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| Malanthius07-30-07, 07:01 AM | Yes, it's impossible. Yes, it's insane. Nevertheless I am putting together a fr Campaign revovling around a horrible magical accident that at least partially restores Karsus. The basic premise of his return is that sometime during or fairly soon after the return of the Shade enclave, there took place a battle between one of the princes of shade, and one of Mystra's chosen, resulting in a direct conflict of pure shadow magic, versus weave magic, and some idiot throwing wild magic in by mistake. This event occured near the stone "remains" of Karsus, warping the weave, reality, even time itself, giving a brief moment where karsus was able to "latch" onto the weave once again, and partially restore himself. The problem is all of the pieces were there, accept his heart. Most of the campaign has the adventurers following in his wake as he tries to recover his heart, the Karsestone;and trying to stop his own re-emerging plans to undo the changes to faerun since his death. I do have a fairly good rendition of a 3.5 edition version of Karsus would be, the problem is that it pictures him as a fully whole and hearty Caster with a ton of Magic items and spells at his disposal. What I'm needing is a version or two of him in intermediate "stages", ie him immediately after his ressurection, and so on. The basic plan is to have initially restored as some kind of reanimated entity -visible signs where parts of his body have been crudely "welded" back together- that feeds on magic/magic items just to continue existing. Here's a rough draft of the "final" version Care of karsus the mad from wotc forum.: Karsus Male Human (Netherese) Sor6/ Wiz36/ Acm5/ Acn5: CR 52; Medium-size humanoid; HD 6d4+42 plus 36d4+252 plus 5d4+35 plus 3d4+35; HP 557; Init +8; Spd 30 ft.; AC36 (flat-footed 32); Atk +32/+27 melee or +27/+22 ranged touch (by spell); SQ Mastery of counterspelling, mastery of elements, mastery of shaping, arcane reach, arcane fire, field specialization, spell focus (epic), backlash resistance 5, epic spell artisan, greater spell focus (epic), enhanced ability scores, enhanced intelligence, immunities; SR 40; AL CN; SV Fort +29, Ref +28, Will +35; Str 29, Dex 18, Con 24, Int 42, Wis 24, Cha 20. Height 6 ft. 1 in. Skills and Feats: Alchemy +71, Appraise +15, Balance +11, Bluff +20, Concentration +62, Craft (blacksmithing) +27, Craft (bookbinding) +30, Craft (calligraphy) +30, Craft (gemcutting) +27, Craft (leatherworking) +27, Craft (painting) +27, Craft (weaving) +27, Diplomacy +16, Decipher Script +51, Disguise +10, Forgery +19, Gather Information +27, Handle Animal +12, Heal +10, Hide +10, Innuendo +12, Intimidate +27, Intuit Direction +10, Knowledge (spell theory & design) +71, Knowledge (architecture & engineering) +36, Knowledge (geography) +36, Knowledge (netherese lore) +36, knowledge (history) +36, Knowledge (nobility) +36, Knowledge (the planes) +71, Knowledge (arcana) +81, Knowledge (nature) +25, Knowledge (religion) +27, Knowledge (undead) +58, Listen +23, Move Silently +10, Perform +12, Scry +71, Search +23, Sense Motive +14, Spellcraft +75, Spot +14, Wilderness Lore +14; Combat Reflexes, Improved Initiative, Skill Focus (Spellcraft), Spellcasting Prodigy, Spell Focus (Enchantment), Spell Focus (Illusion), Empower Spell, Chain Spell, Maximize Spell, Improved Counterspell, Reactive Counterspell, Scribe Scroll, Craft Wondrous Item, Eschew Materials, Quicken Spell, Silent Spell, Still Spell. Epic Feats: Automatic Quicken Spell x3, Automatic Silent Spell, Automatic Still Spell, Craft Epic Wondrous Item, Epic Counterspell, Epic Spellcasting, Ignore Material Components, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Improved Spell Capacity (13th), Improved Metamagic x2, Intensify Spell, Multispell. Special Qualities: Archmage High Arcana: Arcane Reach: Karsus's touch spells have a 30-foot range. Arcane Fire: Karsus can channel arcane spell energy into arcane fire. The bolt has long range (400 + 40 feet/level of archmage) and deals 1d6 damage per level of archmage plus 1d6 damage per spell level. Mastery of Counterspelling: When Karsus successfully counters any spell subject to spell turning, he reflects it fully back on the original caster. A spell not subject to spell turning is merely counterspelled. Mastery of Elements: Karsus can cast any arcane spell he knows with the acid, cold, fire, electricity, or sonic designator to be cast as a different element. Mastery of Shaping: Karsus can alter the area or effect of spells that use the following categories: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spells area or effect that are not subject to the spell. Netherese Arcanist Qualities: Field Specialization: Karsus's major field of specialization is mentalism, his minor is variation. Enhanced Ability Scores: Karsus used wish spells to increase his Strength, Dexerity, Constitution, Intelligence, Wisdom, and Charisma each by 5 points. Enhanced Intelligence: Karsus read a tome of understanding +5. Immunities: through the casting of the epic spells epic spell reflection and eternal freedom, Karsus is permanently immune to all spells of 1st through 9th level that target him (and they are reflected back to the caster) and to the following specific spells, effects, and spell like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web. By permanently casting multiple energy immunity spells, Karsus is immune to damage from fire, cold, acid, sonic, and electricity. Permanent Spells: Through the use of permanency, Karsus has the following permanent continuous magical abilities: arcane sight, filter, gaze screen, indifference, detect poison, read magic, comprehend languages, detect secret doors, detect undead, darkvision, non-detection, detect scrying, reverse arrows (as protection from arrows except missiles are reflected back), see invisibility, true seeing, and tongues. Sorcerer Spells Known: (0-3) 8/7/6/4. Base DC= 15+spell level, 17+spell level for Enchantment and Illusion Spells. Caster Level 9th. 0- mage hand, mending, open/close, arcane mark, detect magic, prestidigitation, ray of frost; 1st- obscuring mist, magic missile, ray of enfeeblement, burning hands, feather fall; 2nd- hypnotic pattern, invisibility; 3rd- fireball. Wizard Spells Per Day0-13) 4/9/8/8/8/8/6/5/6/12/3/3/3/3. Base DC= 27+spell level, 29+spell level for Enchantment and Illusion Spells. Caster Level 41st. Spellbook: As an extremely powerful arcanist from Netheril, Karsus has access to spellbooks containing all the wizard/sorcerer spells from the Player’s Handbook, the Forgotten Realms Campaign Setting, Lords of Darkness, Tome and Blood, Magic of Faerûn, Manual of the Planes, and any other sourcebook the DM desires. Epic Wizard Spells Per Day: 8 (the epic spell contingent resurrection uses up one spell slot per day until it is triggered.) DC= 42 Epic Spells Known: contingent resurrection, damnation, dreamscape, enslave, epic counterspell, epic repulsion, epic spell reflection, eternal freedom, greater spell resistence, kenetic control, mass frog, mummy dust, nailed to the sky, safe time, soul dominion, soul scry, spell worm, superb dispelling, time duplicate, proctiv's move mountain. Possessions: As probably the most powerful spellcaster on Toril, Karsus has access to unimaginable resources and can aquire or make any nonartifact item he might need, if he does not already possess it. Among some of the magic items he usually has with him, or has at his immediate disposal are an amulet of epic natural armor +10, a mantle of epic spell resistance, a ring of epic wizardry IX, a ring of spell battle, a rod of epic absorption (size reduced 50%), a rod of epic spellcaster (size reduced 50%), a rod of excellent magic (size reduced 50%), bracers of epic armor +12, a lore stone, dual caster gloves III, vestments of readiness. Karus also has an additional 5,000,000 gp in magic items, artifacts, and rare treasures. His treasury contains approximately 3,000,000 gp in platinum, gold, and silver coinage. Lore Stone: This small, rather ordinary looking opal grants a +10 bonus to any single knowledge skill the wearer already has. The stone affixes itself in the center of the forehead but does not impeed the wearing of other forms of head gear, though only one Lore Stone can be worn at any given time. Caster Level: 20th; prerequisites: Craft Wondrous Item, legend lore; market price: 180,000. Gloves of the Dual Caster: These soft and supple black leather gloves go up to the wearer's elbow and are embroidered with soft, bluish glowing runes. When they are being used, the runes shed light equal to a daylight spell. These gloves allow any arcane spellcaster to cast any two non-epic spells simulataneously (ie: casting a fireball spell one way with your left hand, while casting mage armor upon yourself with the right hand, or you could cast two fireballs at the same place, or different places.). Because it takes great concentration to cast two spells simultaniously, the concentration checks for each spell are doubled. Also, the wearer can't cast spells at targets that are in opposed positions to himself, ie: can't cast a spell at a target in front of him and at a target behind him at the same time, nor at two targets directly left and right of him, though he can cast spells at targets that are in front of him and beside him. Basically, the wearer can only cast spells at targets if those targets are within a 45 degree viewing angle. There are three different kinds of gloves of the dual caster: I, II, and III. gloves of the dual caster I can only be used with 3rd level spells and lower, gloves of the dual caster II can only be used with 6th level spells and lower, and gloves of the dual caster III, which can be used with 9th level spells and lower. Note: only the level of the base spell determines whether or not the gloves can be used with it, ie: the gloves of the dual caster I can be used with two fireball spells, even if the spells have been modified beyond 3rd level by metamagic feats (except Heighten Spell, which actually raises the DC level of the spell). Caster Level: 22nd/ 25th/ 28th, respectively; prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, multispell or twin spell feats; 30,000 XP/ 60,000 XP/ 90,000 XP, respectively; market price: 225,000gp/ 450,000gp/ 675,000gp, respectively. Vestments of Readiness: These silk vestments grants the wearer the improved initiative feat. If the wearer already has the feat, then there is no change. Caster Level: 15, prerequisites: Craft Wondrous Item, Improved Inititiative feat; 2,000 XP; market price: 20,000 |
| Karsus the Mad07-30-07, 07:14 AM | Egads! that thing is still floating around the net? It...just...won't...die... Well, I suppose it's better than the first one I did right after the FRCS came out:bigeyes: I've done a severe overhall, dropping him down to the correct 41 (some combo of sorcerer/ wizard/ ultimate magus/ archmage/ Netherese arcanist) levels, "correct" (if anything can be considered correct) ability scores, new (more thematically appropriate) items, some other jivy crap also that I can't seem to remember at the moment. I'll try and find it for you if you want :) I like the whole idea of him being "less than whole", especially this The basic plan is to have initially restored as some kind of reanimated entity -visible signs where parts of his body have been crudely "welded" back together- that feeds on magic/magic items just to continue existing. Maybe have the 1/3 of his soul that's trapped in the butte merge with the 1/3 piece that's trapped in the stone golem in the temple on top of the butte, and using that as a physical body for the time being until he can manage to gain his heart to fully unite his shattered soul. |
| Malanthius07-30-07, 07:41 AM | Egads! that thing is still floating around the net? It...just...won't...die... Well, I suppose it's better than the first one I did right after the FRCS came out I've done a severe overhall, dropping him down to the correct 41 (some combo of sorcerer/ wizard/ ultimate magus/ archmage/ Netherese arcanist) levels, "correct" (if anything can be considered correct) ability scores, new (more thematically appropriate) items, some other jivy crap also that I can't seem to remember at the moment. I'll try and find it for you if you want I like the whole idea of him being "less than whole", especially this Quote: The basic plan is to have initially restored as some kind of reanimated entity -visible signs where parts of his body have been crudely "welded" back together- that feeds on magic/magic items just to continue existing. Maybe have the 1/3 of his soul that's trapped in the butte merge with the 1/3 piece that's trapped in the stone golem in the temple on top of the butte, and using that as a physical body for the time being until he can manage to gain his heart to fully unite his shattered soul. This entire thread is about resurrecting things that won't die. :D And yes, I'd love to see the updated version if you still have it; plus where do I find details as to why part of his sould would be in the butte and part in the head? |
| Smilin_Bandit07-30-07, 03:02 PM | The 3.5 Tome of Magic has referrences to what happened to the spirits of both Karsus and Amaunator in the Binders section. Both of these characters exist in between all the different realities of the planes and the multiverse. Neat huh? ~Smilin_Bandit~ :D |
| Grishnor07-30-07, 04:53 PM | Didn't Karsus have access to the Nether Scrolls after Iolaum? I'm 95% sure he did. His spellcraft at +75 is way, WAY to low for someone like him. The first set of scrolls gives you an inherent +30 bonus... |
| Lord Karsus07-30-07, 06:11 PM | -This thread is impossible! This thread is insane! Egads! that thing is still floating around the net? It...just...won't...die... -Looks like we'll have to send our Hands on a mission. The 3.5 Tome of Magic has referrences to what happened to the spirits of both Karsus and Amaunator in the Binders section. -None of that is FR canon. |
| Karsus the Mad07-30-07, 06:12 PM | This entire thread is about resurrecting things that won't die. And yes, I'd love to see the updated version if you still have it; plus where do I find details as to why part of his sould would be in the butte and part in the head? I'll go through my other systems and try to find it for you:P As to why his soul is tripartate, and where the details can be found, is an old 2e gods books (powers and pantheons? I can't remember...they had too many god books for my taste back then). I have the write-up somewhere around here....bleh, I'm all a mess today, can't remember anything:embarrass Didn't Karsus have access to the Nether Scrolls after Iolaum? I'm 95% sure he did. His spellcraft at +75 is way, WAY to low for someone like him. The first set of scrolls gives you an inherent +30 bonus... By the time of Karsus, I believe there was only 17 (something like that....less than two full chapters anyway) scrolls left. At best he could learn 1 full <whatever chapter was left> and most of a second second. I went ahead and gave him the benfits of the second chapter, seeing towards his "greater" understanding and what not. |
| Lord Karsus07-30-07, 06:14 PM | I'll go through my other systems and try to find it for you:P As to why his soul is tripartate, and where the details can be found, is an old 2e gods books (powers and pantheons? I can't remember...they had too many god books for my taste back then). I have the write-up somewhere around here....bleh, I'm all a mess today, can't remember anything:embarrass. -Yes, it was Powers and Pantheons. |
| Karsus the Mad07-30-07, 06:40 PM | -Yes, it was Powers and Pantheons. Thank ye my dear LK:pint: Trying to get anything correct with this massive hangover is rather difficult:tiphat: |
| Lord Karsus07-30-07, 06:44 PM | Thank ye my dear LK:pint: Trying to get anything correct with this massive hangover is rather difficult:tiphat: -That's why I'm the more sensible (and better looking) third! :D |
| Karsus the Mad07-30-07, 07:16 PM | -That's why I'm the more sensible (and better looking) third! :D I dunno about better looking;) That hooked beak you call a nose is rather distressing:D I, on the otherhand, look like Sune when I put effort into it;) |
| Zevox07-30-07, 09:58 PM | That hooked beak you call a nose is rather distressing:D Hey, I thought he was Karsus, not Elminster ;) . Zevox |
| Lord Karsus07-31-07, 12:06 AM | That hooked beak you call a nose is rather distressing:D -I must have gotten it from your momma. I, on the otherhand, look like Sune when I put effort into it;) -If you say so... http://nobelprize.org/nobel_prizes/medicine/laureates/1982/bergstrom.jpg] http://en.wikipedia.org/wiki/Sune_Bergstrom |
| Karsus the Mad07-31-07, 10:17 PM | Sorry it took so long :) I'm sure there's prolly lots of stuff wrong or missing. Karsus of Netheril CR ??? Male Netherese sorcerer 5/ wizard 6/ ultimate magus 20/ archmage 5/ Netherese arcanist 5 CN Medium humanoid Init +5; Senses permanent arcane sight, darkvision, detect scrying, read magic, see invisibility, Listen +11, Spot +12 Languages Alzhedo, Aragrakh, Draconic, Lorass, Netherese, Thorass (can understand and speak any language) AC 31, touch 11, flat-footed 28 (50% miss chance) (+18 armor, +2 force shield, +1 Dexterity) hp 246 (41 HD); regenerate 1 hp/hr Immune aging, acid, cold, electricity, fire, sonic, touch of fatigue, magic missle, blindness/deafness, vampiric touch, enervation, waves of fatigue, disintegrate, finger of death, trap the soul, soul bind; SR 18 Fort +28, Ref +26, Will +39; +2 vs. Illusions Speed 30 ft. (6 squares) Melee +23/+18 Ranged +21/+16 Base Atk +19; Grp +19 Atk Options Arcane fire (600ft.), arcane reach (30ft.), mastery of elements, mastery of shaping Special Actions alacritous cogitation, arcane manipulation, augmented casting 13/day, disguise self at will, evasion, mastery of counterspelling, greater teleport 3/day, spell turning 3/day, spellshift (manipulate only). Sorcerer Spells Known (CL 29th, 31st to overcome spell resistance, choose spells as CL 22nd): 9th (14/day) -- dominate monster, mage's disjunction, timestop, wish 8th (16/day) -- demand, mass charm monster, polymorph any object, telekinetic sphere [B]7th (16/day) -- greater teleport, insanity, mass hold person, spell turning [B]6th (16/day) -- chain lightning, greater dispel magic, mass suggestion, shadow walk [B]5th (16/day) -- break enchantment, dominate person, feeblemind, mind fog, shadow evocation [B]4th (18/day) -- confusion, enervation, greater invisibility, resilient sphere, shadow conjuration [B]3rd (18/day) -- dispel magic, fireball, haste, hold person, suggestion [B]2nd (18/day) -- arcane lock, detect thoughts, false life, flaming sphere, knock, mirror image [B]1st (18/day) -- charm person, hold portal, magic arura, magic missle, mage armor, true strike [B]0 (12/day) -- arcane mark, detect magic, detect poison, light, mending, message, open/close, prestidigitation, touch of fatigue DC 23+spell level, 26+spell level for mentalism spells Wizard Spells Per Day (CL 41st, 43rd to overcome spell resistance, choose spells as CL 30th): 8/18/18/18/16/16/14/12/12/12/8/8/6/6/6 DC 29+ spell level, 32+ spell level for mentalism spells Epic Spells Per Day: 4 (Karsus's contingent duplication takes up 1 epic slot per day until activated), DC 40 Epic Spells Known: Karsus's contingent duplication, Karsus's heavy magic, Proctiv's move mountain, Ioulaum's imbue mythallar, sash of spells, soul scry Abilities Str 18, Dex 15, Con 19, Int 35(47), Wis 22, Cha 28(34) SQ Age bonuses, archmage high arcana (arcane fire, arcane reach, mastery of counterspelling, mastery of elements, mastery of shaping), arcane spell power +4, augmented casting 8/day, automatic still spell, backlash resistance, epic spell artisan, expanded spell knowledge, field specialization, enhanced abilities, immunities, permanent spells, Nether Scrolls bonuses. Feats Alacritous Cogitation, Alertness , Arcane Manipulation, Craft Epic Wondrous Item [B], Craft Wondrous Item, Epic Skill Focus (spellcraft), Epic Spellcasting [B], Epic Spell Focus (mentalism), Forge Epic Ring [B], Forge Ring [B], Greater Spell Focus (mentalism), Improved Metamagic, Improved Initiative [I], Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Improved Spell Capacity (13th), Improved Spell Capacity (14th), Magical Aptitude [B], Practiced Spellcaster (wizard), Quicken Spell, Scribe Scroll [B], Silent Spell, Skill Focus (spellcraft), Spell Focus (mentalism), Spell Mastery [I](charm person, hypnotism, mirror image, knock, dispel magic, suggestion, remove curse, phantasmal killer, feeblemind, mind fog, globe of invulnerability, disintegrate, greater teleport, greater shadow conjuration, moment of prescience, telekinetic sphere, mage's disjunction, wish), Spellcasting Prodigy (wizard), Spellwise, Twin Spell. [B]Skills Appraise +20, Concentration +34, Craft (alchemy) +38, Craft (gemcutting) +28, Craft (metalworking) +28, Decipher Script +28, Diplomacy +13, Gather Information +22, Intimidate +22, Knowledge (arcana) +65, Knowledge (architecture and engineering) +24, Knowledge (geography) +24, Knowledge (history) +29, Knowledge (High Netheril, local) +24, Knowledge (nature) +24, Knowledge (nobility and royalty) +20, Knowledge (religion, Mystryl) +20, Knowledge (the planes) +39, Knowledge (the Weave) +63, Listen +9 (+11), Spellcraft +139, Spot +10 (+12), Use Magic Device +24. Traits and Flaws: Absent Minded (+1 to all Knowledge, -1 to Spot and Listen), Forlorn (Magical Aptitude). Possessions [I]amulet of the archwizard, major Netherese archyre, Netherese flying disc, crimson robes of the archwizard, bracers of epic armor +13, Karsus's mantle, Killdrum wand of greater dispelling (right arm), general mattick's scepter of rapidity (9 charges), ring of evasion (slotless), ring of force shield (slotless), ring of spell turning (slotless), ring of spell battle, ring of universal energy resistance, ioun stones: dark blue rhomboid (alertness), dark blue spindle (improved initiative), pale white cube (spell mastery), pearly white spindle (regenerate 1 hp per hour). Karsus also possesses numerous artifacts. The ones on his person include a prismatic sphere ioun stone (as ring of wizardry for all spell levels), Spellbook As one of the greatest spellcasters to ever exist, Karsus has access to litterally thousands of tomes detailing virtually every spell in existence (or an equally effective variant). Hook "I am the most powerful of all the archwizards, the Arcanist Supreme. They call me Karsus the Great." Appearance: Karsus wears robes of rich crimson trimmed with black. Golden rings gleam on his fingers, their hue matched by the blazing gold of his eyes. He has tousled brown hair and the untidy beginnings of a beard, and his voice fairly leaps with eager confidence whenever he speaks. Special Qualities Age Bonuses: Because of his age, Karsus receives the bonuses of being venerable (+3 Int, Wis, Cha). Automatic Still Spell (Ex): Due to the particular way the Netherese study and practice magic, Karsus requires no somatic components for any spell he casts, just as if he had the Automatic Still Spell feat for all spell levels. Arcane Fire (Su): Karsus can change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (600ft.) that deals 5d6 points of damage plus 1d6 points of damage per level of the spell used to create the effect. Arcane Reach (Su): Karsus can use spells with a range of touch on a target up to 30 feet away. Arcane Spell Power (Ex): Karsus has a +7 bonus to his caster level for both wizard and sorcerer spells. Augmented Casting (Su): Karsus can choose to sacrifice a spell or spell slot from one of his classes to apply the effect of a metamagic feat that he knows to a spell cast using another arcane class. Mastery of Elements: Karsus can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. Karsus decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. Expanded Spell Knowledge (Ex): Karsus has added an additional spell for each spell level of 1st through 9th to his sorcerer spell list. Mastery of Counterspelling: When Karsus counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. Mastery of Shaping: Karsus can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. Field Specialization: Karsus's major field of specialization is mentalism (epic spell seeds: banish, compel, conceal, contact, delude, foresee, reveal, shadow) and his minor field is variations (epic spell seeds: animate, animate dead, dispel, fortify, mythal, reflect, transform, transport, ward). He cannot cast spells based on seeds from the field of invention. The base Spellcraft DC for developing spells in the mentalism field of specialization is reduced by 5. Greater Spell Focus (Epic): The saving throw DC for each of Karsus's epic spells increases by +2, but the Spellcraft DC does not increase. Backlash Resistance (Su): Karsus ignores the first 5 points of backlash damage of any epic spell he casts. Epic Spell Artisan: To develop epic spells, Karsus pays only 7,000 gp instead of 9,000 gp. Enhanced Abilities: Karsus has used wish spells and various other rituals to increase his abilities by +5. Permanent Spells: Trails of golden energy traverse over Karsus's body. These manifestations are the result of rituals using wish and permanency spells to give himself the following effects: arcane sight, comprehend languages, darkvision, detect scrying, read magic, see invisibility, spellshift (manipulate effect only), and tongues. These effects also cause Karsus's eyes to have a golden radiance. Immunities (Ex): Due to longevity magic, Karsus does not age and cannot be magically aged. Karsus is immune to all forms of energy damage. He is also immune to the following spells; touch of fatigue, magic missle, blindness/deafness, vampiric touch, enervation, waves of fatigue, disintegrate, finger of death, trap the soul, and soul bind. Not only is Karsus immune to these spells but they are also fully reflected back upon the caster. Karsus is also under the effects of a continuous mind blank spell. Nether Scrolls: Karsus has read and gained the benefits of the Arcanus Fundare and the Magicus Creare Scrolls and has a +30 inherent bonus to Spellcraft, +1 to save DC's for all arcane spells, three bonus Item Creation feats (Craft Epic Wondrous Item, Forge Epic Ring, Forge Ring), and only pays 75% the cost to create magic items. Netherese Flying Disc: These discs, made from at least 40 pounds of pure mithril, were popular among the arcanists of Netheril. A Netherese flying disc typically appears as a circular disc 3 feet in diameter and is 1 inch thick with runes in the Lorass language engraved along its edge. Anyone standing on a Netherese flying disc can direct it to fly with good maneuverability by simply willing it to do so. The maximum speed of a Netherese flying disc is 60 ft (or 40 feet if the rider wears medium or heavy armor or carries a medium or heavy load). Faint transmutation; CL 5th; Craft Wondrous Item, fly, 40 lb. mithril disc; Price 140,000 gp; Cost 60,000 gp, 4,800 XP Netherese ring of Spell Storing: These transparent crystal rings function as the minor ring of spell storing, except it holds up to twenty levels of spells. Strong evocation; CL 34th; Forge Ring, Forge Epic Ring, imbue with spell ability; Price 800,000 gp. Crystal Chain of Binding: First developed by the Netherese, these manacles are always crafted from star sapphire and were used to control rogue spellcasters and to prevent them from unleashing dangerous energies during their incarceration. As a move action, the owner of a crystal chain of binding can make the manacles fly up to 15 feet away and entwine itself around the limbs of a creature. Once the manacles are secured around their victim, that creature becomes intangled and is unable to cast spells, use spell-like abilities, supernatural abilities, or magic items. Likewise, spell effects and magic items on the creature cease functioning for the time they are chained by the manacles. Strong abjuration; CL 13; Craft Wondrous Item, Craft Epic Wondrous Item; anti-magic aura, mage hand; masterwork manacles made of star sapphire; Price 728,750gp; 2 lb.; Cost 369,425gp, 14,575 XP. Amulet of the Archwizard: These light, gold medallions on silver chains are usually worn under the clothes of an archwizard. Each was stamped with the sigil of a particular enclave, doubling as a simple identification piece. The amulet provides a constant mind blank effect and allows the wearer to cast greater teleport three times per day with the utterance of a command word. Strong varied; CL 15th, Craft Wondrous Item; greater teleport, mind blank; Price 283,800gp Netherese archyre: Netherese archyres, or crowns, were a common status symbol for the archwizards of High Netheril. Each one likening him or herself as an absolute ruler. Archyres are always of heavy, gaudy construction, typically with numerous gems and other precious stones embedded into them. Each arcanist personalized their archyre, but all bore similar powers. There were three types of archyres common in Netheril; minor, medium, and major archyres. A Netherese archyre confers the following bonuses upon anyone who wears it. *The wearer gains a +8 (minor), +10 (medium), or +12 (major) enhancement bonus to their Intelligence. *The wearer gains a +10 (minor), +20 (medium), or +30 (major) circumstance bonus to Spellcraft checks. *A Netherese archyre functions as a spellbook that can hold up to either 50 (minor), 100 (medium), or 200 (major) pages of spells. A wizard can "write" a spell into an archyre without paying the usual material cost of 100 gp per page, although he still must take the normal time to do so. A Netherese archyre is fully erasable, so its owner can remove spells and replace them with news ones as he sees fit. Strong transmutation; CL 20th; Craft Wondrous Item, Craft Epic Wondrous Item; commune or legend lore, limited wish, secret page; Price 655,938gp (minor), 1,061,875gp (medium), 1,578,750gp (major). Crimson Robes of the Archwizard: This garment is of rich crimson silk lined with black draconic runes in the Lorass language of High Netheril. These robes once belonged to the archwizard Karsus and provide a +5 armor bonus to the wearers AC, provides Spell Resistance 18, and a +4 resistance bonus to all saves. Furthermore, Karsus often went amongst the people of his enclave in order to confirm reports or to perform tasks he deemed too important to entrust to underlings. As such, these robes allow the wearer to use disguise self at will. Strong varied; CL 14th, Craft Wondrous Item; mage armor or shield of faith, disguise self, resistance; Price 128,250gp. Karsus's mantle: Karsus is a man consumed with knowledge, and his mantle gives him the strength to go through long periods of research without the need to pause for food, drink, and rest as a ring of sustenance. It also provides continuous displacement and grants a +4 luck bonus on all saving throws. Medium varied; CL 7th; Craft Wondrous Item; create food and water, displacement, resistance; Price 171,750gp You might also want to use the Spell Point System from UA. It might be an interesting twist to have Karsus retain a large portion of the spellcasting powers of pre-Fall arcanists. He'd have 648 Wizard Spell Points (taking into consideration of converting Improved Spell Capacity to increase Spell Points) and 410 Sorcerer Spell Points, before taking into the prismatic sphere ioun stone (which you might want to ditch, it's a bit over the top). If you take that into account, add an additional 232 Wizard Spell Points and 249 Sorcerer Spell Points. |
| GothicDan07-31-07, 10:37 PM | Looking like Sune is gross. |
| Lord Karsus08-01-07, 08:11 PM | Looking like Sune is gross. -Being a deity, Sune can also theoretically appear as a man of unearthly beauty, too. There's still hope for you. |