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Prince Brendian Erendyl

Remove Spell Cause Light Wounds - Evil only Remove Spell Kank Shell - Dark Sun

Prince Brendian Erendyl is a Church of Odin worshipping Wood Elf Prince from Alfheim in Mystara who joined the Free Imperia as an Ambassador and settled many of his people here.

He strengthens the alliance with his coreligionists among the Rohirrim of Vestrhelm. He governs the city of Rock Home, and many elves and humans travel between Vestrhelm and Rock Home.

Prince Brendian Erendyl is a member of the Order Magika.

M L10 NG Sylvan(wood) Elf

Prince Brendian Erendyl's character sheet

Unique Spells by Brendian Erendyl

Brendian Erendyl's Dive

AKA: Dive

(Alteration, Evocation)

  • Level: 2
  • Reversible
  • Range: 10 yards
  • Components: V, S, M
  • Duration: 1 round per level
  • Casting Time: 1
  • Area of Effect: One person
  • Saving Throw: Negates

This spell forces the recipient to sink to the bottom of a body of water at the rate of 20 yards per round unless they make a saving throw versus spell. No amount of swimming or struggling will stop the victims descent.

However, a rope or other secured object that can hold the weight of the victim will stop the sinking.

The spell recipient will sink for a number of rounds equal to the caster's spell level. If they touchdown at the bottom of the water before the spell duration expires, they will simply be unable to leave the ground until the spell wears off. When this spell is cast in the elemental plane of water, the victim will sink in whatever direction their feet were facing at the time of casting. This spell will also affect those that are swimming on the surface of a body of water.

The reverse of this spell, surface, will force the recipient to float to the surface of the water for the duration of the spell.

The material component of this spell is a small ball of lead.

(Source: GNSBv6, Author: Steve Bartell)

Brendian Erendyl's Fireball From the Plates

AKA:Fireball from the Plates


  • Level: 3
  • Range: 10 yards + 10 yards per level
  • Components: V, S, M
  • Duration: Instantaneous
  • Casting Time: 3
  • Area of Effect: 20-foot radius
  • Saving Throw: ½

This is essentially the same fireball as in the Player's Handbook, but with a slight change in the material component. Since bats are almost unknown in the Arctic, this spell was developed using whale oil. Note that like the paper in fire aura (q.v.), the whale oil is a replacement worked into the spell, not an optional substitution. A wizard learning fireball from the plates would need a supply of whale oil, although perhaps another organically produced oil could substitute. In the tropics, dolphin oil should work fairly well, say -10% to -20% on range and -1d6 damage. At that point, the wizard simply needs to convince the local sailors (preferably Greek) to go kill a few dolphins and bring back their carcasses. Spell research into even other components is of course also an option.

(Source: GNSB, Author: Perry Horner)

Brendian Erendyl's Sinkhole

AKA: Sinkhole


  • Level: 4
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 6 rounds
  • Casting Time: 4
  • Area of Effect: Up to 4 creatures in a 10-foot radius
  • Saving Throw: Negates

Upon the casting of this spell, a section of ground that the wizard targets becomes a sinkhole, 10 feet in radius. Up to four creatures (caster's choice of number affected) must be in range, and they are counted out from the centring point of the of the spell (thus, PCs or friendly NPCs may be caught in the area of effect if they are closer to the centre than a hostile creature is). Those in the area of effect must make a saving throw versus spell to negate the spell straight off. The saving throw is modified by the number affected.

  • Creatures Affected Modifier
    • 1:-2
    • 2:-1
    • 3: 0
    • 4:+1

Should the creatures affected make their saving throw, then they are assumed to have thrown themselves out of the area as the sinkhole started. This saves them from the spell, but also causes them to automatically lose initiative for the next round, being last in the round. If they fail their saving throw, the spell takes effect and the next round begins the duration of the spell. Note that the modifiers above apply to all saving throws listed below as well.

First round: if they have failed their initial saving throw (see above) they are effectively held (as per hold person, even if they aren't a person) and start to sink.

Second round: they must save again at -2 (plus any additional modifiers above). If they succeed, they cease to sink, but are still effectively held. If they fail, they continue to sink.

Fourth round: they must save again at -4 (plus modifiers). If they succeed, they cease to sink, but are still effectively held. If they fail, they go under the sands.

They die in 2 rounds (last round of the duration) if they are not rescued.

Should a dispel magic be cast successfully on the sinkhole, at any time before the duration expires, all trapped creatures are ejected from the ground, and may act the next round. Should the duration end with the victims effectively held and above the surface, they may get back on their feet as their action for the next round.

The material component for the spell is an egg timer, which is destroyed in the casting of the spell

(Source: GNSP, Author: Michael Kenyon)

/home/mounrlfd/ · Last modified: 2023/07/28 17:18 by eltan