References in The Bloodstone Lands (FR9)

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

A sourcebook; book 9 of the FR series.

This will eventually be an index of everything mentioned in the book. It probably isn’t complete yet, but it’s getting there.


Details

The Bloodstone Lands was written by R. A. Salvatore, and first printed in 1989.


References

People
Places
Things

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Troll Mountains (Disambiguation)

This information is intended for use with the Dungeons & Dragons role-playing game.

Disambiguation

Related Names

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

House Rule: Darkness

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

This is a house rule affecting the darkness spell in the Xaeyruudh campaign.

The Xaeyruudh Campaign

There are a few modifications/clarifications of this spell.

  • Range
  • Area
  • The definition of darkness
Range

The range of the spell is changed to Medium (100 ft + 10 ft per level), with the restriction that the caster must have line-of-sight to the target. You cast the spell at a space, not at an object.

Area

The effect of the spell is changed to a 20-foot radius spread. Unlike fireball —which basically creates 33,510 cubic feet of fire, which smooshes into the available space— darkness affects a sphere with a radius of 20 feet… the same 33,510 cubic feet, but no smooshing. If you’re more than 20 feet from the center of the darkness effect, you’re not surrounded by darkness.

The Definition of Darkness

A spherical space, 20 feet in diameter, becomes dark. Pitch black; impenetrable to normal vision, low-light vision, infravision (if you’re using a ruleset that includes that), and darkvision. Torches lit within the darkness or carried into the darkness are not extinguished, and they still produce heat and ignite flammable things normally, but their light cannot be seen. Nothing within the sphere can be seen from outside the sphere. From any position within the darkness, nothing can be seen, either within or outside the darkness. This magical darkness can be dispelled normally by dispel magic and similar spells, but it is not dispelled by light-related spells. Casting a light spell in the space occupied by a darkness spell (or vice versa) creates a region where magical and nonmagical methods of vision are partially effective. If the light has a higher spell level than the darkness, vision (including low-light, infravision, and darkvision) is restored by an amount equal to 10% per spell level of difference.

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

House Rule: Bless Water

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

This is a house rule affecting the bless water and curse water spells in the Xaeyruudh campaign.


The Xaeyruudh Campaign

The terms holy water and unholy water are applied to any water which has been consecrated/desecrated with respect to a faith, although for the sake of clarity the specific faith must be included in the item description. Sect is, in this case, irrelevant.

There are two modifications/clarifications of this spell.

  • bless water
  • curse water
Bless Water

This spell consecrates water to the caster’s faith. The result is holy water if used by someone of the caster’s faith, or normal (though refreshing and sweet) water for anyone else.

Curse Water

This spell desecrates water with respect to the caster’s faith. The result is unholy water if used by someone of the caster’s faith, and normal (though foul-tasting) water for everyone else.


Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Halaze (Disambiguation)

This information is intended for use with the Dungeons & Dragons role-playing game.

Disambiguation

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Ulara (Disambiguation)

This information is intended for use with the Dungeons & Dragons role-playing game.

Disambiguation

  • Ulara — a community of Estagund
  • Ulara — a Precept of Mulhorand

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

References in The Shining South (FR16)

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

References

Places

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

House Rule: Create Water

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

This is a house rule affecting the create water spell in the Xaeyruudh campaign.

The Xaeyruudh Campaign

For now this is just a clarification of volume, etc.

This spell creates up to two gallons of water per caster level. Assuming US units, a gallon is 128 ounces, and 231 cubic inches in volume.

Caster
Level
Cube
(inches)
Sphere
(diam, inches)
1 7.7 9.6
2 9.7 12.1
3 11.1 13.8
4 12.3 15.2
5 13.2 16.4
6 14.0 17.4
7 14.8 18.3
8 15.5 19.2
9 16.1 20.0
10 16.7 20.7

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

House Rule: Consecrate

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

This is a house rule affecting the consecrate and desecrate spells in the Xaeyruudh campaign.

The Xaeyruudh Campaign

This spell infuses an area with the essence of the caster’s deity.

There are a few modifications/clarifications of this spell.

  • desecrate
  • turning undead
  • disruption of undead
  • material component
Desecrate

The curse effect is removed from this spell; that becomes the function of the desecrate spell. It is not possible to consecrate an area containing an altar dedicated to a deity not allied with the caster’s. If that altar is desecrated first, the area may then be consecrated to the caster’s deity.

Turning Undead

Clerics of the caster’s faith gain a +3 sacred/profane bonus to Charisma checks made to turn/rebuke undead. Others suffer a -3 sacred/profane penalty to turning/rebuking attempts.

Disruption

Undead animated by or loyal to the caster’s deity gain a +1 bonus to attacks, damage, and saves. Others suffer a -1 penalty to those rolls.

Material Component

The components are a vial of holy water and 25 gp worth of silver dust, which must be sprinkled around the area to be consecrated.

The area of effect is a 20 ft radius, which is approximately 1250 square feet.

Silver is 10490 kg per cubic meter, which translates to roughly 655 lbs per cubic foot. 25 gp worth of silver dust is 250 coins, or about 5 lbs, or about 13 cubic inches assuming that it’s very fine dust. This is a cube approximately 2.4 inches on a side, or a sphere about 3 inches in diameter.

Theoretically, if the silver dust is not gathered back up after the spell expires, that area could be reconsecrated (to any deity) without additional silver dust being expended. Another vial of holy water would be required, though.

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

House Rule: Atonement

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

This is a house rule affecting the atonement spell in the Xaeyruudh campaign.


The Xaeyruudh Campaign

Atonement is granted by use of this spell only for deeds which are against the ethos of the caster’s faith. This is simply a clarification of common sense: it would be ludicrous for a LG paladin to receive atonement from a CE priest.

Thus, best results are achieved by receiving atonement from a caster of the recipient’s faith, and more precisely the same sect of that faith.


Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.