By Ed Greenwood
From Waterdeep and the Sword Coast to the jungles of Chult and the remote lands of Thay, unusual and strong magics fill the Forgotten geographical regions. old tomes, robust spells, fearsome guns - these kinds of and extra watch for adventurers who can conquer bad hazards to wield nice strength. Ed Greenwood, originator of the Forgotten geographical regions online game international, and well-known online game fashion designer Steve Perrin have spent many lengthy days with Elminster of Shadowdale, probably the best sage within the lengthy historical past of Abeir-Toril. the results of all this paintings is in you arms; The Magister is a compilation of recent spells and goods to your Forgotten geographical regions crusade. a number of the new magics defined within the Magister have been first released in different "Elminster" articles in Dragon journal. the simplest of those, in addition to many new wonderful spells and goods, seem during this quantity.
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Additional info for The Magister (AD&D Forgotten Realms Module FR4)
The wearer of one of these cloaks is immune to nausea and its effects, and to the person affecting cantrips belch, cough, sneeze, and yawn. Note that poisonous vapors are protected against for one full turn, and only after that must the wearer save (at +2) to avoid any effects. Cloak of Symbiotic Protection Experience Point Value: 3,000 Gold Piece Sale Value: 20,000 This type of cloak is very rare. It is impregnated with an immobile, nonintelligent living substance of unknown identity and origins which cannot be isolated by alchemists and naturalists for study.
Magical weapons must then make a saving throw of 20, with a bonus equal to their magical bonuses; those magical weapons without combat bonuses save on a 20, and all artifacts save at +5 on the die or at their own plus, whichever is greater. Failure to make the save binds the weapon fast to the cloak for 1-3 rounds. This entanglement prevents further attacks using that weapon, and a bend bars/lift gates strength roll is needed to pull the weapon free prematurely. If the attacking creature leaves or moves away to engage another opponent before the 1-3 rounds are up, it must part company with its weapon, which remains in the possession of the cloak-bearer.
These amulets may be worn by any class of character. e. the wearer cannot communicate telepathically even if she or he so desires). Protection only extends to 11-44 (1d4 x 11) spell levels before the amulet is exhausted. ) The amulet only counters the spells (and equivalent psionic powers) listed, and is in no way affected by other spells, such as lightning bolt. Pending exhaustion of the amulet is mentally evident to the wearer, and visually evident to others; the amulet blazes fiercely for 4 segments before slowly fading to darkness.
The Magister (AD&D Forgotten Realms Module FR4) by Ed Greenwood