The Untold Story: The Origins of the Bulletin, the Sorceress, and the Amulet

By admin

In the mystical land of Eldoria, a sorceress named Seraphina possessed the power to conjure spells that could bend reality itself. Her reputation as a master sorceress spread far and wide, with many seeking her knowledge and assistance. One fateful day, a bulletin was posted throughout the realm, announcing that Seraphina was in search of an ancient amulet said to hold unimaginable power. Rumors of the amulet's abilities varied, with some claiming it could grant eternal life, while others believed it could control the very elements. Seraphina sought the amulet not for personal gain, but to protect it from falling into the wrong hands. She knew that in the wrong hands, its power could bring dire consequences upon Eldoria.

The bulletin the sorceress and the amulet

She knew that in the wrong hands, its power could bring dire consequences upon Eldoria. As word spread of Seraphina's quest, adventurers from far and wide arrived at her doorstep, eager to join her in the treacherous journey. Among them was a brave warrior named Aric, known for his unwavering loyalty and unparalleled combat skills.

[2E] Let's read the Tome of Magic (1 Viewer)

Amulet of magic resistance. Provides 5% to 30% magic resistance.

For a "powerful amulet" that's not terribly impressive, especially since there's a 5% chance per use the amulet simply shatters. In addition, only half the amulets even have a chance of resisting 7th level or higher spells.

But this isn't balanced based on the (low) percentage chance. It's balanced based on frequency -- even though only 1 in 20 to 1 in 3 spells are stopped, chances are you'll get to make the roll in almost every fight. And since this is 2nd edition, the percentage is a flat chance, and doesn't get adjusted based on the caster's level (like it did in 1st edition).

Not super-powerful, but useful.

Amulet of metaspell influence (wizard only). Increases the effect of a dilation (I, II), far reaching (I, II, III), or extension (I, II, or III) spell by 50%.

So this can affect duration, range, or area of effect.

Though this only increases the increase by 50% -- e.g. a 11th level wizard can throw a fireball 120 yards, or 150 yards (+25%) with far reaching I. If the wizard is also wearing a ring of metaspell influence, the 50% increase isn't applied to the whole 150 yards -- it's only applied to the 30 yard increase. So the 150 yard far reaching range becomes 165 yards once the ring is factored in (not 225 yards).

An inconsequential boost to inconsequential spells, though at least the ring has no limits on the number of uses (instead, use is limited by the number of spell slots the wizard decides to spend on the approved list of meta-magic spells).

Amulet of perpetual youth. The amulet negates 5 to 30 years of aging.

Doesn't matter if the aging is natural or unnatural -- you can either use it to survive a night of ghost attacks, or you can wear it for a couple decades and show up at your reunion looking just like you did back in your academy days.

I like the twofold use. It's good for PCs, and it's essential for vain NPCs.

Next: A magic missile-based point defense system!

Last edited: Sep 12, 2014

Outremer

Gone
Validated User

One related idea is intelligent swords. I always wondered where they came from, because I never felt comfortable with magic creating an intelligent mind so easily. So I assume the intelligence has be borrowed, not created. Does the magic-user share their soul with the sword, which takes on a fragment of their own personality? That kind of homonculus sword is perhaps the most benign possibility. A more troublesome version might have a sword that manifests the intelligence of a trapped or bound spirit, like a spectre (sword of nine life stealing), a fire elemental (flametongue), an angel or deva (holy avenger), and so on. The most malevolent interpretation is to assume the intelligence comes quenching the newly-forged blade in the lifeblood of a sacrificial victim, whose soul is then trapped in the steel.


I just checked the "Complete Book of Necromancers" and it has one such weapon : the shadowblade, a dagger or sword holding prisoner an undead shadow and thus able to drain the strength of whoever it wounds. Anyone completely drained of strength by the shadowblade becomes a shadow under the command of the blade's wielder.

Sleeper

Red-eyed dust bunny
Validated User

^ Interesting example, but that's the kind of change I like to make universal -- all intelligent magic items have bound spirits inside them, of some kind.

Jewels, jewelry, and phylacteries 3

Brooch of number numbing. Anyone who talks with the wearer becomes oblivious to the difference between numbers (save negates).

The marktarget doesn't know if 10 is greater than 1, or vice versa, and the enchantment also includes a touch of gullibility -- the victim will accept almost any claim about the relative size of two numbers. Though they do remember the relative values of coins (gold is worth more than silver), but not the conversion rate ("I'll trade you 2 silver pieces for each gold piece -- that should net you a nice profit!" will sound reasonable). And it's not clear whether they remember other relative values (say that a staff of the magi is worth more than a potion).

The effects last as long as the wearer is present, plus 2d6 minutes -- and after that period the gulled mark snaps out of their innumerate fog. Since they remember everything, and now understand what just happened, that 2d6 minutes is your head start.

I really like this magic item. It's specific enough to adjudicate fairly easily (with a few judgment calls), but very open to a wide range of creative uses. It's also very powerful -- this makes the wearer the ultimate con artist. To prevent it from getting out of control, the DM really needs to deploy the Long Arm of the Law if the brooch is used carelessly or overtly.

Gem of retaliation. If the gem owner makes a successful save, an incoming evocation spell is turned into magic missiles, which return and strike the original caster.

Even if the incoming evocation doesn't normally allow a save, the gem owner gets a base save of 18 (which can be modified further by magic, stats, etc.). Against evocations that allow a save, the owner gets a +4 bonus.

The retaliation effect only works against evocation spells that are targeted at the gem owner (i.e. area of effect spells like fireball aren't turned into magic missiles). And the number of magic missiles is based on the spell's level -- 1 missile/2 levels (round up). So if the wearer rolls 18 or higher when attacked by an energy drain, the spell is negated and the hostile necromancer is blasted with 5 magic missiles.

The save bonus seems to apply to all evocations, but it's not clear what happens if someone saves against an area of effect evocation that doesn't allow a save (even though they used ice storm as an example -- twice) -- does it mean half damage? Are the effects negated? Does this only protect the gem wearer, or does it apply to the whole spell (and thus help everyone in the area of effect)?

Despite a few areas of vagueness, this is another magic item I really like. It's an interesting meta-magic twist on spell turning, and it's another one of those items that could inspire a whole new class of magic items -- items that using incoming spell levels (or even damage) as fuel for various effects. A wall of force becomes stronger, the more it's attacked (damage is turned into increase duration). A continual light spell that needs to be charged by illusions. A self-powered boat that is fueled by casting conjuration spells into the water wheel (which are used to summon and bind water elementals).

Medallion of spell exchange (wizard only). 1/day, the wizard can replace a currently memorized spell with one or more spells the wizard cast in the last 24 hours.

Yes, this is essentially Mordenkainen's lucubration in physical form. Though the medallion is somewhat more flexible: Instead of memorizing and casting Mordenkainen's lucubration, the medallion-using wizard can pick any currently memorized 2nd to 6th level spell to swap out. And instead of swapping out the 6th level spell for a single 1st to 5th level spell, the item allows the wizard to swap out a 2nd to 6th level spell for any number of recently-cast spells, as long as the total spell levels of the replacements are one less than the level of the sacrificed spell (e.g. a 6th level spell can be sacrificed for 1 5th level spell, 5 1st level spells, or 1 2nd and 1 3rd level spell).

Decent, though I'd allow Mordenkainen's lucubration to be swapped out for multiple spells, as well.

Next: I forget.

He certainly doesn't post under his own name, and I suspect that even if he ever saw the group, the drivel level (see the Genetics Thread Summary for an example ) would rapidly drive him away.
The bulletin the sorceress and the amulet

Aric had heard tales of the amulet and knew that he had to help Seraphina in her mission. Together, Seraphina and Aric ventured into the enchanted forests and treacherous mountains that guarded the ancient amulet. Facing numerous obstacles and overcoming dangerous creatures, they braved the elements and persevered. Along the way, they encountered fellow travelers with their own agendas, some seeking the amulet's powers for their own selfish desires. As they neared their destination, Seraphina and Aric discovered that the amulet was not only a source of great power but also a key to unlocking an ancient prophecy. The amulet had the ability to restore balance to the world or plunge it into eternal darkness, depending on how it was used. With this newfound knowledge, Seraphina and Aric understood the weight of their mission. They had to make a choice that would determine the fate of Eldoria. In a climactic showdown, they encountered the antagonist, a rogue sorcerer named Malachi, who sought to wield the amulet's power for his own twisted purposes. With their combined strength and unwavering determination, Seraphina and Aric defeated Malachi and reclaimed the amulet. However, they faced a dilemma: should they destroy the amulet to prevent it from ever falling into the wrong hands again, or should they use its power to bring about positive change in Eldoria? In the end, Seraphina and Aric realized that true power lies not in artifacts but within oneself and the choices they make. They decided to destroy the amulet, knowing that Eldoria's future relied on their courage and wisdom, not on external sources of power. Their journey had come to an end, but the legend of Seraphina and Aric's quest, known as "The Bulletin, the Sorceress, and the Amulet," lived on for generations. It served as a reminder that even in a world of magic and enchantment, it is the choices we make that shape our destiny..

Reviews for "The Fascinating History of the Sorceress and the Amulet: Myth or Reality?"

1. John - 2/5 Stars
I was really excited to read "The Bulletin the Sorceress and the Amulet" but I ended up feeling disappointed. The plot was confusing and the characters lacked depth, making it hard for me to connect with them. The writing style was also quite bland and didn't captivate my attention. Overall, I found the story to be lackluster and it didn't live up to my expectations.
2. Sarah - 2/5 Stars
I struggled to finish "The Bulletin the Sorceress and the Amulet" as I found it to be overly cliché and predictable. The storyline was filled with tropes that have been overdone in the fantasy genre, and I was hoping for something more innovative. The characters felt flat and the dialogue was often cheesy. Unfortunately, this book failed to engage me and I wouldn't recommend it to others.
3. Jessica - 1/5 Stars
I regret picking up "The Bulletin the Sorceress and the Amulet" as it was a complete waste of my time. The writing was incredibly amateurish, filled with grammatical errors and awkward phrasing. The plot was disjointed and the pacing was inconsistent. I found myself losing interest in the story and struggled to find any enjoyment in it. I would advise readers to steer clear of this book unless they have a high tolerance for poorly written fiction.

The Sorceress and the Amulet: A Tale of Magic and Intrigue

The Quest for the Amulet: The Bulletin's Journey into the Sorceress's Lair