand to Stone: Transforms two 10-ft. cubes per level. 250 gp
Transmute Stone to Sand: Transforms two 10-ft. cubes per level. 250 gp
Unearthly Heat: Target is subjected to unearthly heat for 1 round/level. 250 gp

6th-Level Sorcerer/Wizard Spells

Ench Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst. 600 gp
Necro Ashen Union: Drains moisture from a creature, possibly killing it and destroying its body. 300 gp
Desiccate, Mass: Desiccates several creatures. 300 gp
Trans Scalding Mud: Transmute rock or earth into boiling muck. 300 gp

7th-Level Sorcerer/Wizard Spells

Vitrify: Melts sand into glass. 350 gp

8th-Level Sorcerer/Wizard Spells

Abjur Transcribe Symbol: Safely moves an untriggered magical symbol to another location 800 gp.
Ench Desert Binding: Imprisons creature as sand in an hourglass or wind in the waste. 400 gp

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


View user's profile Send private message Send e-mail

 PostPosted: Sun Feb 22, 2015 11:42 am Reply with quote  
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  LukeDev75
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Joined: 20 Jun 2006
Posts: 443
Location: Greyhawk or Vulcan or ???
Cr.

To Learn New Spells, click here: http://www.d20srd.org/srd/magicOverview/arcaneSpells.htm#arcaneMagicalWritings

To Learn New Druid Spells, see the link above and click here: http://www.d20srd.org/srd/magicOverview/divineSpells.htm#newDivineSpells

For details of the spell(s) interested in, please contact the DM.

Red spells are harder to learn and more expensive.

NEW DRUID SPELLS

1st-Level Druid Spells

Cloak of Shade: Touched creature gains protection from heat and sun.
Impede Sun
_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


View user's profile Send private message Send e-mail

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