Signup
Welcome to... Canonfire! World of GreyhawK
Features
Postcards from the Flanaess
Adventures
in Greyhawk
Cities of
Oerth
Deadly
Denizens
Jason Zavoda Presents
The Gord Novels
Greyhawk Wiki
#greytalk
JOIN THE CHAT
ON DISCORD
    Secrets of the Invisis Vis
    Posted on Mon, November 29, 2004 by Farcluun
    cwslyclgh writes "When I wrote my article on force magic (appearing in Dragon Magazine #323) I created a great many more spells for the article then were eventually used. The spells that follow were for one reason or another dropped from the article (for space reasons, because the editors thought that they were similar to an already existing spell, etc.)

    Secrets of the Invisis Vis
    By: cwslyclgh
    Used with Permission. Do not repost without obtaining prior permission from the author.

    Secrets of the Invisis Vis



    By C. Wesley Clough

    Aeroth B’Lith, long known as The Force Mage of Narwell, has spent a lifetime studying the intricate nature of force magic. Ever since, as a young graduate of the University of Magical Arts in the city of Greyhawk, he lost several adventuring companions to wraiths in the cairn hills Aeroth has been obsessed with magical force. As a professor at the university he created several of the unique spells listed below, and after his retirement to Narwell he collected his knowledge in a book titled the Invisis Vis. Some secrets of that book have already been revealed (see "Force Magic" in Dragon magazine #323) but the spells that were listed there were by no means the only unique spells contained in that book. The Invisis Vis is about 14 inches long and 10 inches wide, the cover is wrapped with brown leather, and the name is written on the spine in gold lettering. Only two copies of the Invisis Vis are known to exist, one Aeroth donated to the University of Magical Arts, and the other is in his home in the city of Narwell. Aeroth continues his search into the nature of force magic, and friends and colleagues of the Force mage of Narwell expect him to finish writing a companion volume to the Invisis Vis some time in the near future.

    Force Flail
    Evocation [force]
    Level: Sorcerer/Wizard 3
    Components: V,S,F
    Casting Time: 1 standard action
    Range: personal
    Effect: Flail of force
    Duration: 1 round/level (d)
    Saving Throw: none
    Spell Resistance: no

    This spell creates a shimmering translucent silvery flail of force equal in dimensions and to a light flail. The flail orbits one of your hands, and you can use it in melee to strike at your normal melee attack bonus. You are always considered proficient with the flail, and it deals 1d8 points of damage per hit. Because it is a force effect the flail can affect creatures on the ethereal plane, and always affects incorporeal creatures.

    The force flail is weightless and cannot be sundered or broken, but it winks out of existence instantly if it comes into contact with a wall of force or an anti-magic field. Since it orbits your hand with out you having to actually grasp it the force flail doesn’t inhibit your spell casting ability in any way.

    Focus: A tiny crystal sphere and rod linked by a mithral chain, worth not less then 20 gp.

    forceweb
    Conjuration (Creation) [force]
    Level: Sorcerer/Wizard 4
    Components: V,S,M
    Casting Time: 1 standard action
    Range: medium (100ft. + 10ft./level)
    Effect: net of force
    Duration: 2 rounds + 1 round/level (d)
    Saving Throw: Reflex negates
    Spell Resistance: Yes

    A marble sized ball of force flies from your outstretched finger toward a target with in range. You must succeed at a ranged touch attack to hit your target. If the ball hits, it expands into a pattern of web-like bands of force and then enfolds the target, shrinking down and binding the target tight. A target that successfully saves managed to avoid the bands of force and is not further affected by the spell. If the target fails his save he is pinned by the bands of force, the target cannot move and is considered helpless. The target can attempt an escape artists check (DC 35) every round that it is pinned, and if it succeeds then it is freed of the bands and the spell ends. Other then the escape artists check the pinned creature can take no actions other then purely mental ones, just as if held by a hold person spell.

    Material Component: a clear glass or crystal marble

    Forceful Fury
    Evocation [force]
    Level: Sorcerer/Wizard 9
    Components: V,S,M
    Casting Time: 1 standard action
    Range: long (400ft. + 40ft./level)
    Area: see text
    Duration: Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: Yes

    A three inch diameter sphere of red tinged force flies unerringly from the caster’s outstretched hand to the target area. Once there it explodes into a 20 foot radius blast that deals 1d6 points of force damage per caster level (maximum of 25d6) to all creatures and unattended objects with in the sphere. From the edges of the sphere eight 5 foot wide lines of force extend 30 feet before they themselves explode into 10 foot radius spheres. The lines always spread in a precise geographic pattern, with one line being pointed to the north, and the rest coming out at equal distances away around the perimeter of the greater sphere like the points of a compass (North, North-East, East, South-East, South, South-West, West, and North-West). Any creatures or unattended objects in the area of the lines or lesser spheres take half as many dice of force damage as creatures in the primary sphere (rounded down). Lines that are forced to end prematurely (such as by hitting a barrier that it can not blast through) detonate into their spheres early.

    No creature can be damaged by more then one sphere or line. Because this spell deals force damage creatures have no chance to avoid the affects because of being incorporeal.

    Material Component: a ruby or rubies worth at least 1,000 gp.

    Lance
    Evocation [force]
    Level: Sorcerer/Wizard 6
    Components: V,S,M
    Casting Time: 1 standard action
    Range: medium (100ft. + 10ft./level)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: Fortitude partial (See text)
    Spell Resistance: Yes

    When you cast this spell a ray of purple force springs from your outstretched finger. Any creature or unattended object struck by the ray will take 1d6 points of damage per caster level (20d6 maximum). If the ray strikes a creature the attack initiates a bull rush (The ray is considered a large creature with a Strength equal to the amount of damage dealt). A successful Fortitude save will cut the damage in half, but will not eliminate the bull rush attempt (although it can lessen the effects).

    Material Component: An amethyst worth at least 10 gp.

    Mage Gauntlet
    Conjuration (Creation) [force]
    Level: Sorcerer/Wizard 2
    Components: V,S,M
    Casting Time: 1 standard action
    Range: personal
    Target: You
    Duration: 1 minute/level (D)

    When you cast this spell one of your hands (your choice) is surrounded by an invisible, but tangible field of force. While wearing the mage gauntlet you are considered armed, and can make attacks with the gauntlet at your normal melee attack bonus. The gauntlet does 1d4+1 points of bludgeoning damage plus your strength modifier to anything that you hit with it, and counts as a +1 weapon for purposes of by passing Damage Reduction. Because the mage gauntlet is made of force it can strike incorporeal creatures with out the usual miss chance. The gauntlet doesn’t impede your ability to cast spells or hold things in the hand it covers in any way.

    Material Component: A tiny scrap of metal or leather from a gauntlet.

    Minor Missile
    Evocation [force]
    Level: Sorcerer/Wizard 0
    Components: V,S
    Casting Time: 1 standard action
    Range: close (25ft.+5ft./2 levels)
    Effect: Dart of force
    Duration: instantaneous
    Saving Throw: none
    Spell Resistance: Yes

    A silvery white dart of magical force flies from your pointed finger. You must succeed at a ranged touch attack to deal damage to your target. The dart deals 1d3 points of force damage. Any effects that would reduce or negate a magic missile, such as an active shield spell, will similarly affect a minor missile.

    Sheath Weapon
    Conjuration (Creation) [force]
    Level: Sorcerer/Wizard 1
    Components: V,S,M
    Casting Time: 1 action
    Range: touch
    Target: Weapon Touched
    Duration: 1 round/level
    Saving Throw: Fortitude Negates (object)
    Spell Resistance: Yes (object)

    The striking surface of the weapon touched becomes encased in radiant force, allowing it to affect incorporeal creatures normally. In addition the weapon is immune to sundering for the duration of the spell. If cast upon a magical weapon, the sheath weapon spell will suppress all magical powers other then the weapon’s enhancement bonus to hit and damage.

    Material component: A pinch of powdered quartz.

    Sheath Weapon, Mass
    Conjuration (Creation) [force]
    Level: Sorcerer/Wizard 4
    Components: V,S,F
    Casting Time: 1 action
    Range: Short (25ft. + 5ft/2 levels)
    Target: one weapon with in range per level
    Duration: 1 round/level
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    The striking surface of the weapons targeted become encased in radiant force, this force causes affected weapons to glow, each shedding light equivalent to that of a torch, and allowing them to affect incorporeal creatures normally. In addition affected weapons are immune to sundering for the duration of the spell. Only melee weapons can be affected by this spell.

    Focus: Quartz crystals with a total value equal to 10 gp value per caster level

    "
     
    Related Links
    · More about Spells of Oerth
    · News by Farcluun


    Most read story about Spells of Oerth:

    Revised & Expanded Druid Spell List

    Article Rating
    Average Score: 4.6
    Votes: 10


    Please take a second and vote for this article:

    Excellent
    Very Good
    Good
    Regular
    Bad

    Options

     Printer Friendly Printer Friendly

    The comments are owned by the poster. We aren't responsible for their content.

    No Comments Allowed for Anonymous, please register

    Re: Secrets of the Invisis Vis (Score: 1)
    by mortellan on Mon, November 29, 2004
    (User Info | Send a Message)
    Good stuff wes! I'm glad you posted the rest of your stuff on here since Dragon altered your work so much. I like the sheath weapon spell especially. Very unique and balanced. That one could not possibly have been made before, I guess it was due to space.



    Great Article (Score: 1)
    by Greyson on Wed, December 01, 2004
    (User Info | Send a Message) http://www.donkbrown.com
    Thanks for sharing these with us, Wes. I like these because they augment what was presented in Dragon 323. When I read the initial article I was disappointed becasue there was not more. The quality was great - I just wanted more. And here they are - so thanks. While I still hold the spells from Cevinar's Workbook close to my heart, the above are fantastic too. Now, if I can get Living Greyhawk to adapt these...



    Re: Secrets of the Invisis Vis (Score: 1)
    by DMShrauger on Thu, March 24, 2005
    (User Info | Send a Message | Journal)
    I'm glad that you got the oportunity to post some of the spells that you got trimmed from your article. I like the Sheith Weapon one the best. I can't wait to carve myself a chunk of ghost ass.




    Canonfire! is a production of the Thursday Group in assocation with GREYtalk and Canonfire! Enterprises

    Contact the Webmaster.  Long Live Spidasa!


    Greyhawk Gothic Font by Darlene Pekul is used under the Creative Commons License.

    PHP-Nuke Copyright © 2005 by Francisco Burzi. This is free software, and you may redistribute it under the GPL. PHP-Nuke comes with absolutely no warranty, for details, see the license.
    Page Generation: 0.19 Seconds