Homebrewing 5R Versions
There used to be a number of spells included in D&D that are credited to Alustriel. I’ve become interested in them as I am setting up to run an Edge of Ruin campaign. I’ll be using these spells as “name drop” opportunities for the pre-game that one of our players is running for us (I get to play, yea!).
I found homebrew versions of each of the below spells on DnDBeyond. All but the first can be traced to 2e sources. I don’t know where the first came from. The spells and sources for the most recent official versions I could find are:
Spell Name | Lvl | School | Edition |
C | Evocation | Strictly home-brewed no canon source | |
1 | Illusion | ||
1 | Evocation | ||
2 | Alteration | ||
4 | Abjuration | ||
7 | Evocation | ||
7 | Evocation | ||
Alustriel’s Queenmantle | 9 | Abjuration | 2e Dragon Annual #1, Gem of the North, pp. 59-60 |
As written up in the homebrew source, this spell is a cantrip version of Witchbolt. Other than the DnDBeyond homebrew offering written by VrynProdigy, I kn ow of no other source(s). Still, I ‘m fine with Alustrial having crafted a Cantrip, so I’ll spin a version of this, somewhat modified from Vryn’s offering.
Following is the home-brew version of this spell on DnDBeyond:
Alustriel's Electric Strike
LEVEL: Cantrip
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V, S, M *
DURATION: © 1 Minute
SCHOOL: Evocation
ATTACK/SAVE: Ranged Spell
DAMAGE/EFFECT: Lighting
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d4 lightning damage, and on each of your turns for the duration, you can use your action to deal 2d4 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
* a twig from a tree that has been struck by lightning
Having this as a little brother to Witchbolt has appeal to me, but, I’d like to have some changes to it. The spell is short ranged for a wizard damage cantrip, but the follow-on automatic hits is a nice perk that could be useful situationally. It also seems like it should generate some light, play into the shining lady lore of Alustriel, perhaps a point of radiant damage as a cherry on top. With those perks and and shorter range than firebolt, I want to slot this in at an average damage value around a d8 (4.5).
Damage: 4 (1d6 [lightning] + 1 [radiant]) damage.
The spell should end on conditions very much as defined in witch bolt. Putting this tother, I’ll replace the entire block of text above with new verbiage:
A beam of crackling, blue white energy lances out toward a creature within range, forming a sustained arc between the caster and target. The arc provides bright light within 5 feet and dim light for another 5 feet along its path.
Make a ranged spell attack against that creature. On a hit, the target takes 1d6 lightning damage plus 1 point of radiant damage. While the spell is active, on each of the caster’s subsequent turns, an action made be used to inflict the damage again (no to hit roll needed). The spell ends if you use your action to do anything else or, if the target is ever outside the spell’s range, or if it has Total Cover from you.
Cantrip Upgrade. The damage increase when you reach levels 9 (2d6 [lightning] +2 [radiant]), 13 (3d6 [lightning] +3 [radiant]), and 18 (4d6 [lightning] +4 [radiant]).
Alustriel’s Banner
The 2e version of this spell described its effects as follow:
The spell created a banner of any desired size or shape to appear where the caster wished. The banner could even glow, illuminating the surrounding area similar to a light spell. The banner was accompanied by loud fanfare. The fanfare only lasted for a minute, but could be dismissed whenever the caster desired.
If present, the fanfare was a tune heard previously by the caster played by horns. Likewise, the banner's decoration needed to be something seen by the caster at some point in their life.
This spell could be used to trick others into believing they were encountering a ghost or other watchful guardian. By far the most popular use of this spell was as a rallying call on the battlefield.
In terms of a 5th edition spell, the effects are underwhelming and the normal spell details are, of course missing.
The home-brew version of this spell on DnDBeyond, authored by Hollowpointhero, is much more appropriate:
Alustriel's Banner (EFA - A)
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 300 ft
COMPONENTS: V, S, M *
DURATION: 10 Minutes
SCHOOL: Illusion
ATTACK/SAVE: None
DAMAGE/EFFECT: See Description
Created by Alustriel, this spell was developed in Silverymoon and its use has since spread throughout the Sword Coast.
You create an illusionary banner or flag, such as a battle standard, to appear in an unoccupied space you can see within range. When it appears, it is accompanied by fanfare of trumpets blowing. The banner bears any color, pattern, or identifying images you desire. The banner sheds light as a light spell.
You can use your bonus action to move your banner anywhere within range.
* - (a miniature horn or trumpet)
This spell basically places a non-concentration light spell on a fixed point within range that lasts for 10 minutes. The banner could have role-play uses, but otherwise does essentially nothing.
I think casting a leveled spell to duplicate a cantrip with a shorter duration just doesn’t make sense. It need a bit more oomph or it’s just an underpowered flavor spell. The 2e description included, “… use of this spell was as a rallying call….” That might be useful flavored as sometype of anti-fear effect.
I’d add a new third paragraph to the existing homebrew that reads as follows:
Friendly creatures bathed in the light effect gain resistance to frightened effects (advantage on saving throws). Those entering the area for the first time with an existing frightened effect may make an immediate saving throw (as appropriate) against that frighted condition.
This additional effect would make the spell useful in niche situations and is in keeping with the original wording.
The spell as written lacks any upcasting benefit. I think the following should be added as well:
At Higher Levels. When cast at higher levels, increase the aura radius by 10 feet, making the light radius 25 feet of dim and 25 feet of bright light. The frightened protection property also expands,.
Turtle Soup
The 2e version of this spell described its effects as follow:
This spell creates a bowl of thick, peppery turtle soup. The volume of the soup matched the caster's head. The soup was held in place by the spell's dweomer, matching a bowl shape. The soup would endure after the spell expired, though it would behave like a normal liquid at that point and spill if not positioned into a normal container
This nourishing soup matched whatever temperature the caster desired
In addition to verbal and somatic components, this spell required three drops of water and a piece of turtle shell or skin to cast.
The home-brew version of this spell on DnDBeyond, authored by Sam_Hand, defines the food options and creates a damage option that certainly seems in keeping with the flavor (haha) of the spell. I have slightly adjusted the wording for clarity.
Turtle Soup
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: Self (10 foot radius)
COMPONENTS: V, S, M *
DURATION: instantaneous
SCHOOL: Transmutation
ATTACK/SAVE: DEX Save
DAMAGE/EFFECT: See Description
This spell has the distinction of being the first that the illustrious Alustriel Silverhand ever developed on her own. Known to be fond of turtle soup, the Shining Lady made it so turtles, tortoises, and related creatures need not be harmed in the creation of her favorite food.
When you cast this spell, a large bowl filled with thick, green, peppery turtle soup appears in your hand. The soup is nourishing, and appears at a temperature you desire: hot, warm, or cold. Eating at least a quarter of the soup provides enough nourishment to sustain a person for one day, food and drink.The soup can be shared to provide a nourishing meal for up to four people. Any uneaten soup disappears after 1 hour.
Instead of eating or sharing the soup, you can choose to use a bonus action to hurl it at a point you can see within 20 feet of you, where it splatters on impact. Each creature within 10 feet of that point must make a Dexterity saving throw or be splashed with soup.
A creature splashed with soup takes:
- 2d4 fire damage if the soup is hot,
- 2d4 acid damage if it is warm, or
- 2d4 cold damage if it is cold.
If the splashed target's saving throw fails by 5 or more, it is also blinded by soup in it’s eyes until a creature uses its action to scrape or wash the soup off.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
* -(three drops of water and a piece of turtle shell)
This spell provides two very different effects which need to be considered separately:
- Feed up to four people for a day —or—
- Do 2d4 damage choosing among three different damage types.
The nourishment element can be compared directly to Create Food and Water. The 5r version of the the create food spell conjures 45 pounds of food and 30 gallons of fresh water (250 pounds of water) with no upcast benefit. The 5r rules state that 1 pound of food and 1 gallon of water is needed per day. That’s enough to feed 30 people! It spoils after 24 hours, so it is useful to feed a bunch of people at the cost of a third level spell.
From a game perspective feeding 4 people for a 1st level spell is likely to fit the needs of an adventuring party better than 30 (or 45 if water is available) for a 3rd level spell. The ability to conjure 295 pounds can be circumstantially useful, but is a bit to niche to really impact the comparison. I think the soup could reasonably provide a small amount of temporary hit points, say 2.
The nourishment element of this spell seems like it should scale with spell level. Lets let it feed an additional 4 people per upcast level and provide 2 temp hit points per up cast level.
The damage option, a short range grenade effect, might be most directly compared to Tasha’s Caustic Brew. The brew does damage in a 30 foot line, 5 feet wide, affecting 6 squares on a square grid battle map. The Soup hits a 10 foot radius, 12 squares on a battle map. Either shape might be better, but the soup definitely has potential to hit more targets.
The damage element of Brew forces a DEX save and does 2d4 acid damage for the duration until the victim scrapes it off, costing an action. Soup inflicts 2d4 as a one time effect with a chance of inflicting blindness. To me, brew is likely a better offensive spell, though it’s close.
The upcast effect is a bit poor. Brew adds 2d4 per level, while Sam_Hand’s spell does only 1d4. I think that should be bumped up to 2d4 to keep pace with Brew.
The 10 foot splash radius seems a bit much. I have a hard time seeing a bowl of soup significantly wetting an area 20 feet across, so, I’d tone this down to a 5 foot radius, that is it hits 4squares on a battle mat, not 12. This makes it weaker for damage that the Brew in some cases which seems fait given the flood/drink flexibility.
Alustriel’s Fang
The 2e version of this spell described its effects as follow:
This spell affected small piercing weapons, allowing the caster to fire them in a straight line from the palm of their hand. The effective range of this attack was 60 feet. The caster could execute two of these attacks each time the spell was cast if the weapon was not barred from returning to their hand after the first attack. In order for this spell to be effective the caster needed to be martially familiar with the subject weapon.
If the caster's hands were not empty then the weapon would hover in the air near their hand, dropping to the ground after several minutes when the spell expired.
The home-brew version of this spell on DnDBeyond, authored by Hollowpointhero, defines the food options and creates a damage option that certainly seems in keeping with the flavor (haha) of the spell. I have slightly adjusted the wording for clarity.
Alustriel’s Fang
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V, S, M *
DURATION: © 1 Minute
SCHOOL: Transmutation
ATTACK/SAVE: Ranged Attack
DAMAGE/EFFECT: Weapon Damage
You temporarily enchant a weapon, making it into a throwing weapon which returns to you.
Any light weapon you can hold can be the focus of this spell. As part of casting the spell and for the duration thereafter, you can hurl the weapon at a target you can see within range. You are proficient with the weapon. The weapon gains the Thrown property, as well as a +1 bonus to hit and damage rolls you make with it. Immediately after you make an attack with it, whether you hit or miss, the weapon magically returns to your hand
- (a light weapon and a pinch of iron filings)No provision for scaling was included. I think it should lift the scaling of Magic Weapon:
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
My co-GM suggested adding a sustained bonus action attack. I’ve baked that idea into an updated version of the spell as follows:
Alustriel’s Fang
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V, S, M *
DURATION: © 1 Minute
SCHOOL: Transmutation
ATTACK/SAVE: Ranged Attack
DAMAGE/EFFECT: Weapon Damage
You temporarily enchant the weapon used in the casting of this spell, making it into a +1 throwing weapon with normal 60 foot range, that automatically returns to you. The weapon need not be held to be thrown and the caster gains proficiency with the weapon while enhanced with this spell.
As part of the casting of this spell, the weapon may be thrown at a target as a ranged spell attack. The weapon gains the Thrown property, as well as a +1 bonus to hit and damage rolls you make with it and uses the caster’s casting stat bonus (e.g. INT) in place of the normal STR or DEX addition. The caster may also throw it as a bonus action.
On subsequent turns an action/bonus action may be used to throw the weapon again, allowing two ranged spell attacks with the weapon per turn at the cost of an action and bonus action.
The weapon need not be held while enchanted, it will float close beside the caster for the duration, falling to the ground on spell expiration if not stowed before that.
If the weapon is held while casting, it can serve as a spell focus for this spell.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
* a light, piercing weapon (e.g. daggers dart) and a pinch of iron filings
Alustriel’s Mantle
The 2e version of this spell described its effects as follow:
This spell protected either the caster or anyone they touched by covering their body with a magical field. The field was invisible but could be made to appear however the target of the spell desired, including to shine brightly enough to read by of light the path ahead for several feet.
Alustriel’s mantle completely protected against physical attacks of mundane or magical weapons possessing a lower enchantment. The mantle also protected against minor spells or their equivalent magic item such as a wand of magic missiles.
If one of Alustriel's mantles came into contact with another, and explosion of swirling magical chaos would harm both recipients of the mantles.
The home-brew version of this spell on DnDBeyond, authored by Hollowpointhero, defines the food options and creates a damage option that certainly seems in keeping with the flavor (haha) of the spell. I have slightly adjusted the wording for clarity.
Alustriel’s Mantle
LEVEL: 4th
CASTING TIME: 1 Action
RANGE/AREA: Touch
COMPONENTS: V, S, M *
DURATION: 10 Minute
SCHOOL: Abjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: —
You envelop yourself or a willing creature you touch in a shimmering, transparent magical field of protection.
For the duration, the target gains the following properties:
- Immunity to bludgeoning, piercing, and slashing damage from non-magical weapons
- Immunity to the effects of spells and magical abilities of 2nd level or less
If a creature bearing an Alustriel's Mantle comes within 5 feet of another creature bearing a Mantle, the spells interact in a writhing chaos of magical energy which wracks both creatures with horrible pain. Each creature must make a Wisdom saving throw, taking 4d10 psychic damage on a failed save, or half as much damage on a successful one. Whether or not the save it successful, both creatures are incapacitated for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you add the following properties:
- Immunity to the effects of spells and magical abilities of 4th level or less
- Advantage on all saving throws
* (a gem worth at least 50 gp and a tiny glass vial containing the target's breath)
This spell runs afoul of the changes in 5R to damage immunity/resistance, specifically to melee damage. My understanding is that immunity/resistance to “non-magical” weapons is far less common than it used to be, immunity to non-magical seems entirely gone. This makes the first bullet effect problematic.
The Blade Ward spell has been changed from melee damage resistance to a damage an attack penalty of 1d4 for incoming attacks. Having this spell block some part of the incoming damage makes sense to me so, change the first bullet to:
- Whenever a creature makes an weapon attack against you before the spell ends, reduce the damage received from each attack by 1d6.
The upcast benefit of this spell reflects the Improved version of the spell, essentially rolling both spells into one. That is appropriate for 5e and 5r; however, the protection from melee attacks seems like it should scale as well. Perhaps, subtract 2d6 when cast as a 6th level spell and 3d6 if cast as an 8th level spell so it scales somewhat.
When cast at 6th or 7th level, subtract 2d6 from incoming weapon damage. If cast at 8th or 9th, subtract 3d6 from incoming weapon damage,
Alustriel’s Improved Mantle
The effects of this spell have been rolled into the upcast version of the basic spell. No new spell is defined for this.
Alustriel’s Sword of Stars
The 2e version of this spell described its effects as follow:
This spell created a shimmering magical force that appeared as a large greatsword. The sword appeared a minute after the spell was cast, floating around to attack a chosen target. The sword attacked twice with each attempt at striking the target. The sword did not require the caster's attention once assigned a target. A sword of stars was immune to all magic attempting to harm it..
The home-brew version of this spell on DnDBeyond, authored by Hollowpointhero, defines the food options and creates a damage option that certainly seems in keeping with the flavor (haha) of the spell. I have slightly adjusted the wording for clarity.
Alustriel’s Sword of Stars
LEVEL: 7th
CASTING TIME: 1 Action
RANGE/AREA: 120
COMPONENTS: V, S, M *
DURATION: 1 Minute
SCHOOL: Evocation
ATTACK/SAVE: None
DAMAGE/EFFECT: Slashing
As the cheap dagger crumbles to dust, your magic coalesces into a shimmering, translucent, greatsword-sized blade of force that appears to be made of twinkling stars.
Choose a creature you can see within range. Your sword of stars moves toward that creature and when it comes within 5 feet of it attacks it. The sword has a flying speed of 60 feet and has the following action:
Multiattack. The sword of stars makes two greatsword attacks.
Greatsword. Melee Weapon Attack: + 11 to hit, reach 5 ft., one target. Hit: 4d4 slashing damage.
Your sword of stars has AC 22 and 22 hit points. It is immune to damage from anything other than physical attacks, except a successful dispel magic.
* - (any bladed weapon, consumed in casting)
Since this is a higher level spell than I have experience with in game, I’ll just accept most of what HollowPointHero wrote, updated to work with 5r DnDBeyond, other than swapping out the 4d4 fro 3d6 in the belief that more players will have a quantity of d6 at hand and the average damage is nearly identical. Also, change the +11 to hit to be the casters spell attack bonus so that it scales with the caster.
Alustriel’s Queenmantle
The 2e version of this spell was defined (only?) in the Dragon Annual #1, article titled Gem of the North, it was written up on pages 59-60. It is a 9th level spell and it is a doozy. It was intended as an Alustrial exclusive spell, but it certainly could be learned and used by others with enough effort. Perhaps a good us of a high level bastion in 5r.
Before delving into how I think this can be implemented in 5r, I’ll past in the original verbiage for this spell:
This new magic, while technically an enhanced version of Alustriel's improved mantle, is not so much a spell that others can learn but one that is uniquely tempered and accessed solely for Alustriel's use. Of the other notables of the Realms, only Sylune of Shadowdale knows the secrets of her sister's queenmantle. As far as its level of magic, the queenmantle is definitely a complex, long term ninth level spell, and it is a working personally developed by Alustriel from her research on Netherese mantles.
The queenmantle manifests around Alustriel as a field of shimmering winking sparkling lights that hover or glide around her skin and clothes The field is barely noticeable in bright light, but apparent in moonlight or more poorly conditions. Alustriel can alter the color of the sparkles at will, and she most often sets the magic to accentuate and compliment the colors of her garb, most often a gown and cloak of blue or white.
The queenmantle sparkles coalesce around her brow and wrists, the major concentration points for the spell's magic. The spell's primary function, as far as Alustriel's subjects are concerned, is to cloak their leader in a field of magic that shows her to be a great and powerful leader. Thus, each person who views the queenmantle around Alustriel sees a slightly different pattern of magical energy.
Humans tend to see it as a field of light motes that start at her brow, swirling about to form a heavenly tiara of starry motes which arc around her head to peak at seven points. From there, the sparkles spiral down her arms to create delicate bracers of energy at her wrists. Most other races see a similar effect, particularly of the foci at the head and wrists, but their perceptions on how a leader should appear are reflected by the queenmantle.
Elves perceive the magical field as a climbing ivy of magical translucent green energy with Its roots at her heart, its leaves winding around her arms to lace around her fingers and forming a crown of leaves and mistletoe berries at her brow.
Dwarves and gnomes, on the other hand, see the queenmantle as an red bolt or line - we would call it a laser - of magical energy that arcs about Alustriel, forming a constantly regenerating pattern of a seven-pointed crown's outline around her brow and the contours of bracers surrounding her forearms.
The brightness of the queenmantle can be varied slightly, but only to sharpen the regal details viewed rather than produce a flash of illumination. In general, the queenmantle's sparkles collectively generate light equal to a small candle spread around Alustriel, but they can be muted to a single mote of dim light that hovers at the crown of her head while she sleeps; no matter how bright or dim the queenmantle, its full effects remain in place.
The queenmantle's powers are many and varied, most of which are constant effects while others activate at Alustriel's bidding:
- The queenmantle negates all poisons of any sort that come into the field's range (whether swallowed, contacted, or injected). If the queenmantle is shared at the time poison is
- administered, it acts as a neutralize poison spell, but cannot negate the poison if it takes effect before the target is within the queenmantle.
- The queenmantle wards off all contact, effect, or damage from nonmagical physical weapons and those of less than +3 enchantment.
- The queenmantle provides a basic +3 bonus to all saving throws.
- The queenmantle protects the wearer from all total effects of any 3rd or lower level spells. Thus, a fireball could explode around Alustriel and harm neither her nor any items or clothing. Despite this field vs. magic, any spells or effects may exit the queenmantle at the will of the wearer.
- The queenmantle can be shared by contact with and at the bidding of Alustriel. The person must be able to be touched. Then Alustriel can embrace one person with the queenmantle. This reduces its effects so the field is only proof versus spells of 2nd level or less, weapons of +2 enchantment or less, and the saving throw bonus is reduced to +2; all other effects remain at their stated norms.
- If the queenmantle comes into contact with another mantle spell of any kind, the sparkles arc and swirl for a round, paralyzing Alustriel and the other mantle bearer for one round and inflicting 3d10 points of lightning damage to the bearer of the lesser mantle (saving throw vs. magic for half damage; Alustriel only suffers half or quarter damage from the same effect). While the opposing mantle collapses after such contact, the queenmantle is maintained but at an immediate cost of 1d20 x 10,000 gp worth of diamond and ruby components (see below)
Within the High Mages Crypt beneath the keep, there are blank areas set aside for at least five more future High Mages, though no biers are carved or prepared in the areas. There is a secret recess beneath the floor and across the Crypt, directly opposite the bier and funerary statue of High Mage Tanalanthara ‘She-Wolf; Mystersaal. Within this 3' × 5 'x 8' recess (over which Alustriel's bier may lie) is Mystra's symbol created in a carefully collected and placed pattern of gems The seven stars of the goddess are represented by 63 diamonds (9 per star) of no less than 5,000 gp worth each. The rivulets of red tears are made of a mass of over two hundred 2,000 gp (or greater) worth rubies. This pattern is set with the major casting of the queenmantle spell, and it provides the power and components for the spell’s continuous functioning. While the spell is active, the gems within the pattern are consumed to dust, and must be replaced or the spell will falter if more than half the gems are consumed. In all, the queenmantle spell costs roughly 1,000 gp worth of gems per day, and the gems must be replenished to complete the pattern at least once a year. Only Alustriel knows of this hidden room beneath the Crypt, and it is only reachable by a gate which is keyed only to her use and is found in her sanctum
Alustriel's activation of the spell was quite public, at her 'coronation." She wore a slim gown of midnight blue with a multitude of inlaid diamonds, making her appear as if clad by the night sky; after the collected lords of the nine cities swore fealty to her and formed the Alliance of Silverymoon, the diamonds from her gown began to swirl off her gown and around her, forming the queenmantle.
Formulating this one into 5r format, I come up with the following:
Alustriel’s Queenmantle
LEVEL: 9th
CASTING TIME: 1 Action
RANGE/AREA: Self
COMPONENTS: V, S, M *
DURATION: Special
SCHOOL: Evocation
ATTACK/SAVE: None
DAMAGE/EFFECT: Special
A glowing pattern of twinkling lights surrounds the caster, the color, intensity, and pattern is controlled by the caster.
The Queenmantle has a number of effects:
- Negate all poisons of any sort.
- Reduce damage received from slashing, bludgeoning, and piercing attacks by 3d6.
- +3 bonus to all saving throws.
- Protects the wearer from all effects of any 3rd or lower level spells.
- Queenmantle can be extended (bonus action) to protect one other creature the wearer can touch. The additional protected creature, who must remain within touch range of the caster is:
- Proof versus spells of 2nd level or less,
- Reduce damage received from slashing, bludgeoning, and piercing attacks by 2d6.
- Saving throw bonus is +2,
- If the queenmantle is shared at the time poison is administered, it acts as a neutralize poison spell, but cannot negate the poison if it takes effect before the target is within the queenmantle.
- All other effects remain.
- If the Queenmantle comes into contact with another mantle spell of any kind, it sparkles arcs, and swirl for a round, [condition]paralyzing[/condition] the caster and the other mantle bearer for one round and inflicting 3d10 points lightning damage to the bearer of the lesser mantle, CON save for half damage; The caster must also attempt the save taking half or quarter damage from the same effect. Additionally the opposing mantle collapses after such contact, the Queenmantle is maintained but at an immediate cost of 1d20 x 10,000 gp worth of diamond and ruby components.
Maintaining the Queenmantle as an active effect consumes diamonds and/or rubies: 7 copper pieces of value per round are consumed. That’s 7 silvers per minute, 42 gold per hour, 1008 gold per day. Gems that are being consumed by the spell effectively wither in value while the spell is in effect draining their value. The gems can be carried or stored in an appropriate location.
Note: This spell is not obtainable through normal means (e.g. it may not be added to a spell book at level up), it may only be acquired as the GM allows.
* (Rubies and/or Diamonds, 7 cp of value per round)
I have not done a comparison to other 9th level spells for balance. I’m just trying to recreate the flavor of the spell.
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