Spellbreakers


  • PC

    For Prosperity -

    Once upon a time, a long long time ago - an upstart magus, the world’s firstborn Managanger who’d stolen the secrets of powermastery from Daren, broke the laws of magic. taking a page from Arg’s gem magic, he recrystallized MAGIC ITSELF, building a variable matrix of effects into the item which could be called forth during casting by using up to 10 of the Spellbreakers as material components.

    Mystra and the other gods of magic swiftly stepped in to rebuke the disliked Managanger - but when they sat down to actually ANALYZE the spell point cost vs effect ratio built into the item, could find no flaw in how the Spellbreakers worked - even if each one did allow casters to bend the rules a tiny bit, individually. not wanting to stifle innovation and the evolution of magic, the gods reluctantly allowed Malathon to continue fashioning and disbursing the items all across the realms - teaching the secret of their relatively simple construction to his friends and allies.

    ((originally fashioned to mimic some of the abilities of powermasters, many of the spellbreaker’s functions were later included in 3rd edition’'s metamagic feats, oddly enough - lending further creedence to the conspiracy theory that TSR has vast numbers of apprentice mages watching various D&D games with crystal balls and wizard eyes aplenty))


  • PC

    So @dwarf the mechanics of spellbreakers, if i remember were-

    1 Spellbreaker was 50gp to make? what was it to buy retail?

    And you could stack spellbreakers but only upto 10 at a time correct?

    Don’t suppose you remember the creation process?

    Common functions i remember that people did with them are:

    • Caster a spell at higher level than your caster level
    • Remove level limits behind the spell
    • Change energy types
    • Generate similar affects to metamagic abilities (ie. twin)
    • Extend Range, and Duration and manipulate other attributes

    I’m sure there are others, don’t quite remember them.


  • PC

    they were 50 gp to make, 500 to buy… to make them, you took a 50 gp gem and poured 30 spell points into one via dweomerflow, causing the gemstone to melt and recrystallize into a memorized pattern that could “break” one of the tiny laws of magic inherent in a standard spell.

    and yes, as you quoted, up to 10 of them could be used per casting.

    each Spellbreaker vanishes as it augments the spell it’s applied to, combining its effects with the spell itself. the original, 1st generation spellbreakers could :

    • unlock the level cap/damage dice of a spell (like 2e Fireballs, Acid Arrow doing more than 2d4 damage per round, etc)

    • overpower spell, adding d2 roll to spell (Restoration heals 1+d2 levels, etc)

    • extend duration to 24 hours (defensive personal spells like Fly, etc)

    • permanency minor effects (created food, lesser alterations like Change Self, etc)

    • increase probability of success or harden failures (10% per gem, affecting enemy MR, Teleport chance, etc)

    • expand target area of spell (30’ radius Fireballs, Stoneskin on 2 people instead of 1, Disintegrate 2 at once, etc)

    • give caster temporary level boost (+1 per gem) granting access to stronger effects like fireball dice, spells he cannot cast yet, OR unlocking magics from another realm (mage casts Heal, or Town Portal, etc)

    • refocuses power source of spell (solarize, negatize, holy, etc - holy Stoneskins, Continual sunLight, fun fun fun)

    • alter defensive spell’s effect from fixed to level variable (Armor or Shield increases to 1/caster level, Negative Plane Protection stops 1 attack/lvl of caster, etc)

    • make a beam spell last for the entire round, opening up a scything attack (Disintegrate dusts a strip out of whomever it touched, etc)

    • reroll all 1’s on damage dice, 2nd gem rerolls all 2’s (so 5 gems would maximize a fireball)


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