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Smudge 5/12/2015 8:15 AM
*loves you all*
ShiningEagle 4/9/2015 5:08 PM
Was never here.
zoltando 3/19/2015 3:28 PM
I had mine ready, along with the corned beef and cabbage
Intayazz 3/16/2015 10:51 AM
Everyone have their green ready for tomorrow?
Jaggie 12/24/2014 8:47 PM
Merry Christmas. :)
zoltando 11/27/2014 6:09 PM
Happy thanksgiving!
Nklos 11/20/2014 1:16 AM
-*Warms hands by the fire.*
Aluatris 10/31/2014 4:45 PM
Second: Creatively - charged bard in the house. Y'all just watch out ;)
Aluatris 10/31/2014 4:45 PM
First: That was a beautiful tribute Vali. Thank you for sharing with us! :)
Lanaliathe 10/22/2014 12:13 AM
Shared something that I've kept to myself for far too long...
Lanaliathe 10/13/2014 12:03 PM
Happy Thanksgiving - I am thankful for having known you all. :)
Lanaliathe 9/23/2014 10:22 PM
*sneaksneaksneak* *waves* *random tacklehugs* *flees*

Forums : Your Characters' Story(s) > RP-Only Spells and Abilities
Archie (Member) 5/18/2012 5:00 PM EST : Entrapping Rose
GP User: Slawler

Posts: 223

Entrapping Rose.
This perfect rose is in fact an incredibly rare and powerful magical trap. Any creature with 10 or fewer HD approaching within 10 ft of the rose is subject to the slumber form of binding with no save. Creatures with more than 10 and fewer then 21 HD must make a DC 21 will save or be subject to the same effect. Creatures with 21 or more HD are not affected. The binding lasts 20 years, or until the subject is released (See below).

The creator (or 1 creature designated by the creator when the rose is created) is unaffected by the rose's effect. He may also choose to awaken a slumbering subject.

Creatures released after 20 years have passed must immediately roll another will save, or be trapped for another 20 years. They receive saves even if they were not allowed them initially. 

Creatures released are immune to the rose's effect while they remain in the affected area. If they leave and reenter the area, they are subject to its effect again.

Each rose is created with a special crystal bell jar. While contained withing the jar, the rose's effect is suppressed. Each rose is suppressed only by its own jar; another jar cannot be substituted.

Strong Enchantment; CL 20; Craft Wondrous Item, Craft Epic Wondrous Item, Binding; Price: 1,370,000 gp; To create: 1,210,000 gp + 42,000 xp.


Archie (Member) 3/22/2013 10:42 PM EST : Brain Locking Daggers
GP User: Slawler

Posts: 223

Created by telepaths as a defense against physically stronger opponents, brain locking daggers are a bane to the weak-willed.

On a hit that would deal at least 1 damage (after taking into account DR &c) from a brain locking dagger, the dagger may be left in an opponent instead of being removed as usual (this is not optional on a ranged attack), dealing 1 less damage than it normally would (this can reduce damage done to 0). For as long as the dagger remains in the subject (or until the dagger has been active its maximum number of rounds), the subject must succeed on a Will save at the beginning of each of her turns, or be subject to brain lock (as the power) for that round. Brain locking daggers can be active for 10, 20, or 30 rounds a day, depending on their type, and are considered active every round the subject must make a save, regardless of whether or not the save succeeds. Removing the dagger deals 1 point of damage (ignoring DR &c) and requires a move action.

Least: +1 dagger, 10 rounds/day, DC 13. Affects only humanoids.
Market Price: 26,302 gp
To Create: 13,302 gp + 1,040 XP. Craft Psionic Arms and Armour, Craft Universal Item. Brain Lock. ML 3.

Lesser: +3 dagger, 20 rounds/day, DC 17. Affects humanoids, animals, fey, giants, magical beasts, and monstrous humanoids.
Market Price: 90,302 gp
To Create: 45,302 gp + 3,600 XP. Craft Psionic Arms and Armour, Craft Universal Item. Brain Lock. ML 9.

Greater: +5 dagger, 30 rounds/day, DC 22. Affects humanoids, animals, fey, giants, magical beasts, monstrous humanoids, aberations, dragons, elementals, and outsiders.
Market Price: 170,302 gp
To Create: 85,302 gp + 6,800 XP. Craft Psionic Arms and Armour, Craft Universal Item. Brain Lock. ML 15.

LacunDarkwood (Member) 4/19/2013 9:09 PM EST : Justice's Relentless Pursuit

Posts: 4

Justice's Relentless Pursuit

Enchantment (Compulsion) [Mind-affecting]
Level: Clr 9/ FvS 9
Components: V,S,M
Casting time: 4 hours
Range: Personal and Touch
Area: Caster , Target touched (optional)
Duration: Until dispelled
Saving Throw (where relevant): Will negates
Spell Resistance: Yes

Additional Requirements: Caster must possess Deathless traits or Deathless Blessing must be active

This spell was created by the Undying Court to assist its Justiciars in pursuing fugitives, especially when well beyond the borders of Aerenal. This powerful spell contains 4 separate portions with their own effects. 

This spell requires physical evidence of an individual who, after the spell is cast, the caster must pursue until the individual is either apprehended, killed, or served justice appropriately. The individual conditions are stated at the time of casting and must be fulfilled in order to cease the functions of the spell, although Wish or Miracle can disable the spell. The caster can also make a will save of  DC 55 to end the spell. The greater the evidence the caster has to positively identify the target, the greater the  effect of the spell.

Manhunt: This effect requires at minimum a moderately detailed description of the suspect and moderate knowledge of any crimes committed by the subject. The caster gains a +10 inherent bonus to Gather Information checks and Tracking checks related to locating the suspect. The caster also gains a +15 divine bonus to Diplomacy and Intimidate checks to gather support to pursue the subject. 
Pursuit: This effect requires at minimum an greatly detailed description of the suspect, Intimate knowledge of any crimes committed by the suspect, and at least one name or alias the suspect answers to. The caster gains a +10 inherent bonus Listen and Spot checks against the subject. The caster can also detect if the suspect is within 300 yards, but cannot tell how close or where he/she is within that range. Additionally, the caster grants a +10 inherent bonus to any scrying checks made against the subject. This effect is cumulative with Manhunt.
Hot Pursuit: This effect requires an extremely detailed description of the suspect or firsthand knowledge of the suspect as well as intimate knowledge of his crimes and a name the suspect goes by frequently. The caster casts spells against the target as if his caster level were 3 levels higher with DC's and effects overriding their normal limits by 3 levels as well. Additionally, the caster can identify the subject easily, thus gaining a +15 bonus on checks to identify the suspect. The caster also gains true seeing against the target. 
Relentless Pursuit: The caster must intimately know the target and know the targets true name. The caster can fulfill both of those requirements if the caster placed Brand of Justice on them. The caster always knows the direction the target is in. The caster also gains a stacking +8 bonus to all saving throws and attacks made against the target. 


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