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Home > Realms Stuff > Magic Missiles et al.

Magic Missiles et al.
HISTORY: Since General Mattick developed his Magic Missile spell (in this
Crystal Sphere, anyway, though Elves, Gnomes, and other claim they
developed it first), it has become the most widely known, and commonly used
spell of offensive magic.  It is a spell usably by magelings of the lowest
level, has great range, and improves as the mage's power grows.  Throughout
the history of Faerun's Wars the Magic Missile spell has been a staple of
every combat wizards' arsenal.  Although a mage's creativity with a spell
insures his longevity, it is his lack thereof that people remember.  Too
many mages think that the best defense is a good offense, and thus blast
everything to bits.  With Magic Missile being one of the most common
spells, as well as one of the easiest to verify a mage's relative power
level, a plethora of magic items have been developed to conceal, expose,
enhance, or protect from these darts of energy.

ITEMS:

1. Nails of Piercing - These sets of 5 small, flat slivers of
Silver-Electrum are designed to be pushed under the fingernails of a mage.
This causes 1 H.P. of damage that takes 1 tenday to heal (as the Nails
burrow into the Wizard's finger bones.

There after, the Wizard's Magic Missile spell is able to burst through
defenses that specifically target Magic Missile (such as Shield Spell,
Brooch of Shielding, Etc..) at the cost of 1 point per/die.  (e.g. each
missile only does 1d4 points of damage, instead of 1d4+1.  All five must be
embedded into the wizard's fingers for this item to have any effect.

2. Bracelet of Illusionary Missiles - These are a pair of simple golden
bracelets that go around a mage's wrists.

These bracelets store 1 illusionary Magic Missile for each of the Mage's
levels.  When casting a Magic Missile, the mage may release any number of
stored missiles, that must follow one of the real missiles to it's target.
These illusionary missiles do no damage, but might fool other into thinking
one is of a higher level than he really is.  (note after the Time of
Troubles, having more than 5 missiles will defeat the purpose of the item).

3. Gloves of Magic Missile Catching - These gloves have a different
appearance depending on who created them.

Gnome- Leather, studded with semi-precious stones.

Netherese- Leather with a Platinum symbol of the Hold they were from (used
for Law-enforcement, 95% were Quasi-magic items.

Elven- Fine Leather, interwoven with strands of Precious metals.

Nimbralese & Halruuan- Both are Glass-steeled metal gauntlets, only with
the Nimbralese containing the Holy Symbol of Leira, Lady of the Mists.

These gloves allow (assuming they have the Gauntleted hand free), to catch
incoming Magic Missiles.  Mages can do this automatically, others must make
a successful Dex check.  Non-mages may only catch 1 round/round, with each
glove.  Mages may catch as many as are directed towards them.

Fully 40% of these arcane gloves store the caught missiles, and they may
be fired as a Wand of Magic Missiles.  Those capable can store only a
maximum of 2d8 missiles (extra energy is simply absorbed and dissipated).

4. Red Amulet of Fistandaunteless - An amulet depicted a night black
sphere, magically suspended about a chain of Human Bones.  This amulet was
made long ago on some other world, and as only appeared once in the Realms,
no one knows whether this item is still in this Crystal Sphere, of even
this Plane.

This item maintains a link with the distant past.  The wearer of this
amulet may continue to cast spells as they were cast before the Time of
Troubles (i.e. no cap on damage.)  Check First ed. books or How the Mighty
are Fallen.  However, this tie to the past is strong, no magic spells or
items crafted after the Time of Troubles may be used by a wearer.  It is
said it's ancient maker still exists and beware of his domain.  (Kyrnn and
the Abyss).

5. Illithid Gloves of Magic Missile Catching - These are items made from
the skin of some psionically active creature (Duegar, Derro, Aboleths, etc),
and designed to fit the 4 fingers of an Illithid.

These items possess 20+3d10 PSP's, when used to catch a Magic Missile, it
drains a number of PSP's equal to the damage done by the Missiles.  The
item recharges at a rate of 1d4 PSP's per day.

6. Eye Tryant Lens - These are clear crystal lens with a unique leather
harness that allows it to fit over one of a Beholder's Eyestalks.  It is
usually placed over one of the Eyestalks in the Beholder's rear arc, as it
is not with the Anti-Magic Radius of the central eye.

These items prevent the Beholder form using the power of the eyestalk it
is located on, but allows it to absorb all Magic Missiles in that eyestalks
arc, and redirect them the following round.
Thanks to - David L. Neff