Library of the Council of the Archmages v.4.0 [Archive] - Wizards Community

Post/Author/DateTimePost
Aramar the Black

06-19-05, 06:51 PM
Well, I finally got around to it. This is the newest Library for the Council of the Archmages. This is to be an all-comprehensive Library for the Council's works.
This is the place where will be stored all the creations of the members, past and present, of the Council of the Archmages.
Despite the comprehensivness, I will provide links to all old CoA threads and Libraries.


:)
Aramar the Black

06-19-05, 07:10 PM
The layout of the Library will be as such:

Section 1: Record Hall
1. Council of Archmages FAQ
2. Members List
3. Submission/Creation Records
4. Insignias
5. Council Noticeboard

Section 2: Portal Room
1. Links to Old threads
2. Links to affiliates/subsidaries

Section 3: Creations by Category
1. Spells
2. Items
3. Creatures
4. Heavy Reading
5. Restricted Section
6. Skills/Feats
7. Classes
8. Bardic Hall
9. Epic Level
10. Planes
11. Artifacts
Aramar the Black

06-19-05, 07:25 PM
CoA FAQ:
Council of Archmage FAQ version 1.2

Q. What is the Council of Archmages?
The council is a group of like-minded individuals who all share a common interest: Magic. We are innovative thinkers and role-players as well.

Q. What do we do here?
We create spells, magical items, prestige classes related to magic and role-play. We all discuss new ideas relating to magic. But most of all we have fun and form new friendships.

Q. How do I join?
All you need to do is post in our current thread then choose a domain which isn’t taken and/or isn’t too powerful. We’re working on now a list of active people and there domains so hold tight. Once your membership is confirmed, you and your domain will be added to the list. Make sure to keep on topic, post often, and above all have fun.

Q. Do I have to join?
No, you don’t have to join. Anyone is welcome to pop in and post a quick reply or whatever. Anyone is welcome to be part of the Council. (Although we would love for you to join, so why not go ahead? )

Q. Do I need to join the Conforums Website?
Ehh…Sorry guys the Confourms website has fallen a little out of shape. We might possible make a new site but not anywhere in the near future.

Q. Do I have to be obsessed with my domain and will I get in trouble if I role-play/use other domain powers?
No, Of course not. We have a High Archmage of Music and Emotions. He loves rangers and paladins as well as bards and often uses Cold Magic. We also have a High Archmage of Elven High Magic. He casts a whole list of spells not part of EHM and doesn’t always role-play as an elf.

Q. What are High/Zenith Archmages?
You might happen here of such ranks like High Archmage and Zenith Archmage. These are the ranks and titles from an older regime that have been taken down. Although there are ideas and such fluttering around and this will likely be the first Q. to change.

Domains:

Now, how do you pick your Domain Name?
· Step 1) Look at the list of taken names
· Step 2) Think up of a small number of things that interest you
· Step 3) Check for “munchkinism” (IE: Archmage of Dragons)
· Step 4) Start posting!
And voila! you now officially have a domain name in the eyes of Council of Archmages.

Finally as one last note: please contribute. We personally can't stand when people just join for a cool title and the ability to put in their sigs and say “I am in the well-respected Council of Archmages.” We hate that. If you do that we are going to take your domain name away unless you state you are leaving for a bit for vacation or can't post for a while. It’s hard enough to think of domain names but we don’t need domain fillers. However be invited to jump into the role-playing (as long as you don’t do it stupidly) and the debates and post spells and start your own debates and create PrCs and do whatever it is you like to do!

Written and Revised: Frostbite Ravenheart
1st Amendment -10-26-04
Aramar the Black

06-19-05, 07:28 PM
Members List: (Probably outdated)

Anglar--Archmage of Use of Magic for Nonmagical Outcomes
Aramar the Black--Archmage of Ice
Baerdith--Archmage of Lore (Arcane, Ancient, or otherwise)
Bait the Bard--Archmage of Sonic Energy
ChaosEvoker--Archmage of Chaos
Demonfey--Archmage of Fire
Demon Lightfoot--Archmage of Demonology and Diabolism
Dyne-- Archmage of War
Frostbite_Ravenheart--Lorewarden and Archmage of Music and Emotions
Gurgetar (user: Orcy)--Archmage of the Mind
He Who Shall Not Be Named--Archmage of the Uttercold
Kedi--Archmage of Life and Death
Kirstar--Archmage of Metamagic
Lady Rolindin--Archmage of Netherilan Magic
Law--Archmage of Research
Legions of the Unknown--Archmage of Conjuration
Master_of_Sarcasm--Archmage of Creation
Myrdinn--Lord of Cerebremancy
Necrodude16--Archmage of Pain
premier666--Archmage of Black Magic
Raven Dark--Archmage of Debilitation Magic
Redhase--Archmage of the Red Mist
Sculyblast--Archmage of Shadows
Silvanus--Archmage of Machiavellian Maneuvers
Solmund--Archmage of Phantasm/Illusion
Swedish Viking--Archmage of Grandiose but Weird Creations
Thasis--Archmage of Death
Turalisj--Archmage of Serpents, Naga, and the like
Von Crown--Archmage of Undeath
Xen155--Archmage of Law

Archmages, past and present, who have or had similar or identical domains

Komid - - - Archmage of Light
Agudo Archmage - - - Archmage of Light

Ice Wizard - - - Archmage of Water
Dryden, the Ranger - - - Archmage of water and cold magic
Aramar the Black - - - Archmage of Ice

Arcanix - - - Archmage of Spell Research and Non-traditional Spell Use.
Law - - - Archmage of Magic Item Research and Spell Research

Diplomatic Sorcerer - - - Archmage of Fire
Demonfey - - - Archmage of Fire

Dyne - - - Archmage of War
Kelden - - - Archmage of Battle

Kirstar - - - Archmage of Metamagic
The Simbul - - - Archmage of Metamagic

Thasis - - - Archmage of Death
Kedi - - - Archmage of Life and Death

Yaztromo - - - Archmage of Dragon Lore
Novadude - - - Archmage of Draconic Magic

Vaettyr - - - Archmage of Illusions
Solmund - - - Archmage of Phantasm/Illusion
Maligant the Wise - - - Archmage of Phantasm and Glamer

Sparc Snickerfellow - - - Archmage of Air and Electricity
Frozen Diamond - - - Archmage of Electricity
Blade Boy - - - Archmage of Air

Slaygar - - - Archmage of Shadow and Astronomy
Sculyblast - - - Archmage of Shadows

The Quarterling - - - Archmage of Travel Magic
Zombomaniac - - - Archmage of Travel


Submission/Creation Records:
Kirstar
Augmentation (Spell)
Augmentation, Greater (Spell)
Celerity (Spell)
Contingent Note (Spell)
Dilation, Lesser (Spell)
Dilation (Spell)
Extension, Lesser (Spell)
Extension (Spell)
Extension, Greater (Spell)
Far Reaching, Lesser (Spell)
Far Reaching (Spell)
Far Reaching, Greater (Spell)
Intensify Summoning, Lesser (Spell)
Intensify Summoning (Spell)
Intensify Summoning, Greater (Spell)
Sense Shifting (Spell)
Spell Sculpting (Spell)
Transfer Enchantment (Spell)
Vocalize, Lesser (Spell)
Vocalize (Spell)
Journey Book (Item)
Journey Scribe (Item)

Law
Algeen’s Prismatic Aura (Spell)
Algeen’s Prismatic Ball (Spell)
Aertai (Creature)
Kawaze the Shark Lord (Epic Creature)
Ring of Initiative (Item)
Apprentices Staff (Item)
Chill Staff (Item)
Staff of the Elders Might (Item)
Staff of the FireBolt (Item)
Bracers of Insightful Defense (Item)
Ioun Stone of Toughness (Item)
Robe of Defense (Item)
Epic Fireball (Epic Spell)
Kimber’s Blasting Forceball (Epic Spell)
Kimber’s Massive Forceball (Epic Spell)
Obliterate (Epic Spell)
Ring of Epic Initiative (Epic Item)
Bracers of Epic Insightful Defense (Epic Item)
Robe of Epic Defense (Epic Item)
Epic Ability Focus (Epic Item)

Dyne
Dimensional Barrier (Spell)
Imitate Voice (Spell)
Minor Spell Absorbtion (Spell)
Spell Absorbtion (Spell)
Arcane Master (Prestige Class)
Archmage's Staff (Item)
The Sorcerer's Staffs (Items)
The Wizard's Staffs (Items)


Baerdith

Von Crown
Anti Anti-Magic Field Field (Epic Spell)
Obliterate (Epic Spell)
Spell Harbinger (Epic Spell)

Agudo Archmage
Agudo's Crystal Magic Missiles (Spell)
Agudo's Hovering Stone (Spell)
Agudo's Safe Passage (Spell

Demonfey
ROD OF DIABLO (Item)

Aramar the Black

Frostbite_Ravenheart


Insignias: The few banners and what created for the Council
Council Banner (http://www.wku.edu/~rob.harbison/images/archmage.jpg) (Baerdith)

Council Insignia (http://www.deviantart.com/view/10255411/) (Aramar the Black)

War-banner (http://www.deviantart.com/deviation/11387277/) (Aramar the Black)
Aramar the Black

06-19-05, 07:53 PM
Update; 27/06/05 to present: The Library is finally being updated!
Aramar the Black

06-20-05, 12:03 AM
Current Links to other CoA Threads and Libraries.

Second Thread (http://boards1.wizards.com/showthread.php?s=&threadid=45530)
Third Thread (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showthread.php?threadid=117696&origin=)
Fourth Thread (http://boards1.wizards.com/showthread.php?s=&threadid=140665)
Fifth Thread (http://boards1.wizards.com/showthread.php?s=&threadid=191622)
Sixth Thread (http://boards1.wizards.com/showthread.php?threadid=226369)
Seventh Thread (Current Thread) (http://boards1.wizards.com/showthread.php?p=4749283&posted=1#post4749283)
First Library (http://boards1.wizards.com/showthread.php?threadid=171995)
Second Library (http://boards1.wizards.com/showthread.php?t=269101)
Third Library (http://boards1.wizards.com/showthread.php?t=328077)

Links to other magic threads:
Society of the Cards--Faction of the CoA (http://boards1.wizards.com/showthread.php?t=386206)
Divine Magics Guild--Long lost, but fun place none-the-less. (http://boards1.wizards.com/showthread.php?t=353038)
High Magics Guild (http://boards1.wizards.com/showthread.php?s=&threadid=140593)
Making of Magic Spells (http://boards1.wizards.com/showthread.php?t=269089)
Aramar the Black

06-20-05, 12:08 AM
Aeolus's Sheltering Winds (Wolf Mage)
Abjuration
Level: Sor/Wiz 4, Drd 4
Components: V, S, F
Casting Time: 1 action
Area: 5 ft. radius circle centered on caster
Duration: 1 round/level
Saving Throw: None

With a few gestures and a command word, you cause a flurry of winds to rise up around you, spinning rapidly. You are essentially in the eye of a hurricane for 1 round/level. These winds give you a +10 Wind bonus to AC against ranged attacks. They also prevent you from attacking effectively with a ranged weapon — an attempt results in the weapon flying out in a random direction. Melee attacks get -4, and the attacker, whether you or an enemy, must make a Dexterity check (DC 14 + caster level) to avoid letting the winds rip the weapon out of his or her hands.
Attempting to cast a spell from a scroll has a 50% chance of failure while affected be Aeolus's Sheltering Winds, as the winds might tear the scroll.
You may choose to have the winds fast enough to howl loudly. This prevents anyone within 5ft./level of the winds to cast a spell with a vocal component. This also prevents you from casting any spells, as the winds are too fast for proper hand movements and too loud for vocals. Silent, still spells may still be cast as normal, but you must succeed at a Concentration check (DC 14 + caster level) or lose the spell nonetheless.
Focus: A piece of coral worth 100 gp.
____________________

Aeron's Aura of Chaos (Kedi)
Enchantment, transmutation
Level: wiz/sor 9, chaos 9
Components: V, S
Duration: 5 hours plus a hour per 3 caster levels, or until discharged.
Range: self only
Area: 100 ft + 10 ft per 3 caster levels
Saving throw: yes, read text
Spell resistance: no

This is one of the most powerful spells found by Aeron Darkmoon. To cast this spell, the caster must be chaoticly aligned. This spell acts as a "aura of courage" for chaotic beings in the aura and "aura of despair" for lawful beings. Before the spell duration has finished, the caster may choose to manipulate the aura of chaos into chaoticball, people in the aura take damage as follows: Chaotic people take 10d6 damage, neutral people take 15d6 damage and lawful people take 20d6 damage; or, the caster may choose to manipulate the aura of chaos into a ray of chaos; 30 ft range touch attack, damage is as follows; 15d6 if target is chaotic, 20d6 if the target is neutral or 25d6 if the target is lawful.
____________________

Agudo's Quick Passage Spell (Agudo Archmage)
Level: Clr 7, Dru, 7, Sor/Wiz 8
Divination
Components: Sliver of Onyx, Half pound of Black Sand (Volcanic Sand)
Three ounces of Mercury, One scrying pot and Blank Scroll.
Casting Time: 15 minutes
Range: Thousand miles full circle from the point of caster.
Target: One Object or Creature.
Duration: Forty Eight Hours
Saving Throws: Special (Example-Magically Shielded Location, Divine Interference)
Cost: Based on availability.
Limitation: Land/Ocean based only. No interplanetary Realm/Plane Scrying
Like the spell “Discern Location” that allows the caster to find an object or creature.
By showing the Room, Building or Town that the object is located in
Agudo Safe Passage Spell gives one more advantage.
“How to get there!”
The spell will show the most direct passage to the object/creature.
Up to one thousand miles in any direction from the caster.
It will magically draw into the blank scroll roads, water passages, mountain paths, underground caverns and so on.
Starting from the location of where the spell was cast, leading all the way in detail to the final location.
____________________

Agudo’s Crystal Magic Missiles (Agudo Archmage)
Evocation
Level: Brd 5, Sor/Wiz 5
Casting Time: 5 seconds
Range: 100 Feet
Target: 15 feet radius of targeted area
Saving Throws: None
Spell Resistance: Yes
Ingredients: 1/2 inch Blue Crystal, Spell or scroll of Magic Missiles.
Hold Blue Crystal in one hand fully stretched out.
On your second hand, read and cast the spell.
The crystal will magnify the magic; and cause twice as many missiles to shoot out.
_____________________

Agudo’s Hovering Stone Spell (Agudo Archmage)
Transmutation
Level: Wiz 6, Druid 5, Cleric 5
Casting Time: 1 minute
Range: 100 feet
Target: 1
Duration: 24 hours
Spell Resistance: Special ( If they resist the Flesh to Stone spell)
Saving Throws: Special ( If they resist the Flesh to Stone spell)
Ingredients: 5 ounces of Pixie Dust, 3 ounces of White Sand, 1 pound Lime rock, 4 Chicken Feathers.
Boil for ten minutes in an ordinary small pot, before casting magical energies into the pot.
Once learned you no longer have to make the brew, its part of your normal magical casting skills.
This spell will automatically cast it self right after Flesh to Stone spell is used.
_____________________

Algeen’s Prismatic Aura (Law)
Evocation [Acid, Cold, Electricity, Fire, Force, or Sonic]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10 ft.-radius-sphere centered on you
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes

A bright scintillating aura surrounds you. This spell deals damage to all enemies that come within 10 feet of the caster and each round they stay within the area of the spell. The type of damage and the amount of damage is dealt is determined at random at the time of casting as noted below:

d6 Type Damage
-------------------------------------------------------------------------------
1 Acid 1d6 points of damage +1 point per caster level (+10 max)
2 Cold 2d6 points of damage +1 point per caster level (+10 max)
3 Electricity 2d4 points of damage +1 point per caster level (+10 max)
4 Fire 2d6 points of damage +1 point per caster level (+10 max)
5 Sonic 1d4 points of damage +1 point per caster level (+10 max)
6 Force 1d4 points of damage +1 point per caster level (+10 max)
_____________________

Algeen’s Prismatic Ball (Law)
Evocation [Acid, Cold, Electricity, Fire, Force, or Sonic]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 40 ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
A scintillating sphere of color flies from your finger to detonate at the target point. The spell is identical in effect to fireball, except where noted above and as follows.
The explosion deals 1d6 points of damage per caster level (maximum 15d6) of a certain type. The type of damage dealt is determined randomly at the time of casting, and all damage dealt is of that type. Each damage type also changes some of the spell's effects as noted below:

d6 Type Effect
-------------------------------------------------------------------------------
1 Acid 1 point of Constitution damage/5 levels (Fortitude negates)
2 Cold +1 damage/level; fatigued for 1 round/level (Fortitude negates)
3 Electricity +1 spell DC/5 levels
4 Fire +2 damage/level; ignites combustibles as fireball
5 Sonic -1 damage/level
6 Force -1 damage/level; fall prone (Reflex negates)
_____________________

Aramar's Mental Arena (Aramar the Black)
Conjuration
Level: Brd 4, Clr 5, Drd 6, Pal 2, Ranger 3, Sor/Wiz 5
Components: V,S,F
Casting Time: 1 round
Range: 30 ft.
Target: one creature/5 levels
Duration: 1 round; see text
Saving Throw: Will negates

This spell is a test of ones mental ability. When cast, the caster takes the target into a mental arena, where they fight. Note that if the target makes a successful will save, the spell ends and the caster takes damage equal to the target's wisdom score. If the spell succeeds, then the two compare mental ability scores. Whomever has the largest number of higher scores wins. (In the case that the scores are equal, d20's are rolled against each other) The loser takes a number of damage to each mental score equal to the modifier of the opponent's opposing score. For example, two mages are fighting in the mental arena. Mage A has the following scores: Int 18, Wis 13, Cha 15. Mage B has these scores: Int 15, Wis 13, Cha 17. Mage A wins intelligence, while mage B wins Charisma. Because Wisdom is a tie, they roll opposing d20's. Mage A rolls a 13 against Mage B's 5, so Mage A wins. Mage B takes 4 Intelligence damage, 1 Wisdom damage, and 2 Charisma damage.
Taking on more than one person is a tricky task that only the most confident and powerful attempt. When attacking two or more, there are two options: You can take on them all at once, and split your scores among them (however you wish), or you can take on one first, and then the others. The danger with the second option is that for every other person attacked, you take a temporary cumulative -2 to your ability scores(which return 24 hours after the spell ends), and for each other person attacked, the spell lasts another partial action span of time. (taking on 4 other would result in the spell lasting 3 full rounds)
Focus: Something precious to the caster, often a device of precious metal or a favored weapon. (Holy symbols work as well)
_____________________

Aramar's Arena (Aramar the Black)
Conjuration
Level: Sor/Wiz 8, Clr 8
Components: V,S,F
Casting Time: 5 rounds
Area: 500ft. radius circle, centered on caster
Duration: 1 minute/level
Saving Throw: None

You cause dark clouds to fill the sky, blocking out the sun and causing heavy snow to fall. A severe wind picks up as well. All this results in -4 penalty to Listen, Spot, and Search checks, and a -4 penalty on attack rolls. It also obscures all sight (including darkvision) beyond five feet. The temperature in the area drops to -50 degrees, harming unprotected creatures. (See Cold Dangers in the DMG.) Lastly, the ground is covered with ice, halving movement and increasing the DC of Balance and Tumble checks by 5.
Focus: A blue sapphire worth at least 5000 gp.
_____________________

Arbril's Disks (Lady Rolindin)
Transmutation
Level: Sor/Wiz 5
Casting time: 2 standard rounds
Range: 150 feet
Effect: See Below
Duration: Instantaneous
Saving Throw: See Below
Spell Resistance: See Below
Shadow disks come from the casters hands four at fifth level, four more every four levels. The disks are made from the raw magic and turned into hard razor sharp silverskin disks four inches round, dealing 1d8 per disk. Caster get a normal saving throw, shadow magic users recievean -2 save at normal save vs. magic. Dispel magic, greater dispell magic has no effect on the disks, anti magic shell or Mordenkainen's Disjunction will stop the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, reflex saving throw for the target if can.
the materail component is a small silver 1 inch disk.
_____________________

Arbril's Spears (Lady Rolindin)
Transmutation (spears)
Level: Sor/Wiz 5
Components: V/S,M
Casting time: 2 standard rounds
Range: 150 per level four levels
Effect: See Below.
Saving throw: See Below
Spell Resistance: See Below
With the activation of this spell, 100 little spears, silver in color, the hardness of silverskin, four inches long and 1/8 an inch thick, come from the caster's hands made from the magic weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The target or targets of the spears save at normal if using Mystra weave, if using shadow weave they get a will save at -2 for each spear plus dexterity if can avoid the spears, same for weave user. Each spear does 1 to 4 points of damage.
Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics; Ever four levels the caster gets one hundred more little spears. Anti magic shell and Mordenkainen's Disjunction dispels the spears, dispel magic and greater dispell magic has no effect. the disks are made out of the raw magic from the magic field called upon.
Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using or five hundred. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in a hallway it should be the width of the hall way plus height. the materail component is a small 1 inch silver needle.
Hit the deck for this spell or run into the room through a door and hope not too many hit you.
_____________________

Arc of Electricity (Zollex)
Evocation [Electricity]
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: See below
Range: 50 ft.
Area: Circle with a 5-foot diameter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

You begin gathering massive amounts of static electricity in your hands. You may charge your hands for up to five rounds, but may discharge it as a standard action at any time. If the charge is held for more than five rounds, it is discharged into the ground and the spell fails. The caster must maintain concentration and cannot take any action but move while casting the spell. The effect depends on how long the charge is held.
One round: The spell deals 5d6 damage to any creatures within the area of effect.
Two rounds: The spell deals 10d6 damage to any creatures
and melts any metal objects with a low melting point (such as gold, lead, copper, silver, or bronze) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be stunned for 1d4 rounds. Any combustible materials within the area of effect are ignited.
Three rounds: The spell deals 15d6 damage to any creatures and melts any metal objects (apart from mithral, adamantine, and other special metals) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be stunned for 2d4 rounds. Any combustible materials within the area of effect are ignited.
Four rounds: The spell deals 20d6 damage to creatures and melts any metal objects (apart from mithral, adamantine, and other special metals) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be blinded for 1d4 rounds. Any combustible materials within the area of effect are ignited.
Five rounds: The spell deals 25d6 damage to creatures and melts any metal objects within the area of effect. Any creatures within the area of effect must make a Fortitude save or die. Creatures that do not die from the death effect or damage are blinded for 1d4 rounds. Any combustible materials within the area of effect are ignited.
Material components: A golden pendant in the shape of a lightning bolt (worth at least 500 GP) that the caster holds while casting the spell.
_____________________

Augmentation (Kirstar)
Universal
Level: Sor/Wiz 4
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the damage of an affected spell by 50%. Only spells of 3rd level or lower are affected.
_____________________

Augmentation, Greater (Kirstar)
Universal
Level: Sor/Wiz 7
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the damage of an affected spell by 50%. Only spells of 6th level or lower are affected.
_____________________

Aust's Acid Wave (Raven Dark)
Evocation [Acid]
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-wide path to close range (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A wave of rolling acid bursts forth from your outstretched hand and rolls through the air, burning any creature in a 5-foot-wide path to the edge of the spell’s range. Aust’s Acid Wave deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage.
Focus: A black dragon’s scale.
_____________________

Aust's Acrid Web (Raven Dark)
Conjuration [Acid]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Bolt of acid that turns into a deadly net
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: Yes

A glob of acid shoots forth from your outstretched hand and speeds toward your target. You must succeed at a ranged touch attack to hit your target. While in flight, the glob expands into a sticky green net that ensnares its victim with a deadly web of acidic filaments. If it hits, the target takes 1d6 acid damage per caster level (maximum 15d6) and is entangled in the net if he is size huge or smaller (if bigger, he does not become entangled). An entangled creature suffers a –2 penalty to attack rolls, suffers a –4 penalty to effective Dexterity, and can’t move. An entangled target that attempts to cast a spell must make a concentration check (DC 15) or lose the spell. The target can break free by using a full round action to make a Strength check (DC 20) or an Escape Artist check (also DC 20) to escape the netting. The damage is instantaneous, but the net lasts as long as it takes for the target to break out, in which case the net melts into a pile of harmless green slime.
Material Component: A spider’s web.
_____________________

Axel's Aqua Prison (Ice Wizard)
Conjuration(Creation)[Water]
Level:Sor/Wiz4, Dru3
Components: S M
Casting Time: 1 action
Range: Medium (100' + 10'/level)
Area: 10'radius sphere + 5'/ 4 levels
Duration: 1 round/level
Saving Throw: Reflex Partial
Spell Resistance: Yes

This spell creates an unmoving sphere of a cool water-like substance that envelops those caught within it. Creatures that make their saving throws are forced out of the area and take d6 points of bludgeoning damage. If this forces the creature(s) into any physical object they also take an additional 3d6 points of bludgeoning damage. Creatures that fail their saving throw cannot leave the sphere or water unless they make a swim check (DC = the spell's save DC + 3). They can, however, move anywhere they want within the sphere. Fire based creatures caught in the sphere take 4d6 points of damage per round while in the sphere. The water is breathable so creatures within the sphere need not hold their breath (though most aren't aware of this). When the spell expires, the substance turns into normal water and falls harmlessly to the ground or floor.
Material Component: A few drops of water
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Blackbolt (Von Crown)
Necromancy [Evil]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell functions like magic missile, except that the bolts are comprised of negative energy, healing undead creatures instead of harming them. However, since it is not comprised of force, it has no effect against incorporeal creatures (unless they are incorporeal undead, in which case they are healed)
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Blaine’s Rejunction (BlaineTog)
Transmutation
Level: Sor/Wiz 9
Components: V
Casting Time: See text
Range: Close (25 ft. + 5 ft./ level)
Target: See text
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No

This powerful spell is the only known guaranteed counter against the terrifying effects of the Mage’s Disjunction spell. It can be used to counterspell Mage’s Disjunction as a free action useable even on another’s turn (so the caster of this spell needn’t ready an action to counterspell. He or she merely casts this spell and, even on another’s turn, the casting of Mage’s Disjunction is countered). This spell has greater uses, however.
If Blaine’s Rejunction is cast on an item that was once magical but has been disjoined by Mage’s Disjunction, then the powers of that item are restored if the caster succeeds on an opposed caster level check versus the caster of the Mages disjunction spell. This function carries a standard action casting time.
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Blood Armor (Master Of Sarcasm)
Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Touch
Targets: Creature touched
Duration: (see text)
Saving Throw: Fortitude half
Spell Resistance: Yes

A touch from your hand, which glows with a dull red energy, saps life force from living creatures to empower you. This touch channels negative energy that deals 1d4 points of damage +your spellcasting ability modifier (Wis for clerics, Cha for sorcerers, Int for wizards). A successful Fortitude save halves the amount of damage received. A bonus equal to half the damage you dealt, rounded down, is added to your AC for the next 1d3 minutes/ 2 levels, with a max of 15d3 (D).
Focus: A leather glove with small, sharp barbs along the palm
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Blue Bolt (Baerdith)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 100 Feet
Target: Any one creature
Duration: Instantaneous
Saving throw: None
Spell Resistance: No
When this spell is cast a luminous azure bolt of force shoots from the sky unerringly toward a target selected by the caster. When it hits the bolt explodes in a flash that deals 2 hps of damage to the creature. There is no saving throw.
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Bring Honour to these Souls (sculyblast)
Enchantment
Level: Sor/Wiz 3
Components: V,S,F
Casting Time: 1 full round
Range: 6 by 6ft.
Target: See text
Duration: See text
Saving Throw: Will negates

Bring honour to these Souls is a spell that forces the targets to act with honour for a bellowed called time. my thought on acts with honour is:
a person/creature that acts with honour views several act beneath him, acts like, stealing, sneak attacking, killing someone without reason.. only in a real battle, etc
the effects last for one day and the effected targets are gathered a total of 2hd/casterlevel (max 25Hd) standing in the 6 by 6ft. square of range; or it lasts for three days but the effected Targets are gathered a total of 1hd/casterlevel (max 10hd)
Focus: A Metal of Honour or any other object, that the caster received by succeeding a task with honour
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Celerity (Kirstar)
Universal
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Special
Duration: 10 minutes.
Saving Throw: Will (Harmless)
Spell Resistance: Yes
Celerity affects spells of levels 1-5 which alter the movement of the wizard such as feather fall, jump, spider climb, levitate, and fly. Spells to be affected must be cast within 10 minutes of the casting of the celerity. Spells do not expire when the celerity expires.
Spells cast following the celerity receive a 25% bonus to duration. This effect may not be gained in conjunction with other means of magically extending a spell's duration.
The celerity gives the wizard a +2 dodge bonus to his saving throws against spells of levels 1-4 which directly affect his movement. This includes web, hold person, and slow. The wizard also gains a +2 enhancement bonus on all saving throws against magical paralysis attacks.
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Cold Globe of Invulnerability (Lady Rolindin)
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting time: 1 standard action
Range: 10 ft.
Area: 10 ft. radius spherical emanation, centered on you.
Duration: 1 round/ level cold Globe of Invulnerability
Saving throw: None
Spell resistance: no
An immobile, shimmering magical moving cold mist sphere surrounds you and excludes all spell effects of 4th level or lower; the cold shield makes it hard to cast because of whirling clod mist going around the globe. The caster receives a -3 on spells casts form inside the cold globe, the cold globe does 2d4 damage to any creature that touches it(fire creatures take double damage), half damage for reflex save. The area or effect of any such spells does not include the area of the lesser globe. Such spells fail to affect any target located within the globe. Excluded effects include spell like abilities and spells or spell like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted greater dispel magic spell,or mordenkain's disjunction and anti magic, and not a lower dispel magic(the globe gets a save at the casters level). field You can leave and return to the globe without penalty. Spell component is for a gem spell caster: blue diamond 150 gold pieces value, and crystal dust. A regular caster will use a glass or crystal bead that shatters at the expiration and a blue diamond worth 150 gold pieces.
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Contingent Note (Kirstar)
Universal
Level: Sor/Wiz 1, Brd 1
Components: V, S, F
Casting Time: 10 minutes/Special
Range: Personal
Target: You
Duration: 1 day/level, until discharged
A condition is set as with contingency, when the condition is met a short and precise sequence of notes, selected when the spell is cast, is played, at a volume determined upon casting (cannot be loud enough to deafen). You may have multiple Contingent Notes cast on yourself at one time.
Focus: A small ivory medallion of yourself, worth at least 15 gp, which must be carried for the spell to function.
Three conditions may be set + 1 for every 5 full levels. The number of notes for each alert is 4, a Bard can use 12 notes including chords etc.

By itself, not so great, although you could use it to alert party members:
CN (on falling below 0 hp): High/Low/High/Low
CN (on being poisoned/cursed/diseased): High/High/High
CN (on being petrified, etc): Low/Low/Low
However, you can use it with contingency:

Cast CN (if below 0 hp), play a certain sequence
Cast CN (if unable to move), play the same sequence
Cast CN (if you say 'Exunt Omnes'), play the same sequence

Cast Contingency (if the sequence is played), Teleport away to safety
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Corpse Explosion (Diplomatic Sorcerer)
Necromancy [Fire]
Level: Sor/Wiz 5 Clr 4
Components: V, S, M
Casting Time: 1 action.
Range: Close(25 ft. + 5 ft./2 levels)
Target: A single corpse.
Duration: Instantaneous.
Saving Throw: Reflex half.
Spell Resistance: Yes.

When this spell is cast the caster chooses a single corpse, which then erupts in a fiery explosion. The spell deals an amount of damage equal to 25% of the corpse's full hit points to all creatures with in an area with a radius of 5 feet/ 5 levels. The damage is rounded down. Half of the damage is fire damage. This spell may not be cast on corpses that have more hit dice than the caster.
Aramar the Black

06-20-05, 12:13 AM
Darkness (Kedi)
Evocation [DARKNESS]
Level: Bard 0, Clr 0, Wiz/Sor 0, Drd 0
Components: V, M/DF
Casting Time: 1 Standard Action
Range: Touch
Target: Object Touched
Duration: 10 minutes/lvl
Saving Throw: None
Spell Resistance: None
This spell causes an object's light to be absorbed, shedding darkness in a 20-ft radius (and twilight for additional 20 ft) from the point of your touch. The effect is immobile, but it can be cast on a movable object.
The spell can be countered by light spell, and creatures with darkvision ability can normally see.
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Darkstar's Daggerstorm (Jontg)
Conjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Short (25 ft. + 5 ft./level)
Target: One metal pin/level
Area: Cone (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Several metal pins fly from the caster's outstretched palm towards the selected targets. Shortly before impact, each grows into a standard dagger. Each target must be within the area of the spell (a cone that extends to the end of the spell's range). Each dagger requires a ranged attack to hit, and does the standard damage for a dagger sized for the caster, plus the caster's relevant ability modifier--for example, a human sorcerer's daggers do 1d4 damage plus his Charisma bonus, and a gnome wizard's daggers do 1d3 plus his Intelligence bonus. All daggers vanish after they hit.
Material Component: One metal pin for each dagger to be created.
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Demon Eyes (Master of Sarcasm)
Transmutation [Evil]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Personal
Duration: 2 rounds/ level (D)
Saving Throw: No (Harmless)
Spell Resistance: No
This spell causes your eyes to take on a disturbing red glow. For the duration of the spell, you gain a + 5 bonus to all Intimidate and Gather Information checks, but also take a – 5 penalty on all Diplomacy checks. There is also a 25% chance that anyone (including animals) you meet while under the effects of this spell will begin with an attitude one step worse than they normally would have had (down to a minimum of Hostile).
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Dimensional Thrust (Look Within my Mind)
Conjuration (Teleportation)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100ft. + 10ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: Yes
This spell transports a single creature (who may be willing or unwilling), a short distance in one desired direction. The creature may be moved up to 20ft./level in one direction only. The caster must have seen the spot he intends to send the target of the spell to, or have a connection to the spot, such as a focus, or the place has been seen through a familiar's eyes.
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Dragoon's Dancing Sparkle (Raven Dark)
Evocation [Electricity]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3-ft.-radius sphere
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
A sparkling globe of electricity rolls in whichever direction you point and shocks those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. The sparkling globe rolls over barriers less than 4 feet tall such as furniture and low walls. It illuminates the same area as a torch would.
The globe moves as long as you actively direct it (a move-equivalent action for you); otherwise, it merely stays at rest and sparkles. The sphere is completely made of electricity and so does not cause damage except by its shock. It cannot push aside unwilling creatures or batter down large obstacles. The globe winks out if it exceeds the spell’s range.
Material Component: A steel marble.
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Dragoon's Discharging Bolt (Raven Dark)
Conjuration (Creation) [Electricity]
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One bolt of sparkling electricity
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: Yes
A magical bolt of sparkling electricity springs forth from your hand and speeds to its target. You must succeed at a ranged touch attack to hit your target. The magical bolt sticks to the target and deals 2d4 points of electricity damage. For every three caster levels (to a maximum of 18th), the sparkling bolt lasts for another round, dealing another 2d4 points of electricity damage in that round. The bolt may be removed by anyone as a move-equivalent action, but doing so causes all of its remaining damage to shock the creature removing it. Thus, if the bolt had four rounds left and someone tried to remove it from the subject they would take 8d4 points of electricity damage (no save) and the bolt would be no more.
Material Component: Powdered iron dust.
Focus: A crossbow bolt.
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Dragoon's Shockbolt (Raven Dark)
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Dagger of electricity
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You create a miniature bolt of lightning that launches itself from your outstretched palm and into the air, arcs, and then falls on a target within range as a splash weapon. The lightning bolt deals 1d4 points of electricity damage to the target per caster level (maximum 5d4), and the target may make a Reflex save for half damage. Creatures within 5 feet of the target take 1 point of electricity damage.
Material Component: A 1-inch long metal rod.
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Dragoon's Static Barrier (Raven Dark)
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal (see text)
Target: You (see text)
Duration: 1 round/level (D) (see text)
Saving Throw: None
This spell wreathes your body in static electricity giving you a modicum of defense and offense.
When casting this spell you appear to charge up with static electricity, your hair straightens and becomes spiked while electrical sparks begin to leap back and forth from the strands. You shed no heat and give light equal to only half the illumination of a normal torch (10 feet). The color of the sparks can be any color of your choosing at the time of casting.
Any creature striking you with its body or manufactured weapons deals normal damage to you, but they also takes 1d6 electricity damage +1 point per caster level (maximum +20) in the process. If a creature has spell resistance, it applies to this damage as well as to that of the electrical discharges (see below). Spell resistance only need be checked once per casting of this spell. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way unless their weapon conducts electricity (such as a metal halved weapon).
You only take half damage from electricity-based attacks. If that attack allows a Reflex save for half damage, you take no damage on a successful save.
In addition to defending yourself from attackers, this spell also allows you to set off electrical discharges to shock enemies. This requires a ranged touch attack that deals 1d4 electricity damage + 1 point per 2 caster levels (maximum 1d4+10). Electrical discharges have a maximum range of 10 feet and can be used as an attack action starting on the turn in which you cast this spell. If your opponent is wearing metal armor and/or large quantities of metal (like that of breastplate or heavier armors) no attack roll is necessary to hit your target. Fire Shield cannot be used simultaneously with this spell.
Arcane Material Component: A small electrical conductor.
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Drego's Trick Cape (Elessar)
Transmutation
Level: Sor/Wiz 2
Components: V,S,M
Casting Time: 1 round
Range: 0 ft.
Target: One non-magical cape made for a medium-sized creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No (object)
You change a simple cape you are wearing into a "third-arm" for performing simple actions and attacking. The cape only functions so long as you are wearing it, and it begins to shimmer and shake with as an animate thing. The cape acts either on the initiative count right before or after you. On its turn it may attack enemies you mentally designate as a 1d8/X2 slashing weapon with a reach of 5 feet, or perform any number of simple manipulations that are reasonable. Such actions might include making a trip attempt against a creature, grappling a creature, disarming a creature, or picking up/manipulating an object (as if the caster were doing these things). The cape has the touch AC of the caster as its AC. The caster may continue to act normally during the spell's duration. If the cape is removed from the caster or reduced to 0 hit points, it returns to its normal, non-magical state.
Material component: The cape to be transmuted. The cape is not used up in the process of casting.
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Dilation, Lesser (Kirstar)
Universal
Level: Sor/Wiz 5
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the area of effect (in all dimensions) of an affected spells of 3rd level or lower by 100%.
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Dilation (Kirstar)
Universal
Level: Sor/Wiz 8
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the area of effect (in all dimensions) of an affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell.
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Dimensional Barrier (Dyne)
Abjuration
Level: Sor/Wis 9
Components: V,S
Casting Time: 10 minutes +1 round per 5 ft.
Range: Point where spellcaster is standing
Area: (400 ft. +40 ft./level) radius
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes

Functions like dimensional lock, except area covered is larger and effect is permanent. The area affected by the spell has a fadius equal to 400 ft. +40 ft./level of the spellcaster, with the area centered on the point where the spellcaster is standing.
When casting, you weave a tracery of faintly glowing lines around the area to be affected by the spell, similar to a glyph of warding. When the spell is completed, the tracery becomes nearly invisible.
When completed, the tracery acts as a barrier against extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ehtereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, teleport without error, vanish, teleportation circle, or any similar spells, abilities, or psionics.
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Electric Storm (Frozen Diamond)
Evocation [Electricty]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 40 ft./level
Area: 60 ft radius.
Duration: Concentration, max 1 round/caster level
Saving Throw: Yes
Spell Resistance: Yes
Creates a "cloud" of lightning that causes 1d6/level (Max 25) of electricity damage to anything caught inside it, per round.
Once created, the storm cannot be moved, but will end if the concentration does.
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Extension, Lesser (Kirstar)
Universal
Level: Sor/Wiz 3
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes

This spell increases the duration of an affected spells of 3rd level or lower by 100%.
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Extension (Kirstar)
Universal
Level: Sor/Wiz 6
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the duration affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell.
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Extension, Greater (Kirstar)
Universal
Level: Sor/Wiz 9
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the duration affected spells of 9th level or lower by 100%. Two spells of 4th -> 6th level or three spells of 3rd level or lower may be affected by this spell.
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Far Reaching, Lesser (Kirstar)
Universal
Level: Sor/Wiz 3
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the range of an affected spells of 3rd level or lower by 100%.
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Far Reaching (Kirstar)
Universal
Level: Sor/Wiz 6
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the range of an affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell.
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Far Reaching, Greater (Kirstar)
Universal
Level: Sor/Wiz 9
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the range of an affected spells of 9th level or lower by 100%. Two spells of 4th -> 6th level or three spells of 3rd level or lower may be affected by this spell.
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Feradon's Force Bomb (bahamut 0)
Evocation (Sonic)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 full round action
Range: 1000ft (+20ft/level)
Area: 40ft radius (see text)
Duration: Instantaneous
Saving Throw: Immediate blast: none, remaining area: reflex halves (see text)
Spell Resistance: Yes
A powerful ranged spell developed by the wizard Feradon of Cormyr. Feradon's Force Bomb requires a full round of concentration to cast, after which a blue sphere, 3 foot in diameter, appears in front of the caster and shoots off towards the target area.
Once it hits, the bomb explodes in a surge of wind and energy. Those caught in the immediate blast area (10 foot radius) suffer 15d6 damage with no save. Everyone caught in the remaining area of effect (40 foot radius) suffer 10d6 damage, with a reflex save halving the damage.
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Finwe's Fantastic Fastboom (Finwe)
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Area: 5ft line out to maximum range
Duration: Instantaneous
Saving Throw: none
Spell Resistance: yes
A favorite of all those who like to give their enemies a little surprise, this spell is the ultimate for surprise attacks that pack a punch. A small mithril projectile, usually around two or three inches in diameter, is conjured and shaped into a sort of "v" shape. A magnetic field is charged in front of it, causing the projectile to hurtle forward at hypersonic speeds, all the while the magnetic field provide an eerie blue-green glow. The shockwave creates a cone of force strong enough to knock down most creatures. Anyone in the path takes 1d6 points of sonic damage per twp caster levels (max 10d6). Also, the caster may attempt to trip creatures of size huge or larger (use the caster's caster level/2 for the trip bonus). In addition, everyone within 10ft of the cone (excluding the caster), is dazzled by the light as the flare spell (reflex negates).
Material component: A scroll of timestop, used upon casting.
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Fire Globe of Invulnerability (Lady Rolindin)
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting time: 1 standard action
Range: 10 ft.
Area: 10 ft. radius spherical emanation, centered on you.
Duration: 1 round/ level Fire Globe of Invulnerability
Saving throw: None
Spell resistance: no
Saving throw: None
Spell resistance: no
An immobile, shimmering magical fire sphere surrounds you and excludes all spell effects of 4th level or lower; the fire shield makes it hard to cast because of whirling fire going around the globe. The caster receives a -3 on spells casts form inside the fire globe, the fire globe does 2d6 damage to any creature that touches it(cold creatures take double damage), half damage for reflex save. The area or effect of any such spells does not include the area of the lesser globe. Such spells fail to affect any target located within the globe. Excluded effects include spell like abilities and spells or spell like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted greater dispel magic spell, and Anti magic field will bring it down and Mordenenkain's Disjunction will bring it down, but not by a lower dispel magic,(the globe gets a save at the level of the caster). You can leave and return to the globe without penalty. Spell component is for a gem spell caster: fire opal 150 gold pieces value, and red ruby dust. A regular caster will use a glass or crystal bead that shatters at the expiration and a fire opal.
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Fire Hawk (Lady Rolindin)
Evocation
Level: Wiz/ Sor 5th
Components: V, S, M
Casting time: 1 standard round
Range: (100 ft. +10 ft. / level)
Area: Creatures in a 50 ft. radius
Duration: 1 round per level
Saving throw: none
Spell resistance: (see below)
A fire hawk spell causes a small hawk made of fire that will attack what ever the caster is pointing at, and will attack one target at a time. The caster has to concentrate to keep the spell on going. The Fire Hawk will stay for along as the caster concentrates and for as many levels as she or he has. The Fire Hawk will attack the target the caster is pointing at. The caster can attack another target the next round or the same target if they choose. The Fire Hawk will attack with its sharp fire claws 1d4 damage +1 for every 5 levels, and beak attack 1d3 points of damage +1 for every four levels. The creature being attacked can be set on fire (plus fire damage per round, when set on fire), (if the creature has something to catch fire); a reflex save will stop the creature from being set on fire. A dispel magic won’t work on the fire hawk, a Moedenkain’s disjunction, Anti Magic zone, or any spell that makes water or cold attack. Material component for the fire Hawk is a small hawk figure made of copper and a fire opal worth 100 gp. At 10th level the caster can make two fire hawks appear they need two hawks figures. At 15th level the caster can make a second fire hawk, the attack bonus is that of the caster level.
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Fissure (Master Of Sarcasm)
Evocation [Earth]
Level: Drd 3 Sor/Wiz 3
Components: V, S, (DF)
Casting Time: 1 action
Range: (See text)
Effect: Open rift in the ground 5-ft-wide, out to medium range (100 ft. + 10 ft./level).
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell opens a crevice in the ground in front of you, out to the maximum possible range. Anyone caught in the 5-ft-wide path of the fissure must make a Reflex save or be knocked down, helpless. They also take 1d4 impact damage per caster level (up to 15d4), though if they succeeded their Reflex save, they take half damage. Any creatures within 5 ft (one square) of the line of fissure must also make a Reflex save or be knocked down, but they are at no risk for damage.
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Flamestrike (Finwe)
Conjuration (Creation) [Fire]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One burst of flame
Area: 10’/20’ radius blast
Duration: instantaneous/see text
Saving Throw: see text
Spell Resistance: see text
Flamestrike creates a bolt of flame, similar in shape and proportions to that of a thunderbolt, which comes down from the heavens and creates a blast of flame which detonates with a deafening roar. This has several effects:
1. Flame envelops the area of effect, dealing 1d6 points of fire damage per two caster levels, reflex save for half. (all combustibles are ignited)
2. The shockwave of the blast is such that all within a 20’ radius must make a reflex save or be knocked prone. A successful reflex save means that the creature is not prone.
3. The blast generates such a great amount of light that all creatures who are within 20’ of the blast that can see must make a reflex save to avert their eyes or become blind.
4. The earth-shattering blast which reverberates inside the area of effect causes all who are within the 10’ blast to be forced to make a fortitude save or become deafened. The intense sound also deals sonic damage to objects and constructs equal to that of the fire damage to normal creatures. Constructs may make a fortitude save for half damage. (The fire damage is not dealt to constructs or objects)
As an optional version of the spell, the damage can be of 1d4/level and purely from a divine source, but this costs an extra 2,000 XP to accomplish.
Spell resistance only applies to effects number 1 and 4
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Freeze (Raven Dark)
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
A thin, blue ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of cold damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is frozen solid, leaving behind only a dead ice sculpture that shatters at the slightest touch. A frozen creature’s equipment is unaffected.
When used against an object, the ray simply freezes and then shatters as much as one 10-foot cube of nonliving matter. Thus, the spell freezes only part of any very large object or structure targeted.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of cold damage and suffering as if under the effects of a slow spell for one minute. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely frozen and generally shatters shortly thereafter.
The resulting ice fragments from a shattered target last for one minute unless kept from melting and take up an area equal to the size of the creature’s facing and natural reach or a 10-foot by 10-foot square (such as that from a frozen object or portion there of). Anyone walking through an area with ice fragments suffers the same effects as a creature walking over caltrops.
Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.
Material Component: A bit of snow or a drop of liquid that was once frozen.
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Frost (Raven Dark)
Transmutation [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One creature, object, or a 20-ft. radius
Duration: 1 round/level (D) or Instantaneous
Saving Throw: See text
Spell Resistance: No (see text)
A frost spell covers a solid surface with a layer of slippery wet frost. Any creature in the area when the spell is cast suffers from 1d4 cold damage per round and must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of frost at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
The spell can also be used to create a slippery ice coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the slippery item. A creature wearing frosted armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin, but also suffers from 1d4 points of cold damage per round in which she continues to wear said armor or clothing. This cold damage also applies to any creature wielding a similarly frosted item.
Alternatively, this spell can be targeted against a single creature directly as an instantaneous effect. Doing so deals 1d4 points of cold damage per level (maximum 10d4) to the target. Creatures targeted directly in this manner are allowed Fortitude saves for half damage and Spell Resistance if they have it.
Material Component: A bit of pork rind or butter that is or was once frozen.
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Frosty’s: Council Magical Alert, Lesser (Frostbite Ravenheart)
Divination
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, Pointing into the sky
Casting Time: 1 Round
Range: Up into the Skies or maximum distance of 1000 ft underground
Target: Area
Duration: 3 Rounds +1 per caster level (see post)
Saving Throws/SR: N/A
This spell was one of five designed by the Lorewarden Frostbite Ravenheart (Aka Frosty) so that not only he, but all members of the council could summon each others aid in times on peril.
To active this spell the caster points his hands up into the air and says “Blessed be the Bonds of the Brotherhood” [Sorry…late…insert something better if you have better idea] after which, like a firework, a big bolt of energy strikes from your hands and it’s hits the stars shattering into a loud boom and bright colors. Although there are not really any signs that this is the symbol of a member of the CoA but it has become a very recognized spell.
The more the spell gets in use, the more formalized it has become with different colors and shapes representing different meanings.
The caster can however choose only to let those with CoA blessings to see and hear it.
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Frozen Typhoon (Aracon Nightshade)
Evocation [Cold]
Level: Sor/Wiz 9
Components: V,S, MF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft/level)
Area: 15 ft-radius, 40 ft- cylinder
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
Following casting, a tornado of swirling water envelopes the targeted area. Any creature within the water must make a Reflex save or be caught within the freezing water. For those caught, each creature will take 2d6 points of damage. Next, the tornado instantly freezes into a solid cylinder of ice. Those trapped will take 6d6 points of cold damage. Finally, the ice will shatter and a great whirlwind will swirl around the icy shards doing 3d6 of cold damage, and 2d4 of piercing damage. A creature may attempt to take another Reflex save after ice shatters to jump out of the way of the piercing shards.
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Glacial Rail (zargonic)
Conjuration (Creation) [Cold]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Long
Area: special, see text
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
Glacial Rails creates rails of ice that shoot fourth from the caster's hand and turn and twist as he desires, striking his enemies.
The ice starts in the square in front of him, and will deal damage to 3 connected 5 foot cubes per level (so a 20 level caster could have it shoot fourth and ht everything in a line 300 feet in front of him, or he could have it bend up at 150 feet and hit everything in a line 150 feet up. More complex shapes are possible, but they still must all be connected 5 foot cubes.)
The ice deals 1d6 cold damage per level (max 10d6), 1d6 bludgeoning per level (max 5d6), and 1d8 dex damamge to anything hit per five level (max 2d8) A sucessful reflex save cuts the ice damamge in half and neutralizes the dextreity damage.
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Gravity Well (Raven Dark)
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Gravity Well creates an invisible force in the area that temporarily changes the properties of gravity. It causes gravity to bend and twist erratically. Any creatures or unattended objects caught within the area take 1d6 points of damage per caster level (maximum 10d6) as their physical mass is radically altered and then reformed. Oozes, incorporeal creatures, and swarms are immune to this spell.
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Gurgetar's Faithful Pet (Orcy the Green Wonder)
Transmutation [mind affecting]
Level: sorc/wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft +10ft/level)
Target: 1 creature
Duration: Permanent
Saving Throw: Fortitude Negates, Will partial
Spell Resistacne: yes
The final, and likely one of the most powerful, spells created by the sorcerer Gurgetar. This spell changes the body of the target into an animal one size smaller than the targeted creature or smaller. This animal can have no more hit dice than the target of the spell. A successful fortitude save negates this effect. If the save fails, the character's mind begins to change as well, into an animal form like the effects of Baleful Polymorph. When the change is complete (the end of the round) that creature gains the intelligence, wisdom, and charisma scores of the animal it has become. This animal however is feircely loyal to the caster of the spell. If this will save is successful, then the creature keeps it's own mind, and does not have any loyalty toward the caster. The change of body however, still occurs.
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Gurgetar's Hamster Dance (Orcy the Green Wonder)
Enchantment (Compulsion) [Mind Affecting]
Level: sorc/wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft +5ft/2 levels)
Area: All creatures in a raduis of 10ft +5ft/level
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: yes (harmless)
A spell developed by the sorcerer Gurgetar, nobody really knows how it works, but it has been proven effective. The caster places or tosses a hamster cage to the ground nearby. When they cast the spell, the hamster cage transforms into a stage and the hamsters within appear on top, dancing. Everyone within the radius of the spells effect that can see or hear the hampsters takes 1 point of wisdom damage per two caster levels of the spells caster. A successful save negates the damage, but instead leaves the victim fascinated by the dance, much like the spell Gurgetar's Hamster Jig.
Material Component: A "Cage of the Hamster Tamer"
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Gurgetar's Hamster Jig (Orcy the Green Wonder)
Enchantment (Compulsion) [Mind Affecting]
Level: sorc/wiz 2
Components: V, S, M
Casting Time: 1 standard Action
Range: Close (25ft +5ft/2levels)
Area: All creatures in a radius of 15ft
Duration: 1 round/level
Saving Throw: Will Negates (harmless)
Spell Resistance: yes
A spell developed by the sorcerer Gurgetar, nobody really knows how it works, but it has been proven effective. The caster places or throws a hamster cage to the ground. When the spell is cast the hampster cage changes into a stage and the hamsters within appear on top of it, doing a jig. Those within range who can see and hear the hamster jig become fascinated. A successful will save negates the effect.
Material Component: A "Cage of the Hamster Tamer"
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Hailcone (Look Within my Mind)
Evocation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100ft. + 10ft./level)
Area: 30ft. Cone
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance: Yes
The caster causes large hailstones to rain downwards in a conical area from 30ft. above a surface or target downwards in a cone that opens up into a 30-foot diameter base. Creatures within the area must take 4d10 points of crushing damage.
If the spell is cast in midair (centered on a flying target for example), there is a danger zone up to 30ft. below the broad base of the cone. Creatures in this area take 1d10 points of crushing damage.
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Horrid Strike (ebaatezu)
Alteration
Level: Necromancer 7
Components:V,M,S
Casting time:1 action
Range: touch
Target:weapon wielded
Duration:1 round/special
Save: Fortitude/special
Spell Resistance: Yes
At the completion of this spell the caster alters his weapon with vile energy which lasts for one round. If he successfully strike a victim with the weapon they must make a fortitude save with a penalty to the roll equal to the damage dealt from the weapon(including all bonuses).
If they make their save then this spell has no further effect, If they fail their save then the weapon magically transfers a small flesh eating maggot into their body wherever the weapon struck them.
Each round after the victim has been affected the number of flesh eating maggots increases by 1d6,for each maggot in their body they suffer 1 damage automatically(a cure disease spell at this point will kill the maggots but not reverse the damage already suffered.
If the victim dies from this damage then the maggots burst forth from his rotting carcass (there is not enough of a body left for normal ressurection means), And are under the control of the caster for 1 round per hit die that the victim possessed in life. The number of maggots cannot exceed the amount of h.p. that the original victim had in life.
This cloud of maggots can then attack other beings as a swarm and might be able to infest them as well (fortitude save with a +2 bonus). Once a # of rounds go by that is equal to the number of h.d. of original victim all the maggots die even if some of them are currently infesting another host.
Aramar the Black

06-20-05, 12:18 AM
Igan’s Planer Knowledge (law)
Divination
Level: Brd 1, Sor/Wiz 1
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged
Saving Throw: No
Spell Resistance: No
This cantrip gives the caster a glimpse into some into a bit of knowledge that deals with the planes. The caster gains a +2 insight bonus +1/level (Max +7) to his next Knowledge (The planes) check.
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Imitate Voice (Dyne)
Illusion (Glamer)
Level: Sor/Wiz 1
Components: V,S,M
Casting Time: 1 standard action.
Range: Personal
Duration: 10 min/level
Saving Throw: Will (disbelief) (See text)

This spell changes your voice to match that of another. Your voice can imitate a particular person or a certain type of creature. When you cast the spell, you choose what creature to imitate.
To imitate a creature's voice, you must have heard the creature speak before (and you know the aspects of its voice well, since the imitated voice comes from your memory). You can still speak only languages that you already know.
This spell can be used to imitate any creature's vocal sounds, whether they are actually speech or not (such as imitating a lion's roar).
If you use this spell for a disguise, you get a bonus on your disguise check. Make an Intelligence check DC 10. Your check is +1 for every point exceeding the DC (max +10). The Disguise bonus also applies to the DC to disbelieve the imitated voice.
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Intensify Summoning, Lesser (Kirstar)
Universal / Conjuration
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 Round
Range: Personal
Effect: Next Summoning Spell Cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 3rd level or lower can be intensified by this spell.
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Intensify Summoning (Kirstar)
Universal / Conjuration
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 Round
Range: Personal
Effect: Next Summoning Spell Cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 4th -> 6th level or two spells of 3rd level or lower can be intensified by this spell.
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Intensify Summoning, Greater (Kirstar)
Universal / Conjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 Round
Range: Personal
Effect: Next Summoning Spell Cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 7th -> 9th level or two spells of 4th -> 6th level or 3 spells of 3rd level or lower can be intensified by this spell.
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Jolt (baerdith)
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (60 ft. + 10 ft./level)
Targets: 1 creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A missile of electrical energy darts forth from your fingertip and strikes its target, dealing 1d6+1 points of electricity damage per caster level (Maximum 8d6+8). When delivering the jolt, you gain a +3 bonus on damage if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
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Jorakane's Merciful Club (Raven Dark)
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: A club-like beam of force
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

A 2-foot-long blazing beam of force springs forth from your hand and glows like a torch (20-foot-radius). You wield this bladelike beam as if it were a club. Attacks with Jorakane’s Merciful Club are melee touch attacks, and the club deals 1d4 points of subdual damage plus 1 point per caster level (to a maximum of +10) plus other damage modifiers. You may use feats such as Weapon Focus (Club), Weapon Specialization (Club), and others like them in conjunction with this spell. Any modifiers to damage (such as from critical hits, excess strength, feats, wielding the club two-handed, etc.) are all subdual damage as well.
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Kimber’s Icy Doom (law)
Evocation [Cold]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 80-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance:
As fireball except as noted. It deals 1d6 pints of cold damage per caster level (max 25d6).
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Kimber’s Wave of Fire (law)
Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Burst to maximum range
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You send a wave of fire in a ring from you to the maximum area. This spell deals 1d6/caster level fire damage (Max 25d6 fire damage). This spell will light things of fire with the standard chances.
XP Cost: 1,000 XP
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Laeral’s Dweomer Transference (The Simbul)
Transmutation
Level: Sor/Wiz 7,
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: a Magic Item
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows the caster to absorb the magical properties of a worn magic item, allowing her to enjoy the constant benefits of wearing it without the actual item being present upon her or occupying an item slot. Upon the successful casting of this spell the magic item affected crumbles to dust, having lost all magical properties.
In order for an item to be effected by this spell it must be one whose magical effects are continuous, and be an item which is normally worn upon the caster’s person, such as a Ring, Amulet, Cloak, pair of boots or bracers, etc. Laeral’s Dweomer Transference cannot affect items whose magical properties are invoked by Spell Completion, Spell Trigger, Use Activation, or a Command Word, nor can it affect items which draw upon charges, uses per day, or which are single use items such as Scrolls or Potions, nor can it affect an item whose magical effects do not target or specifically affect the wearer.
A targeted Dispel Magic spell or similar effect causes this spell, and the associated benefits of the targeted magic item, to be suppressed for 1d4 rounds if the Dispelling caster succeeds at an opposed caster level check, and a Mordenkainen’s Disjunction spell or similar effect permanently banishes it in the same fashion as it disjoins normal magic items it if the caster of Laeral’s Dweomer Transference fails her Will saving throw.
Material Components: Dust from a handful of crushed diamonds, whose combined value is equal to or greater than twice the normal market price of the targeted item.
XP cost: Twice the amount of XP normally required for crafting the targeted item.
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Lesser Smite Evil (Kedi)
transmutation
Level:wiz/sor 0, pal 1, clr 0
components: V, S
Duration: 1 minute per caster level or until discharged
Range: touch
target: a weapon
Saving throw: no, see text
Spell resistance: no, see text
This spell enchants a weapon with holy str; The weapons it deals additional 1d4 damage if the target is evil, if not, weapon deals normal damage. Be it a hit or miss the spell is wasted.
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Lesser Smite Good (Kedi)
transmutation
Level:wiz/sor 0, blk 1, clr 0
components: V, S
Duration: 1 minute per caster level or until discharged
Range: touch
target: a weapon
Saving throw: no, see text
Spell resistance: no, see text
This spell enchants a weapon with unholy strength; The weapons it deals additional 1d4 damage if the target is good, if not, weapon deals normal damage. Be it a hit or miss the spell is wasted.
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Life Transference (Raven Dark)
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living or undead creature touched (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes or Yes (harmless) (see text)

You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per caster level (maximum 15d6). You gain temporary hit points equal to the damage you deal. However, you can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later. You may instead transfer some of your life essence to another creature, healing it (unless the creature is unwilling, this form of the spell does not require a melee touch attack). You may heal as much as 1d6 points per caster level (maximum 15d6), and you must decide how many dice to roll when you cast this form of the spell. You take damage equal to the amount your target was healed. This spell cannot heal a target of more than your current hit points +10, which is enough to kill you. Only the latter method of this spell can be used to target and deal damage to undead creatures since they have no true life force to drain.
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Lock with no Key (Dyne)
Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full-round action
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell functions like Arcane Lock, but you may allow others to bypass it by setting a password. Any being speaking the correct password unlocks the object, but it automatically locks again upon closing.
Additionally, Knock does not function on an object under the effect of lock with no key.
Material Component: Gold dust worth 50 gp.
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Mage Tunnel (Look Within My Mind)
Conjuration (Teleportation)
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
[b]Effect:[b] See text
Duration: Instantaneous or concentration (up to 1 round/level); see text
Saving Throw: Will negates
Spell Resistance: Yes
This spell creates a gate through which travel is possible. The caster may have the Mage tunnel appear anywhere with the range and open a similar Mage tunnel at any other destination you have been or have a connection to.
Another special function of this spell is that the caster can modify the spell so that anyone standing with 10 feet of the portal is sucked through to the other end. A will saving throw negates this, although anyone may freely travel through even if they have saved. Creatures at the opposite end of a Mage tunnel must also make a will save, although they take a –4 penalty, as the appearance of the tunnel is often a surprise, although in some cases it might not be.
This spell does not access the astral plane in anyway, instead, folding physical space to create the tunnel. It can be cast on any plane, even if it is not connected to the astral plane.
Material component: A length of copper tubing engraved with silver runes costing 50gp.
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Mask of Light (law)
Conjuration (Creation) [Light]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You form a mask out of light. Giving Strength and stamana to the target. This spell give the target creature +4 enhancement bonus to both Strength and Constitution. This mask also gives off light like a torch (20 ft. of light).
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Master's Work (BlaineTog, Thanks to kedi for the name)
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Object Touched
Target: One nonmasterwork, nonmagical item
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You cause the item touched to become sharper, stronger, more balanced. The item becomes just generally more well made; in other words, the item becomes Masterwork.
Generally, this spell is used to make weapons and armor better, but it can also be used on other items as well.
Material Component: Magical Supplies whose cost varries according to the type of item touched. A suit of armor costs 150 gp to be made masterwork, and a weapon costs 300 gp. A double weapon costs 600 gp instead. Items (such as a Thieves’ tools set) cost the difference between the original item and a masterwork version of the item (so a Thieves’ tool set would cost 70 gp in magical supplies).
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Mazaudi's Elemental Blast (Mazaudi)
Conjuration
Level: Sor/wiz 8th, Druid 7th, Clr 8th
Components: V,S,M
Casting Time: 1 standard action
Range: medium (100ft +10ft/level
Duration: Instantaneous
Save throw: Half and see text
Spell resistance: none
Mazaudi first created this spell to battle creatures with high SR.
When cast the spellcaster picks a point within the spells range to create a tiny gate into one of the elemental planes of the casters choice. When this gate is created it sucks all elemental energy and/or matter from the chosen plane into the plane the caster is in at the time of the casting. The gate is oriented in the direction the caster desires and projects the elemental energy in a 60' cone. Since this energy is directly from a planar source and not magical in nature this spell overcomes SR.
Some of the effects of the spell are...
Fire: 3d10+1d10 per 2 levels and has a chance to ignite all flammable items caught in the cone. Ref save for half.
Water: 1d10 per 2 levels (ref. for half)and victims are washed away to the edge of the cone unless a fort save is made otherwise they are knocked prone
Air: Victims are launched out to the edge of the cone area and take 1d6 pts of damage for each 10' traveled. This is considered falling damage and if a fort save is made they take half damage and are knocked prone. If the orientation is placed above the target the persons in the area take 3d6 damage and they are knocked prone. If orientation is placed under the target the targets just take normal falling damage or are knocked prone if Ref save is made.
Earth: Victims are crushed for 3d10+1d10 per 2 levels ref save for half. If the Ref. save fails they are considered buried and they must make a Fort save each round to dig themselves out. If they do not dig themselves out in time the target(s) may suffocate.
Material component: Fire=flint Air=feather water=fish scale earth=polished stone
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Mordred's Morbid Marionette (Von Crown)
Necromancy [Evil]
Level: Sor/Wiz 2
Components: V, F
Casting Time: 1 standard action
Range: Close (10 ft)
Effect: 1 corpse plus one additional corpse per five levels (maximum +4 corpses)
Duration: Concentration, up to 2 rounds/level
Saving Throw: None
Spell Resistance: No

This spell temporarily turns one corpse plus one additional corpse per five levels (maximum 5 corpses total) into either a skeleton or a zombie, depending on the condition of the corpses. They remain active and follow commands for the duration of the spell, at the end of which they become uncontrolled and begin losing two hit points per round until destroyed.
Arcane Focus: Two of those wooden thing used to control puppets, one in each hand.
Aramar the Black

06-20-05, 12:19 AM
Orb of Disaster (Raven Dark)
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature or object (see text)
Area: 5-ft.-radius burst (see text)
Duration: Instantaneous (see text)
Saving Throw: None (see text)
Spell Resistance: Yes
Orb of Disaster creates a 1-foot diameter globe of absolute darkness that crackles with unstable destructive impulse. You may shoot the orb from the palm of your hand at your target as a ranged touch attack. The orb deals 10d6 points of damage if it hits (no save) and then explodes in a concussive blast (whether it hit or not) that deals an additional 2 points of damage per caster level (maximum 40) to everything within a 5-foot-radius burst of the target (save for half damage; the burst centers on one of the target's squares four corners). In addition, if you hit the target with the ranged touch attack and deal damage, there is a 1% chance that the target is completely destroyed as if by a Disintegrate spell (no save).
You also have the option of holding the spell as a charge in much the same way you would hold a touch spell (even though it is not a touch spell), but if you are attacked by a damaging area of effect attack (such as a breath weapon, Fireball, or Lightning Bolt) while holding the charge, there is a 1% chance of premature detonation (area damage only; save for half) for every point of damage you take. In addition, the unstable nature of the orb may also cause it to detonate on its own while the charge is held. Starting on the first round of holding the charge there is a cumulative 1% chance of self-detonation.
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Paintball (Aramek)
Alteration
Level: Sor/Wiz 0, Clr 0
Components: V, S
Casting Time: 1 standard action
Range: Close (30ft)
Effect: 1 target or surface.
Duration: 10 min per caster level.
Saving Throw: None
Spell Resistance: No
This spell, will colour a 10' x 10' area. The colour is determined by the caster while casting. Only single colours may be attained.
The target struck will be turned solid (the colour chosen).
This is mainly used for casters expecting houseguests. A few paintballs and all the walls/furnature/floors look like a new, fresh coat of colour.
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Prismatic Ball (Eldren)
Evocation
Level: Sor/Wiz 7
Components: V,S,F
Casting Time: 1 action
Range: Long (400 ft. + 40/lvl)
Area: 20-ft-radius spread
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
This spell performs identically to the Prismatic Spray spell with respect to effects, saves, etc. The caster points his finger and determines the range at which the Prismatic Ball is to erupt, and a pea-sized bead streaks from the caster's finger, erupting at the designated range unless it impacts with a solid object prior to reaching that range. As with Fireball, attempts to send the bead through narrow areas such as arrow slits or closely-packed areas (such as between two threatened squares) requires a successful ranged touch attack, or the bead will erupt as it strikes the solid surface or individual.
All individuals in the 20-ft radius of the colorful explosion are struck by 1-2 rays, as per the table from the Prismatic Spray spell.
Focus: A small, multicolored glass marble.
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Prismatic Storm (Eldren)
Evocation
Level: Sor/Wiz 9
Components: V,S,XP
Casting Time: 1 round
Range: 400 ft + 40 ft/2 levels
Effect: 360-ft radius storm cloud
Duration: Concentration (maximum 5 rounds) (D)
Saving Throw: Special (See Text)
Spell Resistance: Yes
This awe-inspiring spell was the creation of Delegond Fortrius, a powerful Archmage from the Aglarond region of Faerun on Toril, and represented the pinnacle of his spellcasting. It resulted in a massive storm duplicating the effects of the Prismatic Spray spell, resulting in large-scale encounters quickly becoming a thing of short order to deal with.
All those caught within the radius of the spell after its casting must make saving throws each round as they are struck by one to two rays, as per the description of Prismatic Spray on page 264 of the Player's Handbook, with attendant saves. Those who survive the gauntlet of Prismatic Storm are often the worse for wear, and highly displeased with the caster if they're able to reach him.
Anyone caught within the storm while under the protection of Prismatic Sphere has the chance for their sphere to invert and turn on them because of the confluence of similar magic. Force effects protect from this spell without incident. The caster of this spell is immune to the effects, but no one else caught within the area of effect (including the caster's allies) is.
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Quantum Torpedo (Demon Lightfoot)
Evocation
Level: Sor/wiz 8
Components: V, S, M
Casting time: 1 action
Range: 1000 Yards, +250 yards per 3 levels
Target: special
Duration: Instantaneous
Saving throw: 1/2 damage
Spell resistance: special
This spell creates one man-sized magic missile-like energy-weapon per 3 levels, that flies unerringly to strike the target chosen by the caster, which may be a creature or an area.
Upon contact with the target, the Torpedo will detonate, doing 2d6 damage per level of caster to all within a 200' area of effect. Such is the power of this spell that SR is considered to be one-third effective against it, and any being killed by this spell is considered to be vaporized. All non-magical items in the area of effect (including ships, walls, vehicles and buildings) are subject to a disintegration (3e) effect, and a smoking crater up to 100' deep will be created at Ground Zero.
The material component is an atom or two of anti-matter, which must be handled carefully via some form of telekinesis or the caster will disappear in an explosive annihilation of matter and anti-matter (consider this to be a one-half strength detonation of the spell at zero range). The verbal component usually includes the phrases "Lock on target", ''Fire One! Fire Two!"" and "Quantum Torpedoes away!"
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Quarius' Convenient Portal (Blainetog)
Conjuration (Creation)
Level: Brd 5, Sor/Wiz 5
Components: V, S, M, F, XP (see text)
Casting Time: 10 rounds
Range: Close (25 ft. + 5 ft./level)
Effect: See text
Duration: 24 hours
Saving Throw: None, and Will usage
Spell Resistance: No
This spell creates a door out of thin air. The door can be made up against any sort of solid surface (even the ground) without difficulty, but if the door is created against nothing (such as in the air), the caster must pay a price of 100 XP. As with all Creation spells, the door cannot be created inside something (such as another person).
The door persists for 24 hours after creation and is linked to another door that the caster selects before hand. This other door must be a permanent fixture created nonmagically. Twenty platinum nails must be pounded into and along it’s frame (which cost a total of 500 gp) and the caster’s Arcane Mark must be placed on the door itself. The caster can have no more than one such door at any one time.. If the door is destroyed, the nails become useless and cannot again be used as part of the spell.
Thereafter, whenever the caster conjures up the door created by this spell, it links itself to the preordained door and opening either will allow you to step through the other with the ease of stepping through a normal door. The distance between the two doors is irrelevant, but they must be on the same plane.
Anyone wishing to step through either door while the spell is in effect must pass a will save at a -20 penalty. In any case, the caster is alerted to the attempt as the alarm spell (using the “Mental Alarm” setting, and without range).
Material Components: A brass doorknob (5 gp) which is inserted into the door during creation.
Focus: Twenty Platinum nails (500 gp) which must be inserted into the static door, and a diamond key (2,000 gp) which the caster must have at the time of casting.
XP Cost: 100 XP; See text.
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Quarius' Convenient Portal, Greater (BlaineTog)
Conjuration (Creation)
Level: Sor/Wiz 7
As Quarius’ Convenient Portal, but the portal can even be used across planes. However, doing so is taxing and carries a cost of 300 XP to anyone who uses the door across planes.
XP Cost: As Quarius' Convenient Portal, but also 300 XP for cross; see text.
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Quicksand (Master Of Sarcasm)
Transmutation
Level: Drd 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: 10-ft-radius burst (see text)
Duration: Concentration up to 1 minute/level (D)
Saving Throw: No (Reflex, see text)
Spell Resistance: No
This spell turns an area of natural (stone, dirt, clay, sand, wood, etc.) solid ground into a deep mass of loose sand mixed with water.
All creatures who are within the spell's area upon its casting or who enter the spell's area during its duration must succeed at a Reflex save or be buried and stuck within the quicksand. On a successful save, the creature moves at one quarter of its speed through the quicksand and receives a -1 penalty on all Dexterity-based checks and Reflex saves. On a failed save, the creature becomes buried and lodged in the quicksand, and is unable to move, attack, or cast spells for 1 round.
At the end of the 1 round, a Dexterity check (same DC as initial Reflex save) is needed for the creature to free itself of the quicksand. If this Dex check is successful, the creature then suffers only the effects listed above for a successful inital save. A failed Dex check, however, results in the creature remaining partially stuck in the quicksand, causing the creature to move at one tenth its speed, and receive a -2 on all Dex-based checks and saves. This penalty DOES NOT stack with the -1 for simply being in the quicksand.
A creature who is still partially buried may attempt to pull itself free once per round as the move-equivalent action, making a Dex check against the same DC as the initial Reflex save. Alternatively, a creature who reaches the edge of the spell's area may automatically climb out.
Should a creature be in the quicksand when the spell expires, it takes damage as the ground around it solidifies once more. A creature partially or wholly buried takes 1d8 damage, while creatures who are not buried receive 1d3 damage. A creature who is stuck in the quicksand is pushed out of the quicksand onto the solid ground directly above where they were buried, as opposed to remaining trapped in the ground.
Arcane Material Components: Several pinches of sand and several drops of water
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Radiant Assault (Lady Rolindin)
Evocation (light)
Components: V, S, F
Level: Clr 7, Sor/Wiz 7
Casting time: 1 standard action
Range: Large (400 ft. + 40 ft./ level)
Area: 20 ft. radius burst
Duration: Instantaneous
Saving throw: Will Partial
Spell Resistance: Yes
This spell releases energy in the form of a multitude of rainbow- colored beams that erupt in every direction within the area designated by the caster. This kaleidoscopic burst of energy inflicts 1d6 points of nonlethal damage per caster level (maximum 15d6) and dazes all creatures within the burst for 1d6 rounds. Dazed creatures can take no actions but suffer no penalties when being attack. Those who succeed at a will save arte dazzled for 1d6 rounds instead (a dazzled creature suffers a -1 penalty on attack rolls, search checks, and spot checks). Undead within the area of effect suffer normal damage rather than nonlethal damage and are automatically dazzled (never dazed) regardless of whether or not they succeed at their saving throw.
Focus: An eye from any outsider with 4 or more hit dice.
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Rainbow Beam (Lady Rolindin)
Evocation (light)
Level: Sor/Wiz 2
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Effect: Ray
Duration: Instantaneous
Saving throw: None
Spell resistance: Yes
This spell fires a ray of swirling, multihued light drawn from radiant energies. If the caster succeeds at a ranged touch attack, the target is dazzled for 1 minute (a dazzled creature suffers a -1 penalty on attack rolls, search checks, and spot checks). The spell also deals 1d8 points of damage plus 1 point per caster level (maximum of +20). The rainbow beam deals a random type of damage as determined by the following table. If two types of energy are indicated, damage in not doubled; instead, rainbow beam deals half its damage from each type of energy indicated. Creatures apply energy resistance separately to each type of damage. Material Component: a small clear gem or crystal prism worth at least 10 gp.
1d8 Color Damage type
1 Red Fire
2 Orange Acid
3 Yellow Electricity
4 Green piercing damage due to force (force effect)
5 Blue Cold
6 Indigo Sonic
7 Violet Bludgeoning damage due to force (force damage)
8 multihued roll twice (ignore further results of 8), damage is not doubled
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Reformation (Raven Dark, idea by Sculyblast)
Transmutation
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 24 hours
Saving Throw: None
Spell Resistance: None
Reformation alters your perceptions of yourself so you believe that you are a class that you are not, like a fighter or a cleric. In all ways your mentality changes to that of the chosen class, a fighter might be more aggressive, a cleric more devout, a paladin more honorable. This change is magical in nature and actually gives you many of the powers and abilities from the chosen class, as shown below. Upon completing the casting of this spell, you immediately gain 1 negative level, but you do not risk losing actual levels at the end of the next 24-hour period. Unless otherwise specified, you gain the mentioned class abilities only if your character level equals the class level needed to obtain it (thus a 17th level human wizard could not gain the Mighty Rage of a barbarian) and all gained class abilities are used at a level of the chosen class equal to your character level up to a maximum of 20th level (thus if you were a 17th level human wizard with 10 levels of cleric, you could gain the listed class abilities of a 20th level barbarian with this spell).
Barbarian: You become a virtual fighting machine—stronger, tougher, faster, and more skilled in combat. Treat this version of the spell exactly as you would a long lasting Tensor’s Transformation spell, except for armor, shield, and weapon proficiencies (which change to match those of a barbarian). You also gain the Fast Movement, Rage, and Damage Reduction abilities of a barbarian. Your alignment temporarily shifts to the Chaos axis for the duration of this spell.
Bard: You become an artist, lover, poet, singer, or storyteller—more refined, articulated, poised, and full of confidence. You gain all the special class abilities of a bard, but not bard spells. You gain ranks in Bluff, Diplomacy, and Perform equal to your character level + 3. For all bard abilities and the aforementioned skills, you may substitute your intelligence score instead of Charisma if it is higher. You retain the ability to cast spells lower than 7th level if they are anywhere on the bard spell list.
Cleric: You become an instrument of your god—devout, stubborn, and bold. You gain the cleric’s Turn or Rebuke Undead abilities and Spontaneous Casting abilities as determined by your alignment (if you are neutral you choose either cure or inflict, turn or rebuke). You also gain any and all cure and inflict spells on your class as if you were a cleric. You retain the ability to cast arcane spells lower than 9th level except for those from the schools of Enchantment, Evocation, and Illusion unless they are on the cleric spell list. You gain the armor, shield, and weapon proficiencies of a cleric and can cast spells without any Arcane Spell Failure chance.
Druid You become a defender of the natural order and a lover of all (natural) things green or furry. You gain a temporary animal companion (which magically appears at the beginning of this spell and magically disappears at its end), the ability to Wild Shape, and the Spontaneous Casting abilities of a druid. You gain the Summon Nature’s Ally I-IX spells on your spell list. You retain the ability to cast arcane spells lower than 9th level except for those from the schools of Enchantment, Evocation, and Illusion unless they are on the druid spell list. Your alignment shifts to a Neutral axis of your choice for the duration of this spell. You gain the armor, shield, and weapon proficiencies of a druid (as well as the restrictions and penalties) and can cast spells without any Arcane Spell Failure chance.
Fighter: You become a virtual fighting machine—stronger, tougher, faster, and more skilled in combat. Treat this version of the spell exactly as you would a long lasting Tensor’s Transformation, except you also gain a number of fighter bonus feats equal to those of a fighter equal to your character level (you must meet all perquisites).
Monk: You become an instrument of law, as well as a formidable foe in combat. You gain all the class abilities of the monk except for monk bonus feats. You also gain the Unarmed Damage, Base Attack Bonus (which may grant extra attacks), AC Bonus, and Unarmored Speed Bonus of a monk equal to you character level (maximum 20th level). You lose your ability to cast spells and your alignment shifts to the Law axis for the duration of this spell.
Paladin: You become an instrument of the forces of Law and Good as well as a pious and honorable warrior. Treat this version of the spell exactly as you would a long lasting Tensor’s Transformation spell, except you also gain all of the paladin’s class abilities. You may substitute your Intelligence score for your Charisma for the purposes of Divine Grace, Lay on Hands, Smite Evil, and Turning Undead if it is higher than your Charisma. Your alignment shifts to Lawful Good for the duration of this spell and you must uphold the Paladin’s Code or suffer the same penalties as a true paladin would (at least until the end of this spell).
Ranger: You become a dangerous foe who knows the natural ways of the world and can use this knowledge to your advantage. Treat this version of the spell exactly as you would a long lasting Tensor’s Transformation spell, except for armor, shield, and weapon proficiencies (which change to match those of a ranger). You also gain all of the ranger’s class abilities.
Rogue: You become a rogue trying to find your own way in life, plus a little loot to fill your pockets. You gain all of the rogue class abilities as well as ranks in any ten rogue skills equal to your character level +3. You lose access to your spells.
Material Component: A perfect blue or blue-white diamond worth 8,000gp
XP Cost: 1,000
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Safe Keeping (Dyne)
Conjuration (Summoning)
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 10 minutes
Range: See text
Target: One chest and up to 1 cu. ft. of goods/caster level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell functions like Leomund's secret chest, but there is no danger of losing the chest if it is left on the Ethereal Plane for more than 60 days. Also, the chest may be easily placed back on the Ethereal Plane after being retrieved without having to cast the spell again, and anyone with possession of the replica may store and retrieve the chest freely. However, the chest must cost at least 10,000 gp, and the replica must cost at least 100 gp.
Focus: The chest and its replica.
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Seeking Swords (Look Within My Mind)
Transmutation
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: 1 dagger/2 levels
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You cause 1 dagger for every two levels (to a max of ten daggers) in your possession to grow into the shape and size of longswords, which then attack creatures you specify. The blades have AC 17 (+1 size, +1 Dex, +5 natural), hardness 10, and 10 hit points each. The are able to fly at a speed of 50 feet (good maneuverability), and deal 1d8 points of slashing damage, and score a threat of a critical on a natural 19 or 20. The swords use your base attack bonus and your primary casting ability modifier.
You may change up to two swords' targets as a move action.
Multiple swords attacking the same creature are able to flank and therefore gain flanking bonuses. They are otherwise treated as Medium-size animated objects (as if animated by an animate objects spell).
If the daggers had magical properties, then these properties exist in the longsword version. Therefore a +1 dagger, which is affected by this spell has and extra +1 on its attack roll and deals and extra point of damage. Only non-epic magical properties are kept. Epic magic daggers cannot be transformed by this spell.
Focus: The Daggers upon which this spell is cast.
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Seal Magic (Dantedarkstar)
Abjuration
Level: Sor/Wiz 7, Clr 8
Components: S, V
Casting Time: 1 action
Range: Close (25ft + 5ft/2 levels)
Target: Single creature or magic item
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
A circle of glowing, purple runes appear around the target for a brief moment when the spell comes into effect. If target creature fails saving throw, it cannot cast any spells or use spell-like abilities, as long as Seal Magic is in effect. If the creature attempts to cast spell or use spell-like ability, then the attempt fails, but the spell slot or ability use per day is not used up. However, the creature still has spells and spell-like abilities. It means that it can use spell completion or spell trigger items without problems, and doesn't lose benefits of any feats, items or abilities that require spellcasting or spell-like abilities.
If targeted against magical item, the item powers are sealed, and it cannot produce spell effects just like a creature cannot use spell-like abilities. It retains all of it's own properties, like enhancement bonus and such. Only the ability to produce spell effects are blocked. Note that many items can produce effects that are not spell effects, such as flaming property of a weapon, or even teleportation from Boots of teleportation. Effectively, this spell is only useful against scrolls, wands, staves and similiar items that do produce actual spell effects, but not against items that just happen to function like a spell.
This spell cannot be dispelled by Dispel Magic, Greater Dispel Magic or Break Enchantment. Only Limited Wish, Wish, Miracle and Mordekainen's Disjunction can end this spell. Remove Curse cast by caster of level no lower than the caster of Seal Magic can also lift the spell effect.
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Sense Shifting (Kirstar)
Universal
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Round
Range: Personal
Duration: 30 minutes
Effect: Any three spells
Saving Throw: Will (Harmless)
Spell Resistance: Yes
Sense shifting allows the wizard to affect all spells of levels 0 through 4 that he casts within the duration of the spell. For each spell, he can modify one of three sensory features pertaining to the spell: colour, sound, or patterned visual appearance of the spell effect. The changes produced by this spell do not affect the functions of the affected spell nor any saving throws that apply against their effects.
Sense shifting might be used to produce green fireballs, magic missiles that streak through the air with a scream, coloured continual light globes, customized designs for a hypnotic pattern, or a spectral hand that makes scrabbling sounds as it attempts to grasp a target.
Sense shifting cannot create any form of invisibility. It cannot completely silence a spell effect (thus, a fireball's blast might be muted, but not wholly eliminated). If used to alter how detectable a spell is, the check may be made easier or more difficult by 5 points.
For example, to hear the detonation of a fireball may require a listen check of 15. A muted version however could require a 20 check.
The material component is a twist of multi-coloured ribbon with a small silver bell fastened to its end.
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Shadow Walking (Finwe)
Transmutaion [Shadow]
Level: Wiz/Sor 6, Brd 6,
Components: V, S
Duration: 1 minute/level
Range: Touch
Saving throw: Will negates (harmless)
Spell resistance: Yes
The recipient of this spell gains the ability to teleport to any location he/she can see once per round, as a free action. The location must be within 50ft, and must not be occupied by another creature. As a variant of this spell, it may be cast on a particularly dextrous person in order to allow tehm to phase into the plane of shadow whenever struck. This counts as a dodge bonus to AC equal to targets dexterity modifier. It also allows the subject to switch weapons as a free action (so you could atack a wight with your holy dagger, then turn around and plunge a flaming short sword into a winter wolf).
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Smite Evil, lesser (kedi)
Transmutation
Level: Wiz/Sor 0, pal 1, clr 0
Components: V, S
Duration: 1 minute per caster level or until discharged
Range: touch
Target: a weapon
Saving throw: see text
Spell resistance: see text
This spell enchants a weapon with holy str; The weapons it deals additional 1d4 damage if the target is evil, if not, weapon deals normal damage. Be it a hit or miss the spell is wasted.
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Smite Good, lesser (kedi)
Transmutation
Level: Wiz/Sor 0, blk 1, clr 0
Components: V, S
Duration: 1 minute per caster level or until discharged
Range: touch
Target: a weapon
Saving throw: see text
Spell resistance: see text
This spell enchants a weapon with unholy str; The weapons it deals additional 1d4 damage if the target is good, if not, weapon deals normal damage. Be it a hit or miss the spell is wasted.
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Solar Flare (Jontg)
Evocation (fire, light)
Level: Drd 9, Sor/Wiz 9
Components: V, S, M (DF)
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Cone (See text)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Ye
A plume of white-hot plasma jets from the caster's hand, filling a cone-shaped area extending to the end of the spell's range. All within the area take 1d6 points of fire damage per level (maximum 25d6). Those who fail their reflex saves must also succeed at a DC 14 Reflex save or catch fire, as detailed in the DMG.
This spell does not function underwater.
Arcane Material Component: A piece of charcoal.
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Solipsism (Lady Rolindin)
Illusion (phantasm) (mind-affecting)
Level: Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. +10/level)
Target: One Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You manipulate the senses of one creature so that it perceives itself as the only real creature in all of existence and that everything around it is merely an illusion. If the target fails its save, it is convinced of the unreality of every situation. It makes no actions, not even purely mental actions, and instead watches the world around it with bemusement. The target becomes effectively helpless and takes no steps to defend itself from any threat, as it considers any hostile action merely another illusion.
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Soul Nova (law)
Necromancy
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target of this spell has its body turn on him from the inside out as it turns to energy. This spell deals 1d6 points of damage per point of Constitution it has. So, a creature with a 20 Constitution suffers 20d6 points of damage.
Material Component: A Gem worth 900 gp.
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Spell Absorbtion, Minor (Dyne)
Abjuration
Level: Sor/Wiz 6
Components: V,S,M
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius spherical emanation, centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
An immobile, faintly shimmering magical sphere surrounds you and absorbs all spell effects up to 3rd level. The absorbed spells grant you additional spell slots equal to their spell level. The new spell slots can be used by Sorcerers to cast spells (just as the spell slots granted by class), or they can be used by Wizards to retain a spell they just cast (similar to the effects of Mnemonic Enhancer).
EXAMPLE: A 12th level Sorcerer (6 0-level spell slots, 6 1st-level spell slots, 6 2nd-level spell slots, 6 3rd-level spell slots, 6 4th-level spell slots, 5 5th-level spell slots, 3 6th-level spell slots) casts Minor Spell Absorbtion. He then has a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains a 3rd-level spell slot, which he can use to cast a spell.
EXAMPLE: A 11th level Wizard casts Minor Spell Absorbtion. He then hasd a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains 3 charges. He can now cast a 3rd-level spell (like Fireball) without losing the prepared spell, he can cast a 2nd-level spell and a 1st-level spell without losing the prepared spells, or he can cast 3 1st-level spells without losing the prepared spells.
The area or effect of any such spells do not include the area of the sphere. Such spells fail to affect any target located within the sphere. This includes spell-like abilities and spell or spell-like effects from devices. However, any type of spell can be cast through or out of the magical sphere. Spells of 4th level or higher are not affected by the sphere. The sphere can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the sphere without penalty.
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Spell Absorbtion (Dyne)
Abjuration
Level: Sor 8
As minor spell absorbtion, except that it absorbs spells up to 5th level.
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Spell Sculpting (Kirstar)
Universal
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 Round
Range: Personal
Duration: 1 minute per level
Effect: special
Saving Throw: Will (Harmless)
Spell Resistance: Yes
The wizard 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 spells that are shaped have a minimum dimension of 5 feet instead of 10 feet for area allocation.
The wizard may sculpt 1 spell per full 3 caster levels, 4 @ 12th, 5 @ 15th, 6 @ 18th etc.
Aramar the Black

06-20-05, 12:21 AM
Tazer (Baerdith)
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (20 ft. + 10 ft./level) 'Ray attack'
Targets: Up to three creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex save for 1/2 - 1/4 if wearing metal armor
Spell Resistance: Yes
An electric jolt shoots forth from your fingertips and strikes its targets, dealing 1d6+1 points of electrical damage per caster level (maximum 14d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is carring more than 5 pounds of metal. Additionally, each jolt delivers +2 damage to those carrying more than 5 pounds of metal. At 6th level, the pillow focuses on one target. Every four caster levels another target can be added. At the casters option all jolts can also target just one being. If more than two targets are possible, the caster can choose to wait a round before releasing the next jolt.
(Ex.: at 14th level an attack could be a single target with 14d6+14, or 2 targets at 7d6+7 each, or 6 targets at 3d6+3, 3d6+3, 2d6+2, 2d6+2, 2d6+2, 2d6+2)
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Teleport Object (DemonBinder)
Conjuration (Teleportation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: 1 touched object of up to 5lb./level and 1 cu.ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell transports small non-living objects to anywhere which you have been before or you have a connection too. You must touch the object to be teleported, which cannot be tethered or in the grasp of another being.
Items to be teleported must not exceed the weight and volume limitations (see Target). Any items on fire when teleported are extinguished en route.
Only a single item may be affected by this spell. For example, if you attempted to teleport a bag of gems with this pillow, only the bag would be teleported, and the gems would remain behind.
The object always arrives at the intended destination safely, although once teleported, the caster has no control on whether the object is picked up, moved, or used, unless he gets to the item first.
Material Component: An eagle's feather.
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The Simbul's Spell Conjunction (the Simbul)
Universal
Level: Magic 9, Sor/Wiz 9
Components: V
Casting Time: free-action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All dispelled magical effects and magic items within a 40-ft.-radius
Duration: Instantaneous
Saving Throw: Will negates (object) (harmless)
Spell Resistance: No
All magical effects and magic items, within the radius of the spell, that have been dispelled, disjoined, or destroyed by a Mordenkainen’s Disjunction spell or spell-like effect, in the previous 10 rounds, are restored to their previous magical state. That is, spells and spell-like effects that were separated into their individual components are fully reformed and reinstated as though they had never been dispelled, and each permanent magic item which was turned into a normal item has all of it’s magical properties restored.
Even disjoined artifacts can be restored by a Spell Conjunction, although there is only a 1% chance per caster level of actually restoring such powerful items. If an artifact had been destroyed in the previous 10 rounds by a Mordenkainen's Disjunction spell, then the caster of the Disjuction must make a second DC 25 Will saving throw or lose all spellcasting ability (see the Mordekainen's Disjunction spell description).
Additionally, any being that had previously cast a Mordenkainen’s Disjunction spell in the previous 10 rounds must make a Will save or permanently lose the ability to cast or comprehend the Mordenkainen's Disjuction spell and all similarly designed spell effects (This penalty cannot be removed by mortal magic, not even miracle or wish.). Even if the Will save is successful, any affected caster may not cast Mordenkainen’s Disjunction again for another 4d4 rounds.
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Thunderpuck’s Massive Missle (Thunderpuck)
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature or object Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from the character's fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature or object cannot be singled out. Inanimate objects can be damaged by the spell.
For every two levels of experience past 1st, the character gains additional power to the missile. The the missle does 2d4+2 at 3rd level, 3d4+3 at 5th level, 4d4+4 at 7th level, and the maximum of 5d4+5 at 9th level or higher.This missle delivers slam damage to inanimate objects (doors or chests for example)
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Transfer Enchantment (Kirstar)
Enchantment
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 Hour
Range: Touch
Duration: Permanent
Effect: 1 magic item
Saving Throw: Willing Only
Spell Resistance: Yes
This spell "steals" the enchantment from a magical item and places it within another, non-magical item (the material component). Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armour, wand, etc.).
The enchantment can be transferred only to a non-magical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any).
At the culmination of the spell, the original magical object is left non-magical but unharmed.
Only un-attended or willing attended objects may be effected by this spell.
The success of this spell is not guaranteed. There is a chance that the enchantment might be lost during transfer. The chance of success is 75% + 1% per level of the caster, to a maximum of 95% at 20th level. If the transfer fails, the enchantment is lost, both items become non-magical.
The material component is the non-magical item which is to receive the enchantment. It must be of masterwork quality, and of equal or greater value than the object to be drained.
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True Flight (Raven Dark)
Transmutation
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As Fly, except as above and the fly speed is 120 feet with perfect maneuverability despite level of encumbrance. The caster still cannot carry aloft more than their maximum load.
Arcane Focus: A wing feather from any Legendary Bird.
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Undying Torment (ebaatezu)
Necromancy [Evil]
Level: Sorcerer/Wizard 8
Components: V,M,
Casting Time: 1 action
Range: touch
Target: 1 Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude/negates
Spell Resistance: yes
The caster by touching a being of less hit points then he currently possesses forces the touched being to make a save versus fortitude or else to die and to rise as an undead of equal hit dice
victims hit dice
1-3skeleton
4-6zombie
7-9ghast
10+wight
The horrifying part of this spell is that the victim keeps its own mind and alignment but it must obey whomever controls it. There is a cumulative 2% chance per class level or hit die that the being possessed in life that it is free-willed otherwise there is no chance to ever break such control(slowly drives it mad in the process).it must obey the letter and spirit of any commands that it receives. If the caster who made the victim into an undead creature is destroyed then these souls are freed the only other way to be released from their torment is by a wish or miracle or if they are destroyed. These undead count towards your limit of controlled undead. They must be humanoid or monstrous humanoid.
Undead created by this spell keep all of their skill, feats and ability scores(except constitution) they lose any spellcasting ability they might have gained. They have all undead immunities as normal.
Verbal component: A horrifying word from the Vile Speech feat
Material component: A black gem of 1,000 gp value which is destroyed upon the casting of this spell
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Vocalize, Lesser (Kirstar)
Universal
Level: Sor/Wiz 2
Components: V
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
A metamagic spell has similar functionality to a metamagic feat. When cast this spell removes the somatic component of the next spell to be cast. The somatic component is expresses as additional verbal components. The affected spell must be cast immediately after this spell, and must have a casting time of 1 standard action or less. The combined casting time of both the spells becomes a full round action. There is no way to decrease the casting time in a anyway. The spell to be affected can be subject to other metamagic feats, but not to other metamagic spells or magic items.
This spell can affects a spell of 5th level or lower. The affected spell must have somatic components.
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Vocalize (Kirstar)
Universal
Level: Sor/Wiz 5
Components: V
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
A metamagic spell has similar functionality to a metamagic feat. When cast this spell removes the somatic component of the next spell to be cast. The somatic component is expresses as additional verbal components. The affected spell must be cast immediately after this spell, and must have a casting time of 1 standard action or less. The combined casting time of both the spells becomes a full round action. There is no way to decrease the casting time in a anyway. The spell to be affected can be subject to other metamagic feats, but not to other metamagic spells or magic items.
This spell can affects a spell of 9th level or lower. The affected spell must have somatic components.
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Websling (Elessar)
Transmutation
Level: Sor/Wiz 3
Components: S, F
Casting Time: 1 standard action
Range: Personal
Duration: 10 minutes/caster level
Saving Throw: None
Spell Resistance: No
For the duration of the spell, the caster may shoot ropelike webs from his wrists (or similar appendages if no hands exist). The strands are adhesive and anchor onto any solid form (wood, metal, stone, ice, glass) or creature. The strands reach out to 60 ft. + 1 ft./caster level. A successful ranged touch attack entangles a creature of Large size or smaller. Attacking an entangled creature doesn't cause you to become entangled.
The webs have hardness 10 and 10 hp. An entangled creature may free itself with a successful DC 20 Str check or DC 25 Escape Artist check.
Other than the entangling ability, the webs can be use like ropes, attaching to surfaces without the need of a Use Rope check. All other Use Rope checks used in conjunction with the webs gain a +2 circumstance bonus. The ropes automatically detach from the wrists of the caster when they reach maximum range, or when the caster wishes them to. Web strands dissolve 2 hours after their individual creation (regardless of whether the spell has expired or not.)
The strands of a websling spell are flammable, like those of a web spell.
Focus: Two steel wristbands, worn by the caster.
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Wunderbar's Wondrous Armor (Wunderbar)
Level: Sorcerer/Wizard 1
Components: V, S, Focus
Range: Touch
Target: one suit of light armour or light shield
Duration: 1 hour x level
You can enchant the piece of armour(chain shirt, studded leather, etc) with magic that alters its weight and mass. This effect neutralizes up to a 20% spell failure. Once the duration has expired the spell failure applies normally. A secondary effect of this spell is that you can alter the appearance of the armour. It will have to be always armour but you can give it a fancy style. (like roman or gothic)
The creation of this spell was based in the Mage Armour. That spell gives you +4 to AC that is equal to a chain-shirt. Plus, it is a force effect so it counts against touch attacks, grapples, etc. With my spell you could use a chain-shirt, which is the best type of light armour, without spell failure. This type of armour would not be anywhere near as good as the Mage Armour and does not have the force effect. Also you can create the Mage Armour from nothing and to benefit of the Wunderbar's Wondrous Armour you have to have the focus of the spell.
Note that, while it is true that a mage could have a magic armour and get more that the +4, you also have to consider that at that point a wizard could also get bracers of armour for a superior bonus. And neither of these stack with each other.
Aramar the Black

06-20-05, 12:24 AM
The extra room I'll probably need for all the spells we have here.
Aramar the Black

06-20-05, 12:33 AM
This area is reserved for spells or other magical manistefations; like divine magic or warlock powers.
Aramar the Black

06-20-05, 12:37 AM
Weapons

Fernigar's Whip of Doom (Baerdith)
In his many travels Baerdith, Bard of the North, encountered many loathsome figures, but none so rotten as a certain Thayan merchant by the name of Fernigar. He was ugly, smelly and all around nasty. But one thing he knew was magic items, having made, discovered or stolen virtually every known common magic item in Faerun.
From his unsavory dealing with Fernigar, Bary has learned a great deal about manufacturing, identification and 'procuring' magic items. For some strange reason, maybe the Thayan likes the bard's music, Bary was given unlimited access to Fernigar's inventory.
One item that Bary found in Fernigar's inventory was simply called the Whip of Doom. Upon inspection, it was discovered to be an ancient (300-500 years old) whip with moderately powerful enchantments upon it. The whip was made of the skin of some unidentified beast, maybe dragon under-hide. The handle had gold and silver embelishments, with some silver embelishments along the whip itself. But its most distinguishing feature was the electrical current that ran from the handle to the tip.
According to Fernigar's notes the whip was found abandoned in a lord's treasury vault in Ilmwatch. Fernigar decided to give this 'abandoned' item a home.
After examining it, Bary decided to try out the weapon on one of his adventures and concluded that the electrical weapon did indeed have the power of granting a quick death to goblins and their ilk.
+3 shocking burst, goblinoid bane whip. Damage: 1d6 electrical damage, an additional +1d10 on a critical hit, +2d6 additional damage to goblinoids.
Assumed requirments to make the item: Craft Magic Arms and Armor. CL 10th. Summon Monster I; Lightning Bolt. 72,301 gp cost
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Rings

Ring of Initiative (Law)
This powerful gold ring offers a luck bonus on initiative checks, from +1 to +5.
Moderate Transmutation; CL 6th; Forge Ring, Haste, caster level must be for times that of the ring's bonus; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5).
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Ring of Trickery (?)
This magical ring is one of the must useful minor magical items ever created. It was created primarily to help with personal grooming and chores to help make lives easier from day to day, but since its incarnation, it has found many other applications as well from adding flavor to meals, ridding bumps from mattress beds, or even for the frequent practical joke. The latter of these three alternate applications is what has earned the ring its name.
Ring of Trickery: This beautiful thin platinum ring is set with three banded eyes and is worth 60 gold pieces on that basis alone. It allows the wearer to cast Prestidigitation three times per day with a command word.
Faint Universal; CL 1st; Forge Ring, Prestidigitation; Price 600 gp; cost 300 + 22 XP
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Rods

Rod of Diablo (Demonfey)
Powers: +2 caster level for evil spells/evil beings
+3 unholy club
unholy fire 3/day
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Metamagic, Still: (Dyne)
The wielder can cast up to three spells per day without somatic components as though using the Still Spell feat.
Strong (no school); CL 17th; Craft Rod, Still Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
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Rod of the Armored: (Dyne)
The wielder can cast spells without somatic components, as though using the Still Spell feat. There is no limit to how many times per day this rod can be used.
Strong (no school); CL 17th; Craft Rod, Still Spell; Price 5,000 gp (lesser), 18,333 and 1/3 gp (normal), 40,833 and 1/3 gp (greater).
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Archmage's Rod (by Dyne)
Functions as a +5 Quarterstaff. Any spell you cast using this rod counts against your spells per day limit. You may affect any spell you cast using this rod as if with any metamagic feat you possess, except the spells need not take up higher level spell slots.
Cost: 75,000 gp.
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Staffs

Apprentice's Staff (Law)
This simple copper staff was first made bye the arcane league as a way to help younger wizards have a staff of there own. Now this staff is common in every place. This staff allows the use of the following spells:
- Arcane Mark (1 charge)
- Detect Magic (1 charge)
- Read Magic (1 charge)
- Mage Hand (1 charge)
- Mending (1 charge)
- Presitidigitation (1 charge)
- Resistance (1 charge)
- Open/Close (1 charge)
- Ghost Sound (1 charge)
Moderate varied; CL 8th; Craft Staff, Arcane Mark, Detect Magic, Read Magic, Mage Hand, Mending, Presitidigitation, Resistance, Open/Close, Ghost Sound; Price 31,500 gp.
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Chill Staff (Law)
This staff was made to give that little touch of winter to thos people that live in places that don’t feal cold that often. If the maker of the staff new that the spell he picked did more damage and had mostly combate uses he might have picked weeker spells. The staff seams to be made of ice and is cold to the touch. This staff allows the use of the following spells:
- Chill Touch (1 Charge)
- Cone of Cold (2 Charges)
- Polor Ray (2 Charges)
Strong evocation; CL: 16th; Craft Staff, Chill Touch, Cone of Cold, Polor Ray; Price: 58,000 gp.
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Fernigar's Staff of Electricity (Baerdith)
On yet another delving into Fernigar's vast inventory, Baerdith Starwanderer discovered a beautiful blue-white staff. According to the inventory this was called the Staff of Electricity. Being very fond of electricity, Bary immediately claimed the staff as his own. And he's gotten a charge out of it ever since.
Very smooth oak +1 Quarterstaff has a blue-white tint and always seems to have a minor charge to it (much like static electricity). It allows use of the following pillows: Electric Jolt (No charge expended) Shocking Grasp (No charge expended) Electric Loop (1 charge) Lightning Bolt (1 charge) Ball Lightning (2 charges) Chain lightning (3 charges)

The Quarterstaff may be used in Melee causing 1d6+1 damage per hit. (it is a +1 weapon) In addition twice per day on command the staff is sheathed in crackling electricity. This electricity does not harm the wielder, but does an extra 1d6 electrical damage upon a successful strike. On a critical hit the staff deals an additional 1d10 electrical damage.

The Quarterstaff when created has 50 charges, and may be recharged by casting each of the spells into it within 1 hour. Strong evocation; CL 13th; Craft Staff, Craft Magic Arms and Armor, chain lightning, Lightning Bolt, Ball Lightning, shocking grasp, electric jolt, and electric loop ; Market Price 73,000 gp. Cost to create: 40,000 gp and 3000 xp.
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Staff of Debilitation (RavenDark)
The Staff of Debilitation is a powerful staff created by Nailo Darkshadow, a shadow adept and lich of great power. Few beyond Nailo and his apprentices know of the methods used to create such a potent magical item, although it is rumored that one of his apprentices sells the secrets of the staff’s creation on the black markets of Skullport beneath the metropolitan city of Waterdeep.
Staff of Debilitation: This gnarled black staff is 5 feet long, has a face carved into a large wooden knob at the top, and is made of magically darkened wood. The face twists and screams in agony whenever the staff is gripped tightly. The staff is treated as a shadow weave magic item and thus has an effective caster level of 16 for overcoming spell resistance and cannot be wielded safely except by those who use the shadow weave. The staff allows the use of the following spells:

• Maximized Empowered Ray of Enfeeblement (1 charge)
• Maximized Empowered Touch of Idiocy (2 charges)

Strong enchantment and necromancy; CL 15th; Craft Staff, Ray of Enfeeblement, Touch of Idiocy, Creator must be able to use shadow weave magic and have access to the Empower Spell and Maximize Spell metamagic feats; Price 53,000 gp; Cost 26,500 + 2,120 XP

Note: If a normal weave-user tries to activate a spell from this staff they immediately suffer from 1d4 points of Wisdom damage for each attempt.

Staff of Debiliation: (Non-Forgotten Realms version)
This gnarled black staff is 5 feet long, has a face carved into a large wooden knob at the top, and is made of magically darkened wood. The face twists and screams in agony whenever the staff is gripped tightly. The staff bestows one negative level on any nonevil character wielding it. The negative level persists as long as the staff is held and dissapears when it is dropped or stowed. The staff allows the use of the following spells:

• Maximized Empowered Ray of Enfeeblement (1 charge)
• Maximized Empowered Touch of Idiocy (2 charges)

Caster Level: 15th; Prerequisites: Craft Staff, Ray of Enfeeblement, Touch of Idiocy, Creator must be evil and have access to the Empower and Maximize metamagic feats; Market Price: 53,000 gp; Price to Create: 26,500 + 2,120 XP
It probably should be noted that in addition to the effects of this staff, it also bestows stabbing pain onto the subjects of its spells. This has not statistical effect on characters per say, but helps explain its evilness.
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Staff of the Druid (?)
The Staff of the Druid is a very unusual weapon. It is exclusive to the druidic order, which jealously guards its secrets. The druids have worked hard at bestowing a special defensive property in the staff that prevents non-druids from making use of its powers or even from determining that it could ever be anything more than just an ordinary “walking stick.” The staff’s original creator designed it as a powerful offensive weapon a druid could use to drive off unnatural beasts or fight off uncaring woodsmen from their groves. Since the staff’s incarnation, however, many druids have been saved by its magic in a number of other endeavors and the secrets of its creation have since become well known to powerful druids. Any druid who intentionally spreads the secrets of this staff’s creation to a non-druid loses all of their powers just as if they had taught the secret druidic language to a non-druid.
Staff of the Druid: This gnarled darkwood staff is 5½ feet long, has a large knob of wood on each end, and is tougher than most iron poles. Unlike normal magical staves, it has AC 7, 70 hit points, hardness 15, and weighs 2½ pounds. The staff allows the use of the following spells:

• Shillelagh (1 charge) (see below)
• Spellstaff (2 charges) (see below)
• Changestaff (3 charges) (see below)

The staff is also a +5 quarterstaff, and its wielder may use it any way she could normally use a quarterstaff or staff. However, the spells shown above can only target this particular staff. In addition, the +5 magical enhancement bonus transfers to all the natural attacks made by the staff while it is in its treant form just as if greater magic fang had been cast upon it. The treant-staff can also make use of any spell stored in the staff once as a spell-like ability (however, it does not do so unless commanded by its wielder). After all the charges are used up from the staff, it remains a +5 quarterstaff with the above-mentioned benefits when it is the target of a changestaff or Spellstaff spell. If anyone other than a druid touches a Staff of the Druid, the staff loses all of its powers; it effectively becomes a masterwork quarterstaff just as if its effects had been temporarily negated by a dispel magic spell. Once touched by a non-druid, the lost magic does not return until the hands of a druid once again grasp its shaft (this does not have a negative effect on the treant-staff, however).
Strong transmutation; CL 15th; Craft Staff, Craft Magic Arms and Armor, Changestaff, Shillelagh, Spellstaff, Creator must be a druid of at least caster level 15; Price 150,000 gp; Cost 75,000 + 6,000 XP; Weight 2½ lbs.
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Staff of the Elders Might (Law)
This wooden staff was made by a old wizard that wanted to feel as that he did not age as much as he did, but could also improve his ability mental abilities. Thus he found some good strong wood for strength, jade to have the toughness of the earth, and copper to think like lightening. He then put a bundle of eagle and owl feathers on a rope full of cat hares and went to put them into his staff. When he was done he had a wooden staff with a cap of copper with a feather tassel as well as a line of copper on one side. Thus his staff was made. He never really got to use it as a dragon came and plundered the place where he lived but by using his noted many other wizards have made there own if not better copy of the staff. This staff allows the use of the following spells:
- Bull’s Strength (2 Charges)
- Cat’s Grace (2 Charges)
- Endurence (2 Charges)
- Eagle’s Splender (1 Charge)
- Fox’s Cunning (1 Charge)
- Owl’s Wisdom (1 Charge)
Moderate transmutation; CL 10th ; Craft Staff, Bull’s Strength, Cat’s Grace, Endurence, Eagle’s Splender, Fox’s Cunning, Owl’s Wisdom; Price: 40,000 gp.
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Staff of the FireBolt (Law)
This red colored wooden staff has copper caps on both ends. It was made to be a cheap staff to sell in magic shops. What the maker of the staff did not think of was that other people then just wizards would love this cheap staff. The person that made it is now lost in time but its use is on the rise for its cost mostly. This staff allows the use of the following spells:
- Magic Missile (1 Charge)
- Scorching Ray (2 Charges)
Moderate evocation; CL 8th; Craft Staff, Magic Missile, Scorching Ray; Price: 10,500 gp.
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Staff of Shattered Glass (Raven Dark)
This staff is a powerful offensive weapon created by the mighty incantatar, Fintel. Its sole purpose is to transmute objects and enemies into nonmagical glass, and then shatter them into a thousand pieces. Despite its being designed as a weapon, the staff has been copied by many other spellcasters across the world and has been used for more mundane purposes as well.
Staff of Shattered Glass: The entire length of this bright gleaming staff appears to be made from thousands of shards of broken glass. Despite its dangerous appearance, it can be used easily without harm to the wielder. It allows the use of the following spells:

• Dhulark’s Glasstrike (1 charge)
• Shatter (Quickened) (1 charge)

Moderate evocation & transmutation; CL 11th; Craft Staff, Dhulark’s Glasstrike, Shatter, Creator must have the Quicken Spell metamagic feat; Price 43,314 gp; Cost 21,807 + 1,733 XP
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Staff of Temporal and Planar Might (Finwe?)
This staff was created long ago, made to withstand the ages. It is of great power, granting partial dominion over both time and space the to bearer. This is a minor version of the true staff, but it is nevertheless potent
Abilities:
Gate 2 charges/use (no summoning)
Timestop 3 charges/use
Haste 1 charge/use
Planar Ally 1 charge/use
True Strike 1 charge/use

Market Price: 88,125 GP
To Create: Craft Staff, Gate, Timestop, Haste, Planar Ally, True Strike, 44,063 GP, 4.4063 XP
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Staves of Remembrance (Raven Dark)
The Staves of Remembrance are powerful staves created by the Hill Elders from the Elven fortress home of Evereska. Those few wizards gifted with one of their staves were well known for their ability to seemingly never run out of spells. Eventually however, the secret to the Elder’s unique design started to leak out of their land as Elven adventurers with a gift for the Art (arcane spellcasting) left home for fame and fortune.

Staff of Minor Remembrance: This gnarled ornate staff is 4 feet long and has a clear crystal sphere situated at its top. It allows the use of the following spells:

Rary’s Mnemonic Enhancer (2 charges)
Mordenkainen’s Lucubration (2 charges)

Caster Level: 11th; Prerequisites: Craft Staff, Mordenkainen’s Lucubration, Rary’s Mnemonic Enhancer, Creator must be an Elven wizard; Market Price: 20,000 gp; Price to Create: 10,000 + 800 XP

Staff of Moderate Remembrance: This gnarled ornate staff is 5 and a ½ feet long and has an opaque crystal sphere situated at its top. It allows the use of the following spells:

Rary’s Mnemonic Enhancer (1 charge)
Mordenkainen’s Lucubration (2 charges)

Caster Level: 11th; Prerequisites: Craft Staff, Mordenkainen’s Lucubration, Rary’s Mnemonic Enhancer, Creator must be an Elven wizard; Market Price: 30,000 gp; Price to Create: 15,000 + 1200 XP

Staff of Major Remembrance: This gnarled ornate darkwood staff is 7 feet long and has a reflective crystal sphere situated at its top. It allows the use of the following spells:

Rary’s Mnemonic Enhancer (1 charge)
Mordenkainen’s Lucubration (1 charge)

Caster Level: 11th; Prerequisites: Craft Staff, Mordenkainen’s Lucubration, Rary’s Mnemonic Enhancer, Creator must be an Elven wizard; Market Price: 40,000 gp; Price to Create: 20,000 + 1,600 XP
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Wands

Wand of Tazing (Baerdith)
Caster Level 14. Craft Wand. pillow: Tazer 50 Charges (6 jolts at 14d6+14 hp damage). 15,750 gp to create & 630xp.
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Wondrous Items

Shadowlight Amulet (Raven Dark)
These stunning gold necklaces bear a small diamond at their center. They are created by and given to adventurers by a mysterious traveler of the Realms by the name of Cartman, a strange fellow who sells magical items to small groups of adventurers. Aside from his straightforward, cheap, and often flashy business deals, there is naught but a few rumors known about him or his amulets.
Shadowlight Amulet: These magical amulets manipulate the ambient lighting around them. With a command word the wearer may create either a Darkness or a Daylight effect upon the amulet once per day. In addition, the amulet may be used once per week to summon Cartman, a mysterious salesman of magical antiquities, whom will appear ready to do business within 1d4 hours with a 50% chance of success.
Moderate conjuration and evocation; CL 7th; Craft Wondrous Item, Darkness, Daylight; Price 9,000 gp; Cost 4,410 + 353 XP
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Belt of Skulls (Raven Dark)
This leather cord has a number of small ivory skulls tied to it. When worn, the wearer gains a +6 enhancement bonus to her charisma score and a +4 moral bonus on saving throws against disease, fear, and paralysis, and is immune to energy drain attacks. The wearer immediately recognizes any creature seen as alive, dead, undead, or inanimate (never alive such as a lifelike statue).
Moderate necromancy; CL 8th; Craft Wondrous Item, Deathwatch, Detect Undead, Eagle’s Splendor, Negative Energy Protection, Remove Fear; Price 156,000 gp; Weight: 1 lb.
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Bracers of Insightful Defense (by Law)
These silver and platinum bracers usually bear the image of an owl or other insightful creature. They grant the wearer an Insight bonus to AC, and a Luck bonus to AC, from +1 to +5.
Strong varied; CL 16th; Craft Woundrous Item, Haste, Moment of Prescience, caster level must be for times that of the bracer's bonus; Price: 7,500 gp (+1), 30,000 gp (+2), 67,000 gp (+3), 120,000 gp (+4), 187,500 gp (+5).
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Cloak of Generals (Raven Dark)
This powerful magical cloak is specifically designed for elven military leaders in high positions. It offers magical protection in the form of a +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). In addition, it increases the wearer’s ability to lead and command his soldiers by granting its wearer a +6 enhancement bonus to Charisma.
Moderate abjuration and transmutation; CL 8th; Craft Wondrous Item, eagle’s splendor, resistance, Creator must be an elf of at least caster level 15; Price 97,000 gp; Cost 48,500 + 3,880 XP
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Everlasting Outfits (Raven Dark)
These outfits come in many forms ranging from cleric’s vestments to explorer’s outfits to wizard’s robes and more. They are all magically enhanced so that they repel dirt, grime, and mud of all kinds and are otherwise never ever dirty (under any circumstances). They also have the power to mend themselves from wear and tear automatically (usually in under a minute) and it always seems to look brand new to onlookers. Most Everlasting Outfits have minor visual illusions built into their fabric as well.
Everlasting Robe: This forest green robe is embroidered with a myriad of golden leaf patterns that seam to blow across the fabric as if by a continuous gust of wind. The robe is never dirty, never torn, and always looks new.
Caster Level: 1st; Prerequisites: Craft Wondrous Item, Prestidigitation; Market Price: 500 gp; Price to Create: 250 + 25 XP
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Hamushi’s Wardrobe (Raven Dark)
Hamushi (CN female human Sor5/Clr5/MyT10 of Sharess), a powerful sorceress and noble of Halruaa, was a great fan of mage duels and would challenge potential rivals quite often. To increase her chances of success in the duels, she had the following items created for her in hopes that it would increase both her defensive and offensive capabilities as well as make her much more alluring outside the mage duels.
Hamushi’s Mantle: This works just like a mantle of spell resistance only it’s defensive magic is much more potent. It grants its wearer spell resistance 27.
Strong abjuration; CL 15th; Craft Wondrous Item, spell resistance, Price 150,000 gp
Hamushi’s Outfit: Hamushi’s exotic outfit is an exceptionally well-made courtier’s outfit (worth 1,000gp on that basis alone) that provides its wearer with a +6 enhancement bonus to their charisma score just as if it were a Cloak of Charisma. Just like everything else she wears, it is made of pieces of satin cloth and soft leather.
Moderate transmutation; CL 8th; Craft Wondrous Item, eagle’s splendor; Price 37,000 gp; Cost 19,000 + 1,440 XP
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Ioun Stone of Toughness (Law)
These Ioun stones (Color: Light Brown, Shape: Rhomboid) possess all the features of a standard ioun stone. Ioun stones of toughness give the benefit of the toughness feat when used.
Moderate varied; CL 12th; Craft Wondrous Item, the caster must have the toughness feat, creator must be 12th level; Market Price: 8,000 GP; Weight: --.
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Journey Book (Kirstar)
This medium sized leather bound book looks to be the sort of book more commonly used for journals or notes. It is 6" x 8" x 1". The covers are stiff treated leather, each 1/8" thick. There are 100 fine quality paper pages with waxed edges. Within the spine of the book is a space for a scribing tool. Laces attached to the covers allow the book to be tied shut. When tied in this way consider the book water resistant.
Journey books are created in pairs. When writing in one book, an exact duplicate appears in its twin and vice versa. Note no magical writing or symbol type affects affects may be translated between copies. Any attempt to do so fails completely, wasting the spell.
The books even work across planar boundries, but will not function through barriers that protect from scrying or similar affects. If the link between books is blocked for any reason, writing will not copy itself between books until the blockage is removed.
A journey book that becomes full may have its text erased (as per the spell) without damaging the book or its magic.
As noted above, Journey Books are created in pairs. If one book of a pair is destroyed there is no way to recreate it. There is also no way to add another book to the set. The creation price is for 2 books.
CL 9th; Craft Wondrous Item, sending; Price 30,000 gp;Weight 1 lb
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Journey Scribe (Kirstar)
This writing tool was originally developed for use with Journey Books. Each Scribe is about 6" long and 1/2" thick. One end is pointed the other rounded. The pointed end will will write like a pen. Colours may be selected by the writer by willing the pen to change colourand stating aloud the required colour. The rounded end will eraze what the Scribe has written.
The scribe may write on any surface that a marker pen can write to, in other words dont try to write on clouds or sand etc. The Scribe actually produces ink, the longevity of which is dependant on the surface.
CL 1st; Craft Wondrous Item, Arcane Mark; Price 1,000 gp;
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Robe of Defense (Law)
This powerful robe offers continual magic protection in the form of an armor bonus to AC and a resistance bonus to saving throws, from a +1 to +5.
Moderate conjuration; CL 7th; Craft Wonderous Item: mage armor, resistance, caster level must be three times that of the robe's bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5).
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Yarting of Hope (Baerdith)
Yarting of fine wood with golden inlays and silver strings. When played by a bard with perform strings his performance gains a +2, and any allies hearing his song gain a +2 morale bonus to all attacks saves and skill checks.This should stack with the bardic music bonus (if not then the superior bonus wins out).
Caster Level 7th. Craft Wondrous Item. Fine Tuning. Good Hope. Cost to create: 26,460 & 1058xp.
Aramar the Black

06-20-05, 12:40 AM
Reserved for space if I ever need it for items.
Aramar the Black

06-20-05, 12:41 AM
Aertai (Law)
Medium-size Monstrous Humanoid (Aertai)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., fly 20 ft. (poor)
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +3 (1d4+1 plus posion)
Full Attack: 2 Claws +3 (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: -
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 12, Dex 14, Con 13, Int 11, Wis 14, Cha 11
Skills: Hide +4, Move Silently +5, Survival +5
Feats: Weapon Focus (Claw)
Environment: Temperate forests
Organization: Solitary or Family (3-8 adults 1-2 non-combatants and one 5th level druid leader)
Challenge Rating: 1
Treasure: Standard
Alignment: Any neutral
Advancement: By character class
Level Adjustment: +3

The Aertai are a reclusive race of insect-like people. Their bodies resemble that of a lean humanoid but they are actually covered in black chitinous exoskelton with strikeing flashes of green and dark purple. Four sets of wings, similar to that of a dragonfly, sprout from their back and their heads have an elongates oval shape.

Not much is known about the Aertai and their contact with humanoinds has ben very limited. Even though they are not outwardly hostile, occasional attempts by human explorers and traders to establish contact have repeatedly failed. One major difficulty in establishing and sort of a relationship is the Aertai language which seem to be made up from a mixture of high pitched sounds which are inaudible to most humanoids without the aid of magic. In addition, they do not seem to have any use for wealth and they are extremely self-reliant which makes it that much more difficult to find common ground with other races.

What is certain about them is that they take great care to preserve and nuture the lands they live in. They only take what they need and they are very careful not to deplete the natural resources of their habitat. In fact the only occions that Aertai have been known to initiate contact with other beings is when they need help combating threats to their territory.

Aertai typically make their home on treetops and they make sure their settlements blend in with the forest around them. Many adventures have passed underneath an Aertai settlement unaware of their presence above.

Combat
Aertai are slow to anger and they will walk away from casual offers of violence, preferring to study their opponent before they engage in combat. They are expert tactians and can quickly evaluate the strength and weaknesses of their adversaties. They are fearless when defending their land from creatures that seek to spoil it or when protecting their settlements and young. They take full advantage of their expert knowledge of their homeland and frequently prepare many traps at key locations with the aim to subdue or kill, depending on the nature of the threat.
Poison (Ex): Injury, Fortitude DC 11, initial damage 1d2 Str, secondary 1d4 Con.The save DC is Constitution-based.

Aertai as Characters
There love of nature makes them love in small groups that stick to them selves most of the time.
Aertai characters possess the following racial traits.

- +2 Strength, +4 Dexterity, +2 Constitution, +4 Wisdom.
- Medium size
- An Aertai’s base land speed is 30 feet, base fly speed 20 ft. (poor).
- Darkvision: Aertai can see in the dark up to 60 feet.
- Racial Feats: An Aertai character gains feats according to its charcter class.
- +4 natural armor bonus.
- Natural Weapons: 2 claws (1d4)
- Special Attacks (see above): Poison
- Automatic Languages: Aertai. Bonus Languages: Common, Elven, Sylvan.
- Favored Class: Druid
- Level adjustment +3

Aertai Druid
Medium-size Monstrous Humanoid (Aertai)
Hit Dice: 5d8+15 (37 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 20 ft. (poor)
AC: 14 (+ Dex, +4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +5 (1d4+1 plus posion)
Full Attack: 2 Claws +5 (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spells
Special Qualities: Animal companion, nature sense, resist nature’s lure, spontaneous casting, trackless step, wild empathy, wild shape 1/day, woodland stride
Saves: Fort +6, Ref +2, Will +8
Abilities: Str 13, Dex 13, Con 16, Int 10, Wis 18, Cha 8
Skills: Concentration +10, Heal +12, Knowledge (nature) +2, Spellcraft +8, Survival +14
Feats: Improved Initiative, Weapon Focus (Claw)
Environment: Temperate forests
Organization: Solitary or Family (3-8 adults 1-2 non-combatants and one 5th level druid leader)
Challenge Rating: 5
Treasure: Standard (including Amulet of Health +2)
Alignment: Any neutral
Advancement: By character class
Level Adjustment: +3

Animal Companiom (Ex): Aertai druids commonly have a dire bat as an animal companion. Its stastics are as described on page 62 of the Monster Manual, except the the Aertai druid can handle it as a free action and share spell if the companion is within 5 feey (see page 36 of the Player’s Handbook).
Nature Sence (Ex): The Aertai gains a +2 bonus on Knowledge (nature) and Survival checks (already figured into the statistcs above).
Poison (Ex): Injury, Fortitude DC 15, initial damage 1d2 Str, escondary 1d4 Con. The save DC is Constitution-based.
Resist Nature’s Lure (Ex): Aertia druid gains a +4 bonus on saving throws against the Spell-like abilities of fey.
Spontaneous Casting: Aertai druids can lose a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Trackless Step (Ex): Aertai druids leave no trail in natural surroundings and can’t be tracked.
Wild Empathy (Ex): Aertai duids can improve the attitude of an animal in the same way a Dimplomacy check can improve the attitude of a sentient being.
Wild Shape (Su): The Aertai druid can change into a Small, Medium, or Large animal and back again one time per day, as per the polymorph spell.
Woodland Stride (Ex): The Aertai druid may move through natural undergrowth at normal speed and without taking damage or suffering any other impairment.
Common Druid Spells Prepared (5/4/3/2; save DC 14 + spell level): 0-Flare (x2), Cure Minor Wounds (x3); 1st-Cure Light Wounds, Longstrider, Produce Flame (x2); 2nd-Bear’s Endurance, Flame Blade, Flaming Sphere; 3rd-Call Lightning, Greater Magic Fang.
Common Possessions: +2 Amulet of Health

The Aertai druid presented here had the following ability scores before racial adjustments, and level increases: Str 11, Dex 9, Con 12, Int 10, Wis 13, Ch 8.


Barbed One (Raven Dark)
Huge Magical Beast (Aquatic)
HD: 12d10+60 (126 hp)
Initiative: +2
Speed: 15 ft. (3 squares), swim 40 ft. (8 squares)
AC: 23 (-3 size, +2 Dex, +14 natural), touch 9, flat-footed 21
Base Attack/Grapple: +12/+34
Attack: Tentacle rake +18 melee (1d8+10 plus poison)
Full Attack: 8 tentacle rakes +18 melee (1d8+10 plus poison) and bite +13 melee (2d6+5)
Face/Reach: 10 ft./20 ft. (10 ft. with bite attack)
Special Attacks: Constrict, Improved Grab, Poison
Special Qualities: Darkvision 60 ft., Ink Cloud, Jet, Low-light Vision, Telepathy, Translucency, Tremorsense 60 ft.
Saves: Fort +13, Ref +10, Will +5
Abilities: Str 30, Dex 15, Con 20, Int 2, Wis 12, Cha 12
Skills: Hide -8*, Listen +1, Spot +16
Feats: Ability Focus (Poison), Extended Reach (+5 ft.), Greater Multigrab, Improved Grapple (B), Multigrab, Virulent Poison
Climate/Terrain: Any Aquatic
Organization: Solitary, Pair, or Pack (4-6)
Challenge rating: 14
Treasure: None
Alignment: Neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)

Out of the dark shadows of the surrounding waters an immense creature resembling an octopus with barbed tentacles, a tooth filled maw, and a completely translucent body, springs at you. Its pale menacing eyes are clearly full of ravenous hunger.

Barbed ones are aggressive territorial hunters that will attack anything that looks like food. They are widely feared for their coordinated ambushes and their ability to squeeze the life out of even the toughest creatures. They appear to be monstrously huge octopi with black rubbery skin (sometimes with white speckles or stripes), pale white eyes, long tentacles studded with sharp poisonous barbs, and mouths filled with rows of needle-like teeth.

Combat
Barbed ones generally hunt in small packs using their limited telepathic abilities to coordinate rudimentary ambushes. They prefer to rush out from hiding and use their Ink Cloud and Tremorsense abilities to gain a clear advantage against sighted creatures. They then use their poisonous barbed tentacles to constrict and weaken their prey until it either drowns, cannot fight back any longer for lack of strength, or simply dies from being crushed. Barbed ones always fight to the death. An opponent may make sunder attempts against the barbed one’s tentacles as if they were weapons. A barbed one’s tentacles have 15 hit points. If a barbed one is currently grappling a target with one tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a barbed one’s tentacle deals damage to the barbed one equal to half the tentacle’s full normal hit points. A barbed one regrows severed limbs in 1d10+10 days.
Constrict (Ex): A barbed one deals automatic tentacle rake damage (including poison) with a successful grapple check.
Improved Grab (Ex): To use this ability, the barbed one must hit with a tentacle rake attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Poison (Ex): Injury, Fortitude DC 25, initial and secondary damage 1d6 Str. The save DC is Constitution-based.
Ink Cloud (Ex): A barbed one can emit a cloud of jet-black ink 40 feet high by 40 feet wide by 40 feet long once per minute as a free action. The cloud provides total concealment, which the barbed one normally uses to gain an advantage against sighted creatures. All vision within the cloud is obscured.
Jet (Ex): A barbed one can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attack of opportunities while jetting. Since barbed ones always fight to the death, they usually use this ability to close in and surround their prey quickly.
Telepathy (Su): A barbed one can communicate telepathically with all other barbed ones within 100 feet.
Translucency (Su): When fully submerged underwater a barbed one can transform its tough flesh into a soft transparent jelly as a standard action. Doing so grants the barbed one a +20 bonus on hide checks when immobile or a +10 bonus if moving when so transformed, but the barbed one’s natural armor is reduced by half. It can revert to its normal form as a standard action. A barbed one out of water automatically reverts to its natural form and cannot use this ability.
Skills: A barbed one has a +8 racial bonus on any Swim check made to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
*Barbed ones gain a variable bonus to hide checks when using their translucency ability (see above).

The above monster uses feats from the Savage Species supplement. For those of you who are not familiar with them, the benefits of each are as follows:
Extended Reach: Your body or a part of your body with which can deliver a melee attack is boneless and flexible, allowing you to threaten a larger than normal area with melee attacks. Add +5 feet to your normal reach.
Greater Multigrab: When grappling an opponent with the part of your body that made the attack, you take no penalty on grapple checks to maintain the hold.
Multigrab: When grappling an opponent with the part of your body that made the attack, you take only a -10 penalty on grapple checks to maintain the hold.
Virulent Poison: Add +2 to the DC for Fortitude Saving Throws against your poison attack.

Night Elves by kedi
Night elves are thought to be the cousins of Drow or Moon elves, but Night Elves hate those people who think so. Night Elves are wise and intellectual and make very good mystic theurges, they've many dark elven high magi spells and they're uniquely good at divine spells.
They're very chaotic and live mostly alone. Even most of the elves don’t know about their secret cousins. They're hard to talk, have very straight ideas and hostile to any other then an elf. They never kill somebody from their sub-race and make good contacts towards elves, but if any non-elf encounters them, they should find a place to hide.
Night elves are taller and weaker then most of the elves. They have white, blue or red eyes, silvery flesh and straight blue/white hairs.

RACIAL STATS
Night Elf Traits (Ex): Night Elves possess the following racial traits.
- +2 wis, +4 int, +2 cha, -2 str, -4 con Night Elves are really wise, intellectual and impressive but slower and weaker then most of their cousins.
- Darkvision 120ft. Night Elves adore darkness and it's easy to see through it.
- Spell Resistance 11+CL. Night Elves are very powerful against spells
- +2 insight bonus to Knowledge (Arcana, Religion) Checks. Night Elves are in arcane lore and religious lores deeply.
- Darkness 2/day, Mage Hand 5/day (cast as a ECL + 1). Night Elves are capable by summoning their nights and making little tricks.
- Daylight Blindness: Night Elves take penalties just like drow or other underdark races.
- Elven High Magi Familiarity: Night Elves can choose Elven High Mage if any other prerequisites then race is done.
- Favorite Class: Wizards and Cleric (yea, both of them, ex: a wiz2/clr3/fighter1 takes no xp penalties)
- ECL: +3. Night Elves are strictly more powerful then any normal races.


The Ice Hawk
Small Hawk
Hit Dice: 2d12+2
Intiative: +2
Speed: 15 ft. (3 squares), fly 60ft.(good)
Armor Class: 18 (+2 size, dex +2, +4 natural, touch 14, flat footed 14)
Base Attack/Grapple: +/-6
Attack: Sting +4 melee (1d3-2 plus poison) claw 1d2 per claw (poison), bite 1d4
Full Attack: Sting+4 melee (1d3-2 plus poison) and bite -1 melee
Space/ Reach: 2-1/ 2ft./ 0ft. (4 ft with tail)
Special Attack: Poison
Special Qualities: Blindsense 60 ft., dark vision 60 ft. immunty to cold spell attack or spells that produce a cold magical attack, immunty to parilazing attacks(see below)spell resistance 18
Saves: Fort +4, Ref +5,Will +5
Abilities: Str 8, Dex 16, Con 13, Int 14, Wis 13, Cha 11
Skills: Hide + 18 (in the snow peaked mountains of the north), Listen +7, Sense movment +7, Surval +2, spot (from the air over land or water) +15
Feats: Alertness, Flyby attack
Environment: Mountains of the North (Forgotten Realms), the snow peaks
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral Good
Advancement: -
Level Adjustment: -
Randor's Acount
The Ice Hawk looks like a regular snow hawk, except that its is all white with red eyes. The Ice Hawk is found in the North in the forgotten Realms, thier terroity is high in the ice mountains. Some have been seen hunting fish in the ice flow, not much is know about these hawks; except for waht a wizard name Randor left behind in his books. It is said that Randor had a Ice Hawk as a fimailar. In his writting on the bird, Randor said he was high in the ice mountains and found a snow rabbit laying on its side. the snow rabbits body begain to move and a small white hawk came from inside the rabbits body. Randor notice that they small hawk couldn't fly so he took it along with him, within four hours the small hawk could fly and Randor feed the hawk what he had. the Ice Hawk grew to be almost three feet in length from head to tail, What Randor also found out during his mountain visite is that the Ice Hawk as he name it, claws were as cold as the ice and snow around him. The hawk had a small thin appendex mixed in the tail feathers that would delever a dose of paralizing poison to its victum. Randor watched as one of the hawks was leaving a snow rabbit and not trying to take it awy to eat. Randor saw the rabbit was still alive, but had a puncer mark from the scorpin like appeandge. He watched the rabbit for two days and a small hawk came forth from the rabbit. Randor grabed this young Ice Hawk too, knowing that one of his mage friends would like one to study. What he found out is that the Ice Hawk has the scorpin like appendex, but that the claws radaited a coldness to them. He found that the claws induce a cold parizalation like the appendex does, and that when the hawk flys in one place it can realse a attack like cone of Cold; freezing it victum also. Randor tryed cold spells on the hawks and found that cold spells won't efeect them, but that fire based spells would kill the hawks. He found this out on a second trip to the cold ice mountains; one attacked him when he got to close while trying to watch it eat a fish. Randor also found out that the ice Hawk makes a good fimilar pet, if you don't mind having claws that radiate cold on your shoulder or arm, and that are sharp as any good blade: just make sure your arm or shoulder has thick leather padding. Very cold bird to the touch. This hawk could be adapted to any world, not just the Frogotten Realms.
Ice Hawk Descrption
The Ice Hawk attackes with its claws, if hit by claws; make save verse paralazation and claw dammage. The Ice Hawk also has a scorpion-like appendage that can deliver a dose of paralyzing poison and is used to put a small larva into a snow rabbit, or a mammal usally to create another Ice Hawk. The Ice hawk can fly in place and deliver a cold attack, treat as a Cone Of Cold Spell. the Ice Hawk lives in the ice mountains in the North and hunts both small animals and for fish in the ice flow. The Ice Hawk is almost three feet from head to end of tail, and the wing span can reach six feet, (usally between four and five feet, and stand one and a half to two feet tall). The Ice Hawk would be considered almost as big as an american eagle, a little smaller though. When the Ice Hawk does reproduce it will inject a snow rabbit or other victum with the paralyzing poison and then use the scorpion-like appendage to inject a small larva into the creature. In two days or less a small version of the hawk will come out the the body, and cannot fly for a few hours. This is the time that most creatures that know about them, chooses to capture one, trying later the hawk will attack if you try to capture it. The hawk is all white with deep black eyes, and the talons are bluish-black. When first come out of the paralyzed prey the Ice Hawk will stand six inches tall, and have a wing span of almost one foot, and from head to tail be six to nine inches in length. The Ice Hawk can't fly for four hours at first, but can feast on the body of its host, (if hasn't already eaten most of it). Medium size rabbits and such pray, along with a few other such species have been known to be used too. When first born the Ice Hawk stinger can still inject the paralyzing poison. The Ice Hawk reproduce this way every two years, once a bird has reached maturity at six months of age. Ice Hawks live to be eight to ten years old before dying. They can make up to six more during the reproductive season (they make six larva during this time).
Aramar the Black

06-20-05, 12:42 AM
Council of the Archmages General Information

On the Council of Archmages: (by Finwe)
The council of archmages is indeed hard to find. One must traverse to the plane of shadow, where there is a location that beams with white light. In there, you mist find the portal of Mysteries. It will lead you to a multidimensional maze (as the spell, except the times are doubled, and if your INt is 24 or higher, you escape in d4 rounds). Once finished, you will be transported to the alternate material plane on which the council is located. (note, this is only the first time you enter, and if you are invited, you may be transported their by on of the Lesser Archmages).
The Alternate Material plane is actually a demiplane the size of earth, created thousands of years ago when the original founding council met. It was a time of creation and joy. No one else in the history of the multiverse had ever tapped so much power. It came at the cost of the destruction of one artifact from each council member, but none regretted their decision. Today, aside from the council itself, which rules the plane in one vast kingdom, where no one is without magic or food, and none are slaves. It is a paradise for those in need, and they have repulsed numerous daemonic sieges. The plane itself is rich in All minerals, including Mithral and Adamantine, but the greatest treasure if Umbretumine, the rarest substance in the Omniverse. Umnetumine can withstand the blows of any creature, or even a deity with hardly a dent.(Natural +12 enhancement bonus)
Aside from the council, the capital contains an extension of the order of the book, which allows the two Guilds to communicate arcane secrets, as well as numerous temples to Mystra, (insert names of gods whom you worship) where objeacts of healing are created, plus a grand academy for those who would prefer a militaristic profession.

The council chambers are removed from the normal multiverse. They are Morphic to the current leader; whoever is in command. It is built upon a crossing of two magical wells, making saturated with magical energy. Even those without the witch sight can see the magic swirling around the room, and none doubt the power of the Archmages here. The central chambers are guarded by two Umbretumine Colossi, Each standing like a titan, immovable and impenetrable. Within lies the heart of the Council, a zone of extreme magical energies, where artifacts seem mere trinkets compared to the awesome power contained in a single point, in which a single bead of the light of creation and a single spark of the fires of destruction are held. These are the council's greatest responsibility, gifted to them by the One, the creator, who is all.(this is not an analogy or in any way related to "God"). From these two sources the council draws it's most potent magics. It fuels the great enchantments placed upon the most sacred hold for all that is arcane. This is the secret of the council, none but the highest ranking of all Council members know it exists.
Outside, the council is held, the presence of so many powerful beings in one spot creating magical storms of energy on nearby planes.


Council of the Archmages Histories

CoA History 1 (Bait)
After the Invasion, where countless hordes of orcs, daemons, and other foul beings spilled out onto the world, and were defeated by the combined efforts of the lands mages, there was peace, of a sort. The war torn lands were recovering, and the mages had risen to power.
There were two factions of mages, each ruling form the two main surviving cities. The Guild of the Arcane ruled in Fulzonor, while the Council of Archmages ruled the fair city of Kalarath. These two great cities were centers of trade and culture, and many merchants traded between them. However, this is where the similarity ended.
The Council of Archmages ruled in a benevolent way. They were democratic, and worked hard to restore order and to help the land prosper. The people like them, and often requested spell of them, for things like rain, healing the land, and the like.
The Guild of the Arcane, on the other hand, were vicious tyrants, though on the surface they appeared benevolent. Under their rule may became poor, slavery increased, and the Guild members terrorized the people with their powers of Necromancy and other evil domains.
This eventually came to a head when the Council of Archmages decided that they could not let this continue to happen, and sent a letter to the Guild asking them to stop their practices. The messenger was sent back a walking skeleton.
Following this a great war erupted, called the Mage Wars, and the destruction was even greater than during the Invasion. The Guild used their powers to summon armies of the undead, and threw them at Kalarath’s walls, while the Council threw back at them searing beams of light, and the like.
Individual mages fought, and entire cities were razed by mages defending themselves and attacking back. Mountains were torn asunder, and hurled against city walls, where they were repelled by great barriers of magic. Forests were burnt, rivers dried up, and the land was devastated.
Eventually, after nearly 6 years of war, the Council of Archmages emerged the victor, when the Guild members had turned on themselves in power struggle after their leader was killed in a great duel of magic.
After the war the Council separated into three “Towers”, each tower ruling the only three cities that were left standing; Fulzonor, Kalarath and the new city of Jonovan, where the fleeing people had congregated to avoid the Mage Wars.

CoA History 2 (Bait)
Almost 20 years before the current date, there was a time where mages were well respected, and honored, until the mad mage Inuchiban arose. He was crazed by power, and in this mad state he went on a rampage, destroying many villagers, and raising them as undead to serve him. Eventually the Kings army defeated him, but by this time a large number of religious fanatics had arisen, preaching the evils of arcane magic. These preachers gained momentum, and the lands entered a time we mages call the Dark Years.
During this time mages were hunted down, innocent people were burned at the stake, and a large order of witch-hunters emerged – The Hands of Faith. They tracked down any rumors of mages, and were successful at capturing a number of them, who were then tortured, and executed. Entire cities were burnt to root out mages, the King was deposed, and the newly elected hand of Faith now ruled. He commanded that any trace of arcane magic was to be investigated, and religious fanatics gathered in large crowds to hear his words.
The mages fled, with the witch-hunters and religious fanatics behind them, and congregated in the ancient Elven hall of Darithur, where even the Hands of Faith could not find them. Here they set up the Council of Archmages, as a union to protect and guide them.
Mages are still prosecuted, and the Hand of Faith still rules, but in the haven of Darithur the mages survived, and some even went out into the world to gather information and to lay plots for their eventual return.
About a year after the congregation, the Council was infiltrated by witch-hunter agents, who used them as a means of locating the next major meeting of the Council. When they had found out the exact date, they laid their plans.
The meeting began, and all was fine, until about halfway through, when the meeting hall was blow out, and swarms of daemon clambered over the wreckage, supported by elite human warriors, and the numerous clerics of the Hands of Faith. The mages fought valiantly, but due to the combined efforts of the clerics were eventually worn down, with many dieing to try and save the few who were creating a gateway to a separate plane. They succeeded, opening a way to a small demi-plane, taking the 10 remaining mages with them.
On this plane they began construction of a giant fortress, one that would allow them to rule and defend themselves easily. Many years were spent on its construction until it was finally complete, then they set it into motion, moving it to the Astral Plane and setting it adrift on the astral currents.
They did this to allow them to still recruit, for many mages had fled to this plane and occasionally they gathered a new member to their ranks. They also encountered other beings, some of which shared their knowledge, while others attacked them, and the Council fended them off or retreated, as the case may be.
Over the course of time, some mages left the Council; to explore a particular part of the Astral plane, or to return to the Material plane. Some returned, after many years, while some did never return.

History from Finwe
A brief, brief, brief, brief, brief history, excluding all wars and events aside from the foundation and moving of the council posted by Finwe when he disagreed with the other proposed Histories; and a touch more history by him found in other places:
The CoA was always an interplanar organization, which existed on its own plane. AoN founded it originally on Toril, after he escaped from the destruction of Netheril using Chronomantic magic. the council grew, and after Camaris, Araviler and Finwe joined, the four started researching the magic required to create a plane. After a long time, the research was completed, and the Council joined together and through a huge ritual spell, created a new plane of existence. It had limited size, but it was more large enough. (essentially, it was a sun, surrounded by a ring, 186million miles in diameter, which was about ten miles thick and coated on the outside with treated obdurium to hold the thing together. It had 1000 mile high walls on each side, and was a million miles across. Huge darkening magic spells separated day from night, and billions upon billions of varieties of creatures roamed varied regions of the land. The council itself was far removed form the ring, on its own floating platform of rock perpendicular to the ring, to provide extra protection encase any monsters went on a rampage.
The council itself can be moved to any other place in the plane in times of need. In fact, During one Invasion where an army of winterwights broke through, The Archmage of netheril Moved the council to The realms where He and the Archmages Gathered reinforcement for the battle.
The other High archmages stayed and fought to but them time. In a titanic clash of titans, Diplomatic Sorcerer met with the Shadow of the void Mage which had been leading the winterwights. Meanwhile, Daemon Lightfoot, Daemonbinder of the Abyss and Finwe were Working to Stop the Demiliches who had Joined the Army from summoning twin Hecatonchieres(these kind are the worst). In an explosion that rocked the Multiverse, The two battles Converged into a particularly string point of Magic, where a tear in time an space caused all manner of Abominations to appear, and wink out of existence at the same time. Two portals between the Positive and Negative Energy Planes opened, and the energies canceled, creating huge explosions. The invading army was destroyed, and the Council now had a Hefty supply of spheres of annihilation.


Other Tales

Far Realm Literature (Jontg)
Countless eons ago, the primordial elven race known as the Leshay ruled over most of Oerth. Their wizardry had reached a pinnacle of power that has never been duplicated by any modern race. But the quest for even more magical power led the leshay into a place where no mortal has any business going:
The Far Realm.
A conclave of leshay planewalkers constructed a tremendous portal to the Far Realm, using magical power beyond the scope of mortal comprehension.
Within moments, the realized the horrible mistake they had made.
Hordes of monsters poured through the gate, overwhelming the leshay in seconds. Monsters continued to issue forth from the gate faster than the leshay could fight them. In less than a week, their glorious civilization imploded in bloody terror.
But finally, mere moments before they were overwhelmed by the hosts of the Far Realm, the last dozen leshay left in the universe, led by the legendary Alion Darkstar, combined their magical energies in one last apocalyptic spell.
The awesome power they unleashed tore the leshay from the fabric of time and space, altering history so that the leshay had never even existed. The portal to the Far Realm was closed--in fact, it had never been opened--but the leshay were unable to effect time that way in the Far Realm. The gate on the material plane was closed, but the end in the Far Realm was still open, and waiting for some foolish mage to open the other end.
Alion Darkstar transported the spot where the portal had stood into a Genesis demiplane, and left the Multiverse entirely. To this day, no one knows what happened to him.
Millions of years later, a young elf named Jonathanas, and his lover Roselenna, encountered a band of mad sorcerers who were working to reopen the portal (this took place during The Speaker in Dreams). When they confronted their leader, the Blessed, the black pentagram tattooed on the back of Jonathanas's right hand began to glow. The Blessed screamed, and attacked Jonathanas in a demented rage.
Once the Blessed was defeated, the tattoo projected an illusion of Alion Darkstar--a contingent recording that had remained potent for more then a billion years. Alion explained that Jonathanas was his descendant, and that the portal to the Far Realm was in danger of being opened. He instructed Jonathanas to find the demiplane, and guard it with his life.
Well, Jonathanas was nowhere near the necessary level to perform this task, so that got put on hold for a while. When Jonathanas and Roselenna finally reached epic levels, they traveled to the demiplane, to find that it had been settled by planar travelers and transformed into a huge city--Alianost.
When Jonathanas defeated a mind flayer assassin who was trying to take over the city, the mayor--a half-dwarf descended from one of Alion's adventuring companions--appointed them the Defenders of Alianost.
After a few hundred years, Jonathanas noticed that he was no longer aging--Alion reappeared and explained that, as a Darkstar, Jonathanas was immortal. Eventually, Jonathanas married Rose, who also gained the Darkstar family's infinite lifespan. A few years later, they had a son--Tanthas Darkstar. He, and many others who were also related to the Darkstar line, formed the core of an elite clan of heroes who dedicated their lives to protecting the multiverse from the madness of the Far Realm--the Darkstar clan.
To this day, the Darkstars work to this goal. Their ranks hold not only elves, dwarves, and humans, but also goblins, demons, and even beholders. They have spread across the multiverse, and operatives even live in other worlds, such as Toril and Krynn. Their ranks have been decimated in recent years by the insane arch-villain Bonedevil, but they are already rebounding from the loss of life. With branches extending to anywhere that life exists, it's a sure bet that the Far Realm is going to be out of sight for a long, long time.


Spell Thoery
New Casting System (Iterative Casting) (Eldren)
Regarding magic... It's a concept I use in my campaign called "Iterative Casting". It never made sense to me that the warrior types learned to be so efficient, as a result of experience in their fields, with their weapon attacks that they start getting more attacks a round, but Wizards, Clerics, Druids and Sorcerers (the primary casting classes) never learned to be more efficient with their own spellcasting without using feats (such as "Quicken Spell"). So I came up with the Iterative Casting system, and I use it in my campaign. It seems to work reasonably well, and isn't overpowering that I've yet seen.
Here's the concept: From 10th class level (and it has to be a primary caster class, i.e., Wizard, Sorcerer, Cleric or Druid; the secondary casting classes of Paladin, Ranger and Bard don't receive this) onward, primary casters can get off up to two spells a round. The way it works is they can cast any two spells whose total levels don't exceed the highest-level spell they're capable of casting. So if you had a 10th level Wizard capable of casting 5th level spells, that Wizard could instead cast a 2nd level spell and a 3rd level spell. Or they could cast a 4th level spell and a 1st level spell. Or they could simply cast a 5th level spell.
The limitations on this, aside from the level requirement and class requirement of being a primary casting class, are that if you ever cast, in any given round, the highest-level spell you're capable of casting (in the above example, a 5th level spell), you can't then cast another spell that round unless you're making use of a magical item or the "Quicken Spell" feat. As well, this ability does not work with "Quicken Spell". If you use "Quicken Spell", you can't use Iterative Casting; the benefit of "Quicken Spell" is that you don't suffer the limitation of both spells having to add up to your highest-level castable spell. You can cast any two spells of levels that you're capable of quickening. But with Iterative Casting, you can cast two spells (only) of any combination when their levels equal your highest-level castable spell.
Example: Delegond Fortrius, Archmage Extraordinaire, is faced with a powerful group of mind flayers intent on devouring his brain. He could use a quickened spell with a regular spell, but in this instance, the highest-level spell he can quicken is a 5th level spell, and that doesn't suit his purposes. So instead, he chooses to bust off with the 8th level spell Horrid Wilting, catching the mind flayers in the area of effect. He follows this up with Magic Missile to nail the leader of the mind flayer posse, and hopes enough of them are weakened or dead afterward that he'll have a hope of escaping. The highest level spell he's capable of casting is a 9th level spell, so the total spell levels of the two spells he's just cast add up to 9, and he's fine.
They can never cast more than two spells in a round with Iterative Casting. Iterative Casting, likewise, will not work if the Wizard or Sorcerer is making use of a Metamagic Rod of Quickening. You either cast with metamagic feats, or you cast with Iterative Casting. You don't get both. In other words, you're never going to get off more than two spells a round, no matter how you look at it.
As well, Iteratively Casting imposes a -2 penalty on save DCs against both spells, and a -1 penalty to your caster level check for purposes of getting past Spell Resistance. This is to simulate the fact that because the caster is concentrating on maintaining the power of two spells at once, so they're both successfully cast, they just aren't able to put as much power or force of will behind them.
I haven't yet thought about cantrips and orisons, in all honesty, or how they'd work with this system. Chances are, they really wouldn't work at all; they're barely magic to begin with. Reading magic or telling that magic is there is so insignificant that it almost ought to be a skill rather than a magic spell. The only commonly-used cantrip is Prestidigitation, and only then because it's so open-ended. I have this sneaking suspicion that when we get 4th Edition a few years down the line, if Prestidigitation makes the cut, it's better going to have defined what it can and can't do.
Issues of metamagic are already built into Iterative Casting. If the highest-level spell you can cast is 5th level, and you want to quicken Magic Missile, then the only way you're going to get off another spell is your normal spell, since the instant use of "Quicken Spell" disqualifies you that particular round from using Iterative Casting. If you use some other metamagic feat, say one that adjusts the preparation or casting level by 3, and you're casting a 1st level spell through it, then you've effectively cast a 4th level spell. If the highest-level spell you can cast is 5th, that means you can still iteratively cast a 1st level spell, unaffected by a metamagic feat. Or you can use Haste to give yourself another spell, or you can use "Quicken Spell". But the preparation level of a spell affected by a metamagic feat is to be considered the same of casting a spell of that actual level as relates to Iterative Casting.
Aramar the Black

06-20-05, 12:45 AM
Reserved for the Restricted Section

This area will contain magic manistefations which do not fit nicely under any other sections.
Examples include rituals, possibly soul magic, BloodLore, Ossimancy, etc...
Aramar the Black

06-20-05, 12:46 AM
Ancestral Remnant Feats (BlaineTog
-Must be taken at 1st level.

Floating Ansestor (General)
One of your ancestors was a powerful telekinetic. They were so powerful, in fact, that many generations later, you are still able to take advantage of some of their power.
Benefit: You can cast mage hand at will. This is a Supernatural ability.

Luminent Ancestor (General)
You have an ancestor who was a Celestal that was obsessed with briging light into the world.
Benefit: You may cast Light as the spell at will as a spell-like ability.

Exorcist Ancestor (General)
One of your recent ancestors was an Exorcist of some renown. A measure of their power over the undead has passed to you.
Benefit: You may cast Detect Undead once per day as the spell (CL1) and Disrupt Undead as the spell 2/day (CL1).

Cute Ancestor (General)
Somewhere in the last four generations, you had an ancestor of unsurpassing cuteness, and you have inherited part of this trait.
Benefit: Good and Neutral Creatures with an Intelligence of at least 3 must make a Will save (DC5) or be unable to do any harm to you for that round. A successful save negates this efect for 24 hours.

Elemental Ancestor (General)
By some strange twist of fate, you have the "blood" of an element in your veins. It grants for some immunity to a given element.
Benefit: Pick either Fire, Electricity, Water, Cold, or Socic. You gain Energy Resistence 1 to that element which stacks with any Energy Resistence from other sources.

Empathic Ancestor (General)
You have an ancestor who was in tune with the emotions and physical well-being of others. You have gained some of this power.
Benefit: As a Standard action, you may many touch an ally and take up to your character level x 2 in HP damage per day from them. This may be spread out as many times as you wish, although the total for the day stays the same. You gain this damage as nonlethal damage that heals at a rate of 1hp/ 5 minutes. You may spend five of these points to take 1 point of Ability damage which heals at a rate of 1pt/day. You cannot use this to bring yourself below 1 HP or 1 in Ability Score.

Magical Ancestor (General)
You carry the blood of a Magical Humanoid. This covneys many minor tricks to you.
Benefit: You are under the continuous effect of Prestidigiation as the spell. This is a supernatural ability.

Short Temper (General)
One of your anscestors had a very short fuse. You have inherited this trait.
Benefit: Once per day, you may fly into a Rage, as the Barbarian ability except you gain no bonus to Constitution. This lasts for a flat 3 rounds, and is not cumulative with the Barbarian Rage ability.

Musical Ancestor (General)
You have an ancestor who was amazing with an intrument. You have inhereted this trait.
Benefit: Pick a Perform Type. You gain a +2 Innate bonus to perform checks made with this type of instrument. Also, once per day, you may cast Ghost Sound as the spell (CL 10), but you may only use it to create Accompaniment sounds.

Child of Creators (General)
Although it is said that everyone is a god's child, for you, it's literal. One of your ancestors was a deity.
Benefit: You gain the Special Ability "Bragging Rights" usable as a Free action once per round if you know the name of your ancestor. This is an extraordinary ability. Also, you can cast the spell Create Water 5 times per day (CL1). This is a spell-like ability.

Fix-It Ancestor (General)
One of your ancestors was an incredible repairman. You retain some of this ability.
Benefit: You can cast Mending as the spell at will (CL1). This is a spell-like ability.

Child of the Frightned (General)
One of your ancestors was frightened by everything. Although you may not be, you are still prone to fear.
Benefit: Twice per day, you may duplicate the effects of Expeditous Retreat (CL2) as the spell. This is an extraordinary abilty. However, you suffer a -2 penalty to fear effects.

Sprinter's Spawn (General)
One of your ancestors was a world-class sprinter.
Benefit: You may duplicate the effects of the Expeditous Retreat as the spell 2/day (CL2). However, you are fatigued for 1d4 rounds after the effect of each casting ends. This is an extraordinary ability.

Internal Compass (General)
You are from a long line of people with high-iron content in their blood. You, too, possess this gift.
Benefit: You may cast Know Direction at will (CL1). This is an Extraordinary ability that may not function near the poles of the world or near strong magnetic forces (DM's discretion).

Arcane feats (Dantedarkstar)
Arcane feats are special sort of feats. They require that you are arcane spellcaster, and allow to burn arcane spell slots to produce some effects. You can only use arcane feats with arcane spell slots, and only if you are arcane spellcaster.
All abilities granted by arcane feats' are supernatural abilities.

Arcane Fire [Arcane]
Prerequisites: Ability to cast 7th level arcane spells from Evocation school, Concentration 16 ranks
Benefit: As a standard action, you may sacrifice a prepared spell or spell slot to produce a bolt of raw magical power. It has range of 400ft and deals 1d6 damage, plus 1d6 damage per level of the slot sacrificed.
Special: If you have also Arcane Fire Archmage class feature, the damage total is increased by 1d6, for a total of 1d6 + 1d6 per archmage class level + 1d6 per level of the slot sacrificed.
This one is quite carbon copy of one of Archmage's High Arcana, but doesn't get better with level.

Spell Immunity [Arcane]
Prerequisites: Ability to cast 2st level arcane spells from Abjuration school, Spellcraft 7 ranks
Benefit: You may sacrifice a prepared spell to bestow unbeatable SR against that particular spell to touched creature or yourself. It lasts for a number of rounds equal to your spellcasting ability modifier. If you are able to cast spells without preparation, you may sacrifice a spell slot to gain unbeatable SR against any single chosen spell you are able to spontaneously cast. Using Spell Immunity is a standard action.
Since arcane casters know how to manipulate magic, they could raise a ward that provides protection against one spell they actually know.

Arcane Might [Arcane]
Prerequisites: Ability to cast arcane spells
Benefit: You may sacrifice a prepared spell or spell slot to gain an enhancement bonus to caster level equal to the level of the spell sacrificed for 1 round. Using Arcane Might is a free action.
Divine Might type feat, but for arcane users. Get over the cleric's Bead of Karma and actually be a better spellcaster. You have paid for that with HD, saves and many other things.

Drain Spell [Arcane]
Prerequisites: Ability to cast 7th level arcane spells, Spellcraft 15 ranks
Benefit: As a standard action, you may sacrifice a prepared spell or spell slot to wipe a prepared spell or a spell slot from other caster. Wiped spell or spell slot counts as used up, so target cannot prepare a new spell in it until a rest as normal.
Against spellcaster that prepares spells, you may try to wipe spells at random, or target specific spells prepared. If you try at random, you wipe one randomly chosen prepared spell from highest level available, but not higher than level of the spell or spell slot sacrificed to use this ability (all metamagics are taken into account in this case; it's the slot level, not spell level that counts). If you target specific spell, name a single spell of level no higher than the level of the spell slot sacrificed. If target has this spell prepared, it is wiped out. If target has multiple instances memorized, one occupying the highest slot, chosen at random, is wiped out. If the target doesn't have this spell prepared, nothing happens. In case of wiping specific spell, no metamagic modifications are taken into account.
Against spellcaster that casts spells spontaneously, you may only wipe spell slots at random, affecting one highest spell slots available, not higher than the level of the spell slot sacrificed to use this ability.
An interesting means of preventing enemy from hurting you with his spells. If you are familiar with his tactics and can guess well what surprises he prepared, you may really screw him.

Spontaneous Metamagic [Arcane]
Prerequisites: Ability to cast 3rd level arcane spells with preparation, Spellcraft 9 ranks, any Metamagic feat
Benefit: You may sacrifice a prepared spell, to cast lower or equal level prepared spell affected by metamagics. You may spontaneously apply any known metamagics to the spell you cast, provided that total, metamagic modified level don't exceed the level of the spell slot sacrificed. If the spell you are casting has already applied some metamagics, they can be modified. Casting time is increased, as if you were applying metamagics to spells cast spontaneously, and therefore Quicken Spell cannot be applied using this feat. Both the spell slot sacrificed and spell cast are used up. Using this ability is a free action in itself, but casting the metamagicked spell is not.
Not strong, but made for versatility (possible) rather than power.

True Illusion [Metamagic] (Dantedarkstar)
Prerequisites: Ability to cast 4th level Illusion spells, Disguise 4 ranks, Bluff 4 ranks
Benefit: The illusion spells cannot be foiled by any magical form of sight and seeing. However, if the spell makes object undetectable to normal sight or seeing, the detection spell still reveals it's position, althrough the object cannot be seen, and thus benefits from total concealment althrough can be targeted. The metamagic has no effect whatsoever on any spell that isn't from Illusion school. True Illusion ocuppies slot 2 levels higher than normal.
Note: The feat doesn't give any protection against nonmagical means of detection.
Basically, your illusions are immune to True Seeing and See Invisibility. Still, "invisible mage, you can't even touch me" isn't possible, because detections will reveal your position. But at least illusions will be still useful at high levels.
Since arcane magic has quite much illusions, and divine next to none, this certainly is arcane-friendly metamagic

General Feats

Known Finesse (General, Fighter) (Kedi)
You learned how to strike your enemy with your mind.
Prerequisite: BAB +1.
Benefit: You can choose to use your intelligence bonus instead of strength when making attacks with weapons described in Weapon Finesse. (If you have feats like Weapon Finesse, these feats don't stack).

Insight Finesse (General, Fighter) (Kedi)
You know how to attack your opponent.
Prerequisite: BAB +1.
Benefit: You can choose to use your wisdom bonus instead of strength when making attacks with weapons described in Weapon Finesse. (If you have feats like Weapon Finesse, these feats don't stack).

Magocracy [General] (Dyne)
Your great knowledge draws more followers.
Prerequisites: Int 13, Leadership.
Benefit: Add your Intelligence bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat.

Persuasive Finesse (General, Fighter) (Kedi)
You confuse your opponents as you attack them.
Prerequisite: BAB +1.
Benefit: You can choose to use your charisma bonus instead of strength when making attacks with weapons described in Weapon Finesse. (If you have feats like Weapon Finesse, these feats don't stack).

Streets Have Taught Me This (General) (Kedi)
The life you live forced you to improve some of your skills.
Benefit: Choose a skill. You always treat the skill as class skill and gain +2 ranks with it.

Theocracy [General] (Dyne)
Your great wisdom draws more followers.
Prerequisites: Wis 13, Leadership.
Benefit: Add your Wisdom bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat.

Watch and Learn (General, Fighter) (Kedi)
Your attacks are based on your opponent's weakness.
Prerequisites: Spot 6 ranks, Combat Expertise, BAB +3
Benefit: You may choose to examine your opponent for one round (spot check dc: opponent's Armor Class) to learn his weaknesses. If you succeed, she denies her dexterity bonus to AC for one round, and you get +2 on your attack rolls when attacking her (lasts for Spot check - Opponent's AC + int mod).

Philosophical Feats (Finwe)
These feats often require levels in the Philosopher class, and all are intended for that class, but characters with higher Intellignce, Wisdom, and/or Charisma scores can benefit from a few of these feats

Armor of Conviction [Philosophical]
Prerequisites: Wis 13+, Cha 13+, Philospher level 5th or higher.
Benefit: You gain a +4 enhancement bonus to your armor class, or a +4 armor bonus to your armor class if you wear no armor.
Special: Increase the armor/enhancement bonus by one for every extra +4 bonus the charisma the character has. So a Philosopher with 20 charisma would have a total of +5 to their armor class; +4 for the feat, and +1 for a charisma bonus of +5.

Contemplation [Philosophical]
Prerequisites: Intelligence 15+, Wisdom 15+
Benefit: You remove yourself from worldly matters. Unconcerned with material thoughts of pain, you gain a +3 insight bonus to concentration checks and a +1 competence bonus to all knowledge skills that you posses.

Dao [Philosophical]
Prerequisites: Wisdom 18+, partial or true neutral alignment, level 12+.
Benefit: You believe in living life as life should be. When you taste salt and it is salty, you smile. When the wind ripples through your clothes, you smile. You gain the ability to simply shrug off effects that others would scream at. Once per day per two points of wisdom bonus, you may make a will save in the place of a different save against an effect that allows a save. For example, if a Philosopher were attacked with a disintegrate spell, he or she could make a will save instead of a fortitude save to lessen the damage.

Kharmic Elevation [Philosophical]
Prerequisite: Dexterity 15+, Intelligence 13+, Wisdom 13+,
Benefit: Your feat never touch the ground unless you will them too, and you may cast the spell Levitate once per day per point of wisdom modifier.

Smite/Bolster Undeath [Philosophical]
Prerequisites: Charisma 15+, Wisdom 15+, Philosopher level 3+, good or evil alignment, your philosophy’s focus is on death.
Benefit: You can now turn/rebuke undead as per your alignment as if you were a cleric one level lower that your philosopher levels.
Special: You gain access to the turning feat.

Talent Feats (Kedi)

Insight Skill (Talent)
Your wisdom beats the crap of your intelligence.
Benefit: You now use your wisdom modifier instead of intelligence for purposes of bonus skills.
Normal: Without this feat, you use int mod for determining the purpose of your skill.

Insight Knowledge (Talent)
Instead of learning knowledge, you just know.
Benefit: From now on, you use your wisdom bonus instead of intelligence for knowledge skill checks.

Lucky (Talent)
You have an extraordinary luck.
Prerequisite: No ability scores below 10.
Benefit: You get +5 HP, +1 insight bonus to your AC, Saving Throws, to SR if you have, and receive -1 penalty to your Attack bonus, pillow DCs and str based skills.
Aramar the Black

06-20-05, 12:47 AM
THE PHILOSOPHER (Finwe)
The Philosopher seeks to find universal understanding of life. This quest can lead him across the world and beyond. Eventually, the gain innate understandings and begin to be ablet to weave Reality itself to better fit their will. From inside, they generate their own incredible power. All Philosophers have no deity that they worship. This does not mean that they do not believe in the gods, but simply that they seek to find their own way in the world.

Game Rule Information
Philosophers (Phl) have the following game statistics.
Base Attack Bonus: Bad (as a Wizard).
Hit Die: d4.
Saves: Special (see below).
Class Skills: The Philosopher’s class skills are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (any, each taken separately) (Int), Listen (Wis) Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha). Skill Points at Each Level: 4 + Intelligence modifier (x4 at 1st level).
Alignment: Any. A Philosopher can be of any alignment, for mere alignments do not deter the quest for understanding and knowledge.
Starting Age: As a cleric.
Starting Gold: 4d4 x 10gp.
Favored Class Philosopher is a favored class for elves because of their contemplative nature and affinity for magic, but replaces that of the wizard; they have the option of choosing either.

Class Features
All of the following are class features of the Philosopher.
Weapons and Armor Proficiency: Philosophers are proficient with all simple weapons and shields, but not with armor.


Level Special Abilitites/Feats
1 Base saves, Quest for Knowledge, Domains, Spells, Philosophy
2 Instill Principle
3
4
5
6 Lesser Aspect of Power
7
8
9 Instill Principle
10
11
12 Partial Ascension
13
14 Aspect of Power
15
16 Instill Principle
17
18 Greater Aspect of power
19
20 One with the Way


Spells per day:

lvl 0 1 2 3 4 5 6 7 8 9

1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 5 3 2 - - - - - - -
5 5 3 2 1 - - - - - -
6 5 3 3 2 - - - - - -
7 6 4 3 2 1 - - - - -
8 6 4 3 3 2 - - - - -
9 6 4 4 3 2 1 - - - -
10 6 4 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 5 5 4 4 3 3 2 - -
15 6 5 5 5 4 4 3 2 1 -
16 6 5 5 5 4 4 3 3 2 -
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4


Base Saves: The Philosopher always has a high base will save, but may choose to have either a high foritude or high reflex save. If he chooses to have a high fortitude base save bonus, then he recieves a low reflex base save bonus, and if he chooses to have a high reflex base save bonus, then he recieves a low fortitude base save bonus

Quest for Knowledge: The Philosopher constantly seeks enlightenment about the multiverse. The Philosopher may choose up to two skills which become class skills for him/her. These skills can never be changed once chosen-they become part of the class. However, these skills must reflect the Philosopher’s alignment – a Lawful Neutral Philosopher would certainly not choose pick pocket, but may instead choose diplomacy.
Domains: Being that he/she follows her own way, not restricted by attachment to deities, a Philosopher chooses his spells differently. A Philosopher has one domain which coincides with his alignment (i.e. a chaotic evil Philosopher may choose either the chaos or evil domains) (true neutral characters may select another domain that is not aligned instead), as well as an additional two other domains. The Philosopher gains the domain powers of these domains. Also, at every even level, the philosopher may select any one spell of a level that he/she can cast as a known spell, and at every odd level after fist, the Philosopher may select an additional spell known al least one level lower than the highest level spell that he/she can cast. These spells may be from any class spell list, but all of them must be from the same list. If a class does not have spells of a level that the philosopher can currently cast, the spell must still be taken from the same list. Philosophers can never cast spells that have descriptors opposed to their alignments or philosophies. (For example, a Philosopher who believes that the universe was created by fire and that fire is a sacred and holy energy may not cast a spell with the cold or water descriptor, and vice versa.
Spells: The Philosopher casts divine spells. He/she begins play with up to 4 cantrips of his/her choosing, and learns an additional cantrip once every three levels. These spells are very different than that of a cleric. For one, the Philosopher never prays for spells – he replenishes them in a way fitting to him. (For example, a Philosopher of “Cape Diem” might have to be doing something active, but not strenuous, while he or she regains spells). Philosophers also cast their spells spontaneously, as their spells come from within and thus can be accessed as they wish.* Philosophers do, however, have the option of "preparing" a metamagic feat when they regain spells, but they must get rid of a spell known of that level for that day. I.E. a philosopher with the extend spell feat wants his forcecage to last longer, and so he "prepares" the forcecage. He now "Knows" forcage as if it were an eighth level spell with twice the duration of forcecage, but he must sacrifice one eighth level spell that he knows to power the slot for that day. Knowing his party will be fighting a white dragon today, he decides to ger rid of polar ray. Thus he can now cast an extended forcecage spontaneously without penalties, but he can not cast polar ray until he next regains his spells. Philosphers choose two metal abilities. One of these stats controls bonus spells per day and is the mimimun ability requisite for casting spellx of a give level, while the other stats controls the DC's of the Philosopher's spells.
*Note: If a Philosopher ever casts a Miracle spell, then he or she draws from his or her own inner power instead of that of a deity, or possible requests the aid of a deity who agrees with his or her Philosophy.

Philosophy: The Philosopher chooses a way that he believes the multiverse works and runs. This may be broad or specific, but the only game term effects is limiting the use of certain spells (see above). All spells which have a descriptor that agree with the philosophy are cast at +1 caster level, and the save DC is raised by one. If for any reason the philosopher viololates his/her philosophy, the philosopher loses ALL abilitys granted by the class aside from BAB and hit dice. It it was an unintentional act, then the philosopher must attone, as the spell cast by a cleric.philosopher of his/her alignment, to gain spellcasting abilitys back. In order to regain other class abilities, however, the philosopher must spend a year in meditation (meditation hear meaning what the philosopher's philosophy says grants enlightenment. Thus a buddist might meditate, but others might work in the fields, while others still might undertake some quest to further the philosophy's goals. Philosophers who intentionaly go against their philosophy lose all class abilitys, and can never go back to their philosophy. They may attone to a new philosophy, and gain spellcasting abilities again, but their other special abilities can never be restored by anything less than divine intervention, or by spending 20,000 XP and sacrificing all the philosopher's worldly possesions. (if the philosopher has the vow of poverty, then they must instead spend another 20,000 XP, for a total of 40,000 XP to regain their class abilities). If a philosopher goes against its philsophy intentionaly for a second time, then they are stripped of all class abilities permanently, and become an outcast from all other cults.
Instill Principle:At second level, and every seven levels later, the Philosopher gains one Philisophical, bonus item creation, or metamagic feat that fits his/her Philosophy.
Lesser Aspect of Power:At fifth level, the Philosopher’s beliefs begin to take shape, and make him seem more than mortal. He or she gains a +2 bonus to all Charisma based checks, skills etc, and has a medium magical aura around him, which he can suppress at will.
Partial Ascension:At fourteenth level, the Philosopher has gained a tiny divine spark, and has started to ascend mortality. The Philosopher ceases to age, not gaining any aging penalties. When his/her time is “up” instead of dying, the Philosopher merely continues living, but does not gain any further bonuses from age.
Aspect of Power: The Philosopher’s power has further increased and he seems almost otherworldly. His or her voice can be heard by anyone in the same room clearly if he or she so wishes (even at a whisper) and the need for food and water has lessened on him - he can go for twice as long without either, gaingin nurishment from his philosophy.
Greater Aspect of Power:The Philosopher has achieved such a great height of power that even archagnels and demon princes mark their actions. The philosopher has become literally steeped in the magic of his/her philosophy, and emanates a strong magical aura, and he/shay may select one spell whose level is no greater than 2 that he/she knows to be a spell-like ability useable once per day per point of charisma bonus.
One With the Way: Reaching an Apotheoses with his or her philosophy, the Philosopher is now treated as a native outsider, and is respected across the planes. The Philosopher is immune to all mind influencing effects and gains a +2 inherent bonus of intimidate checks.


Epic Philosophers
Epic Philosophers have reached such heights of power that some may even mistake them for quasi deities. Indeed, they may rival them in power.

Epic Philosophers gain a bonus feat from the Epic Philosopher Bonus Feat list at 23rd level, and one every three levels after. Their caster level increases normally, however, they no longer learn any new spells unless they select feats such as Spell Knowledge or Bonus Domain.


lvl Special Caster Level
21. -------------- +1 caster level
22. -------------- +1 caster level
23. Bonus Feat +1 caster level
24. -------------- +1 caster level
25. -------------- +1 caster level
26. Bonus Feat +1 caster level
27. -------------- +1 caster level
28. -------------- +1 caster level
29. Bonus Feat +1 caster level
30. -------------- +1 caster level


Epic Philosopher Bonus Feat list:
Armor Skin, Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Combat Casting, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Scribe Epic Scroll, Spectral Strike, Spell Focus, Spell Knowledge, Spell Stowaway, Spell Opportunity, Tenacious Magic, Undead Mastery, Zone of Animation.


Guidelines for Philosophies:
All Philosophies should make actual intuitive sense to the PC (i.e., the PC must be able to formulate a reason why this might be, to understand the philosophy, and to explain why this character has picked up this outlook on life.). Then, as a DM, review the Philosophy and see if it fits and does not overpower the character. Some general guidlines are:

Philosophies dealing with inapropriate content should be disallowed in non-mature games.
Aramar the Black

06-20-05, 12:49 AM
Arcane Master (or Specialist) (Dyne)
Hit Die: d4

Requirements:
Skills: Spellcraft 8 ranks, Knowledge (arcana) 8 ranks, Concentration 8 ranks
Feats: Greater Spell Focus in the specialized school of magic, Spell Mastery of at least 3 spells from specialized school of magic
Spells: Able to cast 3rd-level arcane spells
Special: Specialized in a school of magic, Must designate 2 more schools of magic as prohibited

Arcane Master
Lvl BAB F / R / W / Special
-------------------------------------------------------------------------
1 +0 +0 +0 +2 Enhanced Specialization
2 +1 +0 +0 +3 +1 Saving Throw
3 +1 +1 +1 +3 +1 DC
4 +2 +1 +1 +4 +1 Caster Level
5 +2 +1 +1 +4 +2 Saving Throw
6 +3 +2 +2 +5 +2 DC
7 +3 +2 +2 +5 +2 Caster Level
8 +4 +2 +2 +6 +3 Saving Throw
9 +4 +3 +3 +6 +3 DC
10 +5 +3 +3 +7 School Mastery
-------------------------------------------------------------------------

Class Features:
Enhanced Specialization: The specialized character can now prepare an additional spell of each level from his specialized school (cumulative to when he first specialized in a school), for a total of 2 additional spells each level from his specialized school. At 2nd-level, the Arcane Master becomes better at withstanding the spells of his specialized school, gaining a +1 bonus to saving throws to resist them. At 3rd-level, the Arcane Master's spells from his specialized school become harder to resist, giving him a +1 bonus to the DC of spells he casts from his specialized school. At 4th-level, the Arcane Master becomes more powerful at casting spells from his specialized school, giving him a +1 bonus to caster level for casting spells of his specialized school.
School Mastery: At 10th level, Arcane Masters are considered to have Spell Mastery on all spells of their specialized schools of magic that they know how to cast. In addition, the bonuses for saving throws, DC's, and Caster Level for the Arcane Master's specialized school increase to +4.

Note: I would like to remind everyone that the Prestige Class is designed to focus on ONE school of magic, and that these bonuses only apply to spells of that ONE school. Also, characters that take this Prestige Class are giving up a lot by prohibiting 2 additional schools. Arcane Masters give up half of the spell choices out there to increase their ability in only ONE-EIGHTH of them.


Arcane Teacher (BlaineTog)
A good teacher is hard to come by. Practically impossible, in some places, especially for the wizard or sorcerer. This is where the Arcane Teacher comes in. Their only joy is to teach [flavor text needs some work.]
Hit Die: d4.

Requirements:
To qualify to become an Arcane Teacher, a character must fulfill all the following criteria.
Base Attack Bonus: +2
Skills: Knowledge: Arcana 8 ranks, Profession: Teacher 2 ranks, Intimidate 2 ranks, 4 ranks in 4 other Knowledge skills.
Feats: Skill Focus: Knowledge Arcana, Scribe Scroll.
Spellcasting: Ability to cast 2nd level Arcane Spells.

Game Rule Information
Class Skills: All Knowledge (Int), Profession: Teacher (Int.), Concentration (Con), Spellcraft (Int), and Decipher Script (Int).
Skill Points per Level: 6 + Intelligence Modifier (4 each level must go into Knowledge Skills).

Arcane Teacher
Lvl BAB F / R / W/ Special / Spells
-----------------------------------------------------------------------------
1 +0 +0 +0 +2 Teaching Wiz!, Major [+1 Spellcasting]
2 +0 +0 +0 +3 Bad Apple, Tutor, Reprimand
3 +1 +1 +1 +3 Detention!, Teacher's Pet [+1 Spellcasting]
4 +1 +1 +1 +4 Eyes in the Back of His Head! Veteran of the Spitball Wars
5 +2 +1 +1 +4 Honored Veteran, Promotion [+1 Spellcasting]
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Class Features
All of the following are Class Features of the arcane teacher prestige class.
Weapons and Armor Proficiency: The Arcane Teacher gains proficiency with the Ruler, the Straightedge, and the Meter/Yard Stick (new weapons detailed below). They gain no armor proficiencies.
Teaching Wiz! The Arcane Teacher has a gift for teaching. All party members who wish may gain 1 Skill point in any one skill in which the Arcane Teacher has ranks, chosen at the start of the level and gained upon reaching the next level (for instance, after leveling up from 8, Regdar can choose to learn a little about Intimidation. Upon reaching 9th level, how would gain 1 rank in Intimidation). Alternately, the student may choose a Knowledge skill, in which case he or she will receive 2 ranks. Note that the student cannot use this to gain more ranks in a skill than the Teacher has.
Major: The Teacher picks a major. This major is the teacher's area of expertise. Choose one of the following: Physical Education (Climb, Jump, Ride, Swim), Medicine (Craft: Alchemy, Heal, Handle Animal, Knowledge: Anatomy), Psychology and Sociology (Diplomacy, Intimidate, Sense Motive, Disguise), Magic (Knowledge: Arcana, Knowledge: Planes, Spellcraft, Use Magic Device), Nature (Handle Animal, Knowledge: Nature, Survival, Ride), or Gymnastics (Balance, Escape Artist, Sleight of Hand, Tumble). The maximum number of ranks in the skills associated with each major increase by 4 and the skills also become Class skills. Alternately, the Arcane Teacher may choose Liberal Arts (increase of 1 to max of all skills, but no additional class skills) or Book Learning (increase of 2 to max of all Knowledge skills).
Bad Apple: The Arcane Teacher is more experienced now and can tell a Straight-A student from a repeat truant. The Arcane Teacher can produce an effect similar to Detect Chaos at will as a free action. This is an extraordinary ability.
Tutor: The Arcane Teacher can spend extra hours helping her magically inclined student with their studies and/or powers. Instead of gaining a skill point, a spellcaster may choose to instead learn extra spells. Wizard-types gain two extra spells at the level and their research costs for additional spells are reduced by 50%. Sorcerer and Bard-types gain one addition spell that is at least two levels lower than their highest known-spell. However, after two consecutive levels of this, the Sorcerer or Bard must make a Will save (DC 20) or become too bored to continue. If the save is failed, they cannot benefit from this or an increase if skill points for one level. If they pass the save, then they may continue to benefit from extra spells or skills, but they must make a new Will save at every level. The DC for the save increases by 5 each level past 2nd consecutive level. Also, teaching Sorcerers and Bards how to refine their power is extremely draining: when the Teacher is 3/4 of the required experience to enter the next level, he or she must pay 25*spell level in XP. The Sorcerer of Bard may choose to take the initiative and take on up to half this XP cost themselves.
Reprimand: As the Paladin Ability Smite Evil except it Smites Chaos instead.
Detention!: Twice per day, the Arcane Teacher may sentence one chaotic humanoid to detention. This is the spell-like ability Hold Person, cast as a Sorcerer of 6th level.
Teacher's Pet: The Arcane Teacher isn't stupid and knows a suck-up when he of she sees one. Twice per day, he or she may cast Suggestion as a 6th level Sorcerer on a lawful humanoid as if he or she (the lawful humanoid) was enchanted. This is a spell-like ability.
Eyes in the Back of His Head: The Arcane Teacher can no longer be flanked.
Veteran of the Spitball Wars: The Arcane Teacher has seen quite a few spitballs hurtling at his or her head and has found a way to stop them. The Arcane Teacher gains the feat "Deflect Arrows" even if he or she doesn't meet the prerequisites.
Honored Veteran: The Arcane Teacher is now so good at stopping projectiles aimed at his or her head that (s)he can bat them away without a second thought. The feat "Deflect Arrows" is now in effect even when the Arcane Teacher is Unaware of the projectile and/or Flatfooted. This effect only works if the Teacher is awake.
Promotion: After much time and effort, the Arcane Teacher is finally recognized as the genius he of she is and is given a promotion. The Arcane Teacher's Type changes to Outsider (Principal), and is thereafter treated as such, instead of as a humanoid.

New Weapons:
Martial Weapons--Melee
Small
-Ruler: Cost: 5sp Damage: 1 Nonlethal Critical: X2 Range Increment: --- Weight: Negligible Type: Bludgeoning.
-Straightedge: Cost: 1gp. Damage: 1. Critical: X2. Range Increment: ---, Weight: Negligible Type: Slashing.

Medium
-Meter/Yard Stick: Cost: 2gp. Damage: 1d4 Nonlethal. Critical: X2. Range Increment: ---. Weight: 1lb. Type: Bludgeoning.


Avatar Dweomer Master (Gellion)
Humans who have an excessive burning ambition and drive towards mastery occasionally create a Destiny for themselves that surpasses all knowledge, convention, expectation and known limits. This Journey of Emergence is a profound expression of human potential - and is neither straight-forward, easy, and certainly not without great risk, and pain.
All matter of the Universe is manufactured in stars. Stars begin the creation of matter with basic elements and by way of Fusion, create heavier elements - and so planetary matter, cosmic dust, and all the building blocks of life come from stars.
An Avatar Dweomer Master has discovered and learned mastery over the very forces of matter and nature. That is, you recognize how to "manifest the energy of stardust" that is locked deeply within every human body. This mastery resides in the space between Magical Energy and the Energy of Matter. Together, these two basic forces of life are unlocked by the Avatar Dweomer Master who has learned to control these wild forces of nature.
A human being of very high level, who is protected by the highest level Abjurations known to mages, and whose very body has collided with basic forces of nature - produces a Synergy Effect that results in the Annihilation of Body and the Immersion of Mind into the very Essence of the Universe. This is a collision of Law, Chaos, Evil, Good, Transformation, Transmutation, Evocation and Abjuration, results in a giant explosion that opens a trans-temporal portal - into the Space beyond Space, and Time Beyond Time.
This experience to the human cannot be characterized by word, voice, or phrase, but the expression "to be blasted into annihilation with Mind in-tact" partially describes the process.
In the No-Sphere of No-Time and No-Space, the Human is transformed. And if she chooses, she may re-corporate and return to the material plane, but she is forever irrevocably altered.

Requirements:
To qualify to become an Avatar Dweomer Master, a character must fulfill all the following criteria.
Feats: At least two Wisdom based Feats, and at least four Metamagic Feats.
Spells: Ability to cast 9th level Abjuration spells.
Ability Score: Wisdom of 22 or higher.
Age: Characters must be out of their young adulthood.
Special: An outstanding experience which challenged a characters core beliefs about absolutism and black and white thinking. To even begin to glean the mysteries of the universe, a person must be able to think outside of all learned convention and learned knowledge. Thus, the Human must have had a very serious challenge to their existing belief system before they can access Avatar status.

Class Skills:
The Avatar Dweomer Master’s class skills (and the key ability for each skill) are Craft (Int), Knowledge (Nature) (Int), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Knowledge (Arcana)(Int), Concentration (Con), and Spellcraft (Int)
Skill Points at Each Level: 4 + Int modifier.

The following table applies, even though this is an Epic Level PrC.
Avatar Dweomer Master
Lvl Bab F / R / W/ Special Spells
-----------------------------------------------------------------------------
1 +1 +2+0+2 Avatar Dweomer Adept
2 +2 +3+0+3 Avatar Dweomer Principle
3 +3 +3+1+3 Avatar Dweomer Kindler
4 +4 +4+1+4 Avatar Dweomer Ascendant
5 +5 +4+2+4 Avatar Dweomer Master
-----------------------------------------------------------------------------

Class Features:
The following are class features of the Avatar Dweomer Master prestige class.
Weapon and Armor Proficiency: The Avatar Dweomer Master gains no new armor or weapon proficiencies.
Spellcasting: At every level, the character gains spell slots as if she had gained a level in the spellcasting class she belonged to.
However, she does not gain any other benefits of the parent class that would have been gained with level advancement (feats, special abilities). If the character had more than one spellcasting class before becoming a Dweomer Master, she must decide which class to add the new spellcasting levels to for the purposes of determining spells per day.
Avatar Dweomer Adept: At first level, you may Counter-Magic as a free action, and without need or recourse to spells. You are so in touch with Native Magical Energy that it is yours to command freely. You also learn to command the basic forces of nature: air, fire, water and earth - but in Epic proportions. This enables you, for example, to create storms, deserts, hurricanes, earthquakes, tidal waves, create fires over vast areas of land, or alternatively, you may stop these same effects. Any force of nature is yours to command. There is a DC check associated with use of this function

Proportion of Event DC-Check
Small effect 15
Small-Moderate effect 20
Moderate effect 25
Moderate-large effect 30
Large effect 35

Your DM will moderate these effects, and she will determine what is "small" versus "large". But, this is a Wisdom Based ability - and involves the interaction of Existential Energy (created by the Mind) with the forces of Nature. The Avatar adds their Wisdom Bonus to dice roll, and adds 5 per PrC Level (so a Large Effect has a 50-50 chance of success at maximum PrC level on a D-20 roll unmodified by Wisdom). Also, you may cast all your spells without drawing on the Weave.
Avatar Dweomer Principle:
Create Weaveless Mythallar: These effects are to be moderated by your DM, but may include basic Mythallar functions, such as Float City.
Alter Season: You may actually shift the Planetary Axis (the Procession of the planetary orbit) to literally change the current season.
Deepen Seasonal Effects: You may add degrees or subtract degrees of tilt to the Planetary Axis. If 'more tilt' was introduced, you could make both summers and winters more severe. Days would lengthen and shorten between solstices and equinoxes appropriately.
Avatar Dweomer Kindler:
Change Sun's Energy: This function may make change the actual color of a sun. So, you might change a yellow sun to a hotter sun (a blue sun) or to a cooler sun (a red sun).
Avatar Dweomer Ascendant:
Explode or Create Sun/Planet: Your power has increased to such an extent that you can actually destroy or create a sun. The former disperses the sun's elements into space, the latter coalesces matter (Hydrogen).
Rip Space: this is a rending of "space". The effect is to disrupt all things in the Prime Material Plane inside the area of effect. It is a rending of the actual substance of the prime material plane - and the creation of Dark Matter or Dark Energy from Space. Dark Matter cannot be seen, measured or felt and neither can Dark Energy. These "zones" are not noticed as one passes through them (after the effect). They are in Unspace or Non-Space. But this effect causes Shar to accumulate Power into the Shadow Weave and disrupts the balances between deities.
Create Life: You are so in tune with Life Force that you can reverse entropy and create Life from Lifelessness.
Shift Planetary Orbit: you learn how to shift the obit of a planet either more close to the sun, or further away.
Avatar Dweomer Master:
Avatar Status: this spell is akin to Karsus' Avatar - it permits you to subsume another Deity into your "portfolio" thereby increasing your power. But, when you interfere with Deific boundary-space, you will attract the attention of several deities.
Life-Extension: you glean mastery over flesh to such extent that your body becomes Timeless.


Diamond Sorcerers (Frozen Diamond)
The Diamond Sorcerers are an elite mage guild of the Empire of Eran. They use their powers for good, to protect the people of the Empire. In addition to their magic powers, diamond sorcerers are skilled with the longsword. They use their inherent magic powers to protect and damage more effectively.
Hit Die: d4

Requirements:
To qualify to become a diamond sorcerer, a character must fulfill the following criteria.
Alignment: Any good.
Skills: Concentration 13 ranks, Knowledge (arcana) 13 ranks, Knowledge (nobility and royalty) 5 ranks, Spellcraft 13 ranks.
Feats: Any two metamagic feats.
Spellcasting: Ability to cast arcane spells without preparation.
Spells: Able to cast 5th-level arcane spells.

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Spellcraft (Int)
Skill Points per level: 2 + int modifier

Diamond Sorcerer
Lvl Bab F / R / W/ Special
-----------------------------------------------------------------------------
1 +0 +0 +0 +2 Weapon Proficiency (Longsword), Diamond Metamagic
2 +1 +0 +0 +3 Charisma Boost (+1)
3 +1 +1 +1 +3 Weapon Focus (Longsword)
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Spell Knowledge, Diamond Metamagic
6 +3 +2 +2 +5 Energy Mastery
7 +3 +2 +2 +5
8 +4 +2 +2 +6 Soulsword, Charisma Boost (+1)
9 +4 +3 +3 +6 Diamond Metamagic
10 +5 +3 +3 +7 Diamond Shield
----------------------------------------------------------------------------

Weapon and Armor Proficiency: At 1st level, the diamond sorcerer (DS) acquires the feat Martial Weapon Proficiency (Longsword) for free.
At level 3, the DS gets Weapon Focus (Longsword) as a bonus feat.
Spells per Day/Spells Known: When a new DS level is gained, the character gains new spells per day and spells known as if he had also gained a level in whatever arcane spellcasting class in which he could cast 4th-level spells before he added the prestige class level.
Diamond Metamagic: At 1st level, and every 4th level thereafter (5th, 9th, etc.), a DS may choose a spell he knows. This spell will no longer require increased casting time when metamagic is applied to it.
Charisma Boost: At 2nd level, and every 6th level thereafter (8th, 14th, etc.),the DS' Charisma score increases by +1 .
Spell Knowledge: The DS gets Spell Knowledge as a bonus feat at 5th level, and every 7th level thereafter (12th, 19th, and so on).
Energy Mastery: A level 6, the diamond sorcerer chooses one type of energy (acid, cold, electricity, fire, or sonic) to specialize in. A spell which does that type of damage (or otherwise uses the energy) has its save DCs increased by one half the DS class level (rounded down).
The DS also gain an energy resistance of 10 of the specific energy, which increase by 5 every 6th level (resistance 15 at 12th, 20 at 18th, etc.) This resistance does not stack with energy resistance provided granted by magic items or nonpermanent magical effects.
Soulsword (Su): A diamond sorcerer uses his inner power rather than his physical strength when attacking in melee. A DS may choose to apply his Charisma modifier to attack and damage with swords, blades and unarmed strikes rather than his Strength modifier. He also gets bonus damage of the energy chosen at 6th level, equal to half DS level (rounded down).
Diamond Shield (Su): A diamond sorcerer of 10th level or higher applies his Charisma bonus as a deflection modifier to AC.

Epic Progression: The epic diamond sorcerer's abilities increase at the same rate as those of the nonepic diamond sorcerer.
Bonus Feats: The epic diamond sorcerer gains a bonus feat (selected from the list of epic sorcerer bonus feats) every three levels after 10th.
Hit Die: d4
Skill Points at each level: 2 + int modifier
Spells: The epic diamond sorcerer's caster level increase by 1 for each new DS level he gains. The number of spells per day does not automatically increase after 10th level.
The DS gains the Spell Knowledge feat every once every 7th level above 5.


The Sourcerer (BlaineTog)

There is only one suitable profession for the eight son of an eight son , and that is a wizard. Why this should be is anybody’s guess, but it probably has something to do with quantum. In any case, many of the wiser wizard societies forbid marriage in their ranks, for it is entirely possible that the married wizard would have an eight son. A wizard squared. A source of magic. A Sourcerer.
Sourcerers are always sorcerers who have realized their awesome potential for controlling and using magic. They have reached a level of power comparable only to the strongest of wizards. Because of this, it is not unheard of for the Sourcerer to challenge the wizards of the world, resulting in a battle of epic proportions.
Hit Die: d4

Requirements:
To qualify to become a sourcerer, a character must fulfill the following criteria:
Skills: Knowledge (arcana) 13 ranks, Spellcraft 13 ranks.
Feats: “Quicken Spell”, any other two Metamagic feats, Spell Focus (any).
Spells: Ability to cast 5th level Arcane spells spontaneously and to summon a familiar, must know at least 1 spell from each school.
Special: Must be the eight child of an eighth child of an eighth child.

Game Rule Information
Alignment: Because of their megalomaniac tendencies, Sourcerers tend slightly towards Chaotic Evil, but there is no restriction.
Class Skills: The Sourcerer’s class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (arcana) (Int), Perform (Magic Tricks) (Cha), Spellcraft (Int), and Use Magical Device (Cha).
Skill Points at Each Level: 2 + Int modifier.

The Sourcerer
Lvl Bab F/R/W Special Abilities
------------------------------------------------------------------------
1 +0 +0+0+2 Sourcery, Force of Personality
2 +1 +0+0+3 Power From Within, Atrophy
3 +1 +1+1+3 Force of Personality (10-ft. reach)
4 +2 +1+1+4 Power From Within (1/5 rate)
5 +2 +1+1+4 Sourcerery (1/5), Atrophy
6 +3 +2+2+5 Power From Within (1/3 rate)
7 +3 +2+2+5 Force of Personality (30-ft. reach)
8 +4 +2+2+6 Not With My Own Weapon!, Atrophy
9 +4 +3+3+6 Magically Powered
10 +5 +3+3+7 Master of Magical Manipulation, Out Of This World
------------------------------------------------------------------------

Class Features:
Weapon and Armor Proficiency: The Sourcerer gain no proficiency in any weapons or armor.
Spellcasting: When a new Sourcerer level is gained, the character gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Sourcerer, she must decide to which class she adds the new level for purposes of determining spells per day and spells known.
Sourcerery: The magic of Sourcerers comes from within, and needs no outside power to function. Sourcerers ignore material components of less than 10gp. At 5th level, they can pay 1/5 the cost of the material component in XP (although the Sourcerer may use the material component instead if he or she has it). Note: for some spells (such as Trap the Soul), this option is not available and the material component must be used. The Sourcerer also gains a number of bonus cantrip slots per day equal to the number of bonus 1st level slots per day due to high Charisma.
Force of Personality: The Sourcerer needs no mundane weapons to function. He gains his Charisma bonus as a deflection bonus to AC. This bonus cannot exceed 2/ Sourcerer level. He also gains a natural weapon: Charisma Lash (detailed below). He can reach out with the force of his awesome charisma and directly attack enemies. The Sourcerer adds up to 1 point per Sourcerer level of his Charisma bonus to attack and damage rolls and is proficient with this weapon, which is considered to be a “Magic” weapon for the purposes of overcoming Damage Reduction. At 3rd level, the weapon gains reach and may hit enemies up to 10 feet away, although the Sourcerer does not threaten this area. At 7th level, the reach is extended to 30 feet (this area is still not threatened). In both cases, attacking enemies not in melee with the sourcerer provokes an attack of opportunity. This permanently consumes one 3rd and one 5h level spell slot. It is a Spell-like ability (Sp.).
Charisma Lash: 1d6 slashing, Critical: x2, Range: Varies (see description).
Power From Within:Sourcerers can draw power from inside themselves to power their spells. Beginning at 2nd level, as a free action, the sourcerer may take 1d4/spell level in nonlethal damage and cast one spell of that level. This damage can initially only be healed naturally (over time), but at 4th level, dedicated healing can occur at 1/5th rate (ie only nonlethal damage is healed, and at a rate of 5 points of healing for every 1 point of nonlethal damage that is removed. For example: Jozan casts “Cure Light Wounds” on his friend Hennet’s nonlethal damage. He rolls a 5 and adds his level to that for a totally of 5. He can heal 2 points of nonlethal damage gained through this method instead of 10 points of lethal damage), and at 6th level at 1/3rd rate.
Atrophy: The Sourcerer has no need for physical prowess, and has lost some power as a result. At levels 2, 5, and 8, the Sourcerer permanently looses 2 points of Strength and Constitution (grace, however, is still important to the Sourcerer, so there is no Dexterity loss). These loses cannot bring the Sourcerer below 1 in each stat.
Not With My Own Weapon: The Sourcerer, from whom magic flows, can laugh off other’s attempts to harm him or her with their own medium. The Sourcerer gains Spell Resistance equal to 10+ Sourcerer level against Arcane magic.
Magically Powered: The magic ingrained in the Sourcerer keeps him/her forever young. The Sourcerer gains “Timeless Body” (as the Druid ability), and his/her maximum age is doubled. This costs one 7th level spell slot.
Master of Magical Manipulation: There is no way that anyone can change their magic that the Sourcerer cannot match. Applying any metamagic feat to any spell does not increase its casting time (and allows the Sourcerer to “Quicken” spells).
Out Of This World: The Sourcerer is a creature of magic in the purest sense, and achieves His/her full potential in this respect at 10th level. The Sourcerer’s type changes to “Outsider (Native).” Unlike other outsiders, however, the Sourcerer can still be brought back from the dead. If the sourcerer is Reincarnated, the penalties to Strength and Constitution carry over to the new body.
Manifestations of Power: The magic emanating form the Sourcerer shows itself in a number of ways, as detailed below (each number corresponds to the Sourcerer level at which each manifestation first shows up. Manifestations are Cumulative unless otherwise stated, and all can be surprised at will as a free action unless otherwise stated).
The Sourcerer:
1) Doesn’t need to sleep (but not sleeping incurs a -2 penalty to Concentration checks that increases by -1 per day beyond the first spent without sleep)
2) Doesn’t need to eat or drink (but not eating or drinking incurs a -2 penalty against Fortitude saves vs. poisons which increases by -1 each day beyond the first spent without eating or drinking)
3) Is immune to the elements (as the spell endure elements).
4) Gives off a “Moderate” aura of magic*
5) Can manipulate small magic effects (continuous Prestidigitation)
6) Aura increases to “Strong”*
7) Floats a few inches off the ground. (-5 circumstance penalty to all jump, tumble, balance and perform(dance) checks)
8) Gives off a small amount of light (-5 to Hide checks while active)
9) Gains up to his/her Charisma modifier in noticeable physically attributes (such as Glowing eyes, writhing hair, electrically crackling fingers, etc.)
10) Aura increases to “Overwhelming”*

*Note: These are not cumulative; for example, at 6th level, the Sourcerer gives off a "Strong" aura instead of a "Moderate" one. This can be suppressed for 24 hours by expending a Cantrip slot per day. At any time, the Sourcerer may end the suppression, but re-suppressing it required another slot per day to be expended. Higher level slots can be used if the sourcerer so desires.


Song Mage (by Baerdith)
It has long been known that Music has a magic of its own. A select few have been able to occasionally bend true power out of music. An even rarer number can do this at will. These are the Song Magi. At first glance most think of them as bards or Lorists, and there are many similarities, but there are just as many differences. Bard tend to travel just to learn new songs and Lore, Lorists tend to stay in their library studying some particular subject. A Song Mage, travels the world seeking Lore and songs, but really searching for that one particular song that may have helped create the universe. They do sometimes seem a bit cold and distant, that is until they give a performance. Song mages can come from any arcane spellcasting class, with most favoring the wizard class.
Hit Die: d4.

Song Mage
Requirements:
To qualify to become a Song mage, a character must fulfill all the following criteria.
Skills: Concentration, Diplomacy, Perform-Song, Perform (any other) 10 ranks in each.
Feats: Skill Focus (Perform) Spell Focus (Enchantment).
Spells: Able to cast Arcane spells

Class Skills:
The Song Mage’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Spells per day: +1 level of existing class per level

Spell Ability: Each Level of Song Mage adds +1 to any other spell casting class the character has. If the character has more than one class granting arcane spells the Song Mage chooses which class gets the +1

Song Mage
Lvl Bab F / R / W/ Special
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1 +0 +0 +2 +2 Bardic Music Abilities, Song of the Heart
2 +1 +0 +2 +3 Etymology, Epic Skill Focus: Perform
3 +2 +1 +3 +3 Arcana
4 +3 +1 +4 +4 Etymology
5 +3 +1 +4 +4 Bardic Knowledge, Practiced Spell caster
6 +4 +2 +5 +5 Etymology
7 +5 +2 +5 +5 High Arcana
8 +6 +2 +6 +6 Etymology
9 +6 +3 +6 +6 Lost arcana
10 +7 +3 +7 +7 Hidden arcana
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Song of the Heart: From this moment on the Song Mage can only cast spells as part of his music (any 'bardic' performance, such as singing, storytelling or instrument playing) If the Song mage doesn't already cast spells spontaneously, he gains this ability. If he can, this song of the Heart gains him 1 new spell of one level lower than the maximum that he can cast.
Bardic Music Abilities: This functions exactly as the Bard ability, if the Song Mage has Bard levels these abilities stack.
Etymology: Song Magi, through their travels and study of ancient documents, begin to understand the languages contained in them. At 2nd level, they gain the Speak Language Skill as a bonus in any one language they have seen. At 4th level they get a 2nd language, at 6th they get a 3rd language and at 8th level they get a 4th.
Epic Skill Focus: perform +10 to all Perform checks
Arcana: Song Magi study many magical texts and so have developed an increased knowledge of magic. Arcana grants a bonus of +2 to each level of Known spells. If character is a wizard this doubles the 'free' spells per level.
Bardic Knowledge: Through their travels and studies the Song Mage also picks up a bit of knowledge about just about anything. This Song Mage can add his level to his intelligence bonus to see if he knows some relevant information about local notable people, legendary items, or noteworthy places. (if the Song mage also has bard levels these stack)
Practiced Spell Caster: If the Song mage is Multiclassed (most are) at 5th level he gains the Practiced Spell caster feat for Free. This adds +4 to the effective spell level of one of the character's classes.
High Arcana: Song Magi also pore over scrolls and spell books whenever they get the chance searching for 'lost songs'. This enhances their understanding of magical spells so much that they gain a bonus 1st level spell each day.
Hidden arcana: The Song Mage has studied so many magical texts that he gains a bonus 2nd level spell each day.
Lost arcana: Song Magi's continuing search of scrolls and spell books further enhances their understanding of magical spells so much that they gain a bonus 3rd level spell each day.

Daily Readying of spells: Each day, Song Magi must focus their minds on the task of casting their spells. A Song Mage needs 8 hours of rest (just like a wizard), after which he spends 15 minutes singing, reciting, or playing an instrument of some kind while concentrating.) During this period, the Song Mage readies his mind to cast his daily allotment of spells. Without such a period to refresh himself, the character does not regain the spell slots he used up the day before.

Song Magi spells MUST have a verbal and or Somantic Component, even if the PHb says the spell doesn't. If the Song Mage plays an instrument, he may not make use of Still spell or Silent spell. In some rare Song Magi (those that use Mime), Silent spell may be used.
Sample spells known list:
Cantrips: Song Magi have access to all 0th level spells.
First: Summon MonsterI, Unseen Servant, Comprehend Languages, Identify, Charm Person, Ventriloquism.
Second: Arcane Lock, Summon Monster II, Daze Monster, Continual Flame, Magic Mouth, Eagle’s Splendor, Whispering Wind.
Third: Summon Monster III, Tongues, Deep Slumber, Heroism, Hold Person:, Rage, Suggestion.
Fourth: Remove Curse, Secure Shelter, Charm Monster, Geas-Lesser, Shout, Bestow Curse.
Fifth: Break Enchantment, Summon Monster V, Contact Other Plane, Dominate Person, Sending.
Aramar the Black

06-20-05, 12:49 AM
This area is reserved all creations musical and Bardic.
Aramar the Black

06-20-05, 12:50 AM
Epic Spells

Adonic Fury (Von Crown)
Conjuration (Creation) [Transportation]
Spellcraft DC: 92
Components: V, S
Casting Time: 1 free action
Range: see text
Effect: One duplicate of caster
Duration: 1 round
Saving Throw: None
Spell Resistance: No
Nuts and Bolts: Seed: conjure (to make base substance) (DC 21), transform (DC 21), animate (to allow duplicates to attack) (DC 25). Factors: nonliving substance to humanoid (+10 DC), transform into specific individual (+25 DC), Replicates Equipment (Ad Hoc +10). Mitigating factor: 1-round duration (DC -20)
Upon casting Adonic Fury, the character creates three duplicate versions of themselves surrounding an adjacent opponent. Each Duplicate Takes a full-attack action with whatever weapons it has that will deal the most damage. These duplicates gain and grant flanking bonuses as normal, and are in every respect like the caster.
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Anti-Antimagic Field Field (Von Crown)
Abjuration
Spellcraft DC: 26
Components: V, S
Casting Time: 1 minute
Range: Touch
Target or Effect: 10-ft.-radius spherical emanation, centered on you
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
Nuts and Bolts: Seed: ward (to protect against antimagic field) (DC 21)
This spell creates a field that cancels out animagic fields. In places where their area's overlap, all antimagic fields are cancelled, having no effect on spellcasting or spell effects in that area.
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End of Days (Bringer of Ruination; edited by Aramek)
Spellcraft DC: 152
Components: V,S, XP
Casting Time: 7 days, 10 minutes
Range: 0 ft
Area: 7 miles radius emanation
Duration: 7 days, 7 nights
Saving Throw: Reflex halves [see text]
Spell Resistance: Yes
Seed: energy fire (DC 19), Seed: energy weather (DC 19), Seed: dispel (DC 19)
Factor: change rain to wisps of fire (ad hoc + 12 DC), increase damage from 1 point to d20 (+ 70 DC), increase duration from 20 hours to 7 days, 7nights (+ 18), increase area from 2 mile to 7 mile radius (+ 5 DC), +20 to caster level to beat dispel attempts (+ 40 DC), +6 damage dice (+ 12 DC)
Mitigating factors: increase casting time to 7 days, 10 minutes (- 34 DC), burn 2000 XP (-20 DC).
This is essentially a suped up version of the rain of fire spell. The epic spellcaster calls forth a storm of tremendous fury and wrath that rains black fire on everything within a 7 mile radius, for 7 days and 7 nights. The black fire does 7D20 damage to everything, every round. A reflex save halves this damage but it must be repeated every round while within the storm area. Anything that sustains damage from the storm is subject to catching on fire [see DMG]. The dispel seed means that the caster is immune. The storm is centered on the spell caster but is stationery so remains in place even if the spellcaster leaves. The storm is so intense [and combined with the ash and smoke in the air] that natural light penetration becomes restricted. On the second day, light conditions count as low light [this happens on the first day in wooded or populated areas]. On the following day all light is obscured. This is not magical darkness. This continues until the 6th day when in probability nearly everything would have burnt so the light conditions return to low light. The 7th day is also spent in low light. After the storm has passed, all that is left is a blackened, barren wasteland.
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Epic Fireball (Law)
Evocation [Fire]
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 1 standard action
Range: 600 ft.
Area: 60-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 855,000 gp; 17 days; 34,200 XP. Seed: Energy (DC 19). Factors: 1-action casting time (+20 DC), Change area from bolt to ball (+2 DC), Increase area by 200% (+8 DC), Increase range by 100% (+2 DC), Increase Damage to 40d6 (+60 DC), Increase damage dice three steps (+30 DC). Mitigating factors: 2d6 backlash (-2 DC), Burn 4,400 XP (-44 DC).
Epic Fireball is a massive ball of fire that detonates with a mass of flames. It deals 40d12 points of fire damage. Unattended objects also take this damage. The spell can barely be controlled and the caster takes 2d6 points of damage as it is released (in addition to burning 4,400 XP).
You point your finger and determine the range (distance and height) at which Epic Fireball is to detonate. A red, fist-sized globe of glowing energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, it blossoms into a blast of fire that commonly leaves only ashes of all that where in the area of effect.
XP Cost: 4,400 XP.
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Infernal Counterspell (Von Crown)
Abjuration
Spellcraft DC: 139
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Nuts and Bolts: Seed: dispel (DC 19). Factors: +100 to dispel check (+100 DC), 1-action casting time (+20 DC).

To use infernal counterspell, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+110 against a DC of 11 + the foe?s caster level. If the check is successful, the character?s spell negates the foe?s spell.
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Kimber’s Blasting Forceball (Law)
Evocation [Force]
Spellcraft DC: 126
Components: V, S, XP
Casting Time: 1 free action
Range: 1,500 ft.
Area: 100-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 1,134,000 gp; 22 days; 45,360 XP. Seed: Energy (DC 19). Factors: Change to force spell (ad hoc +10), Quickened spell (+28 DC), increase range by 400% (+8), change area from bolt to ball (+2 DC), increase area by 400% (+16 DC), Increase damage to 60d6 (+100 DC), Increase damage dice for steps (+40 DC), increase DC on the fly (ad hoc +3). Mitigating factors: Burn 10,000 XP (-100 DC).
Kimber’s Blasting Forceball is a massive blast of force energy that detonates with a thundering roar. It deals 60d20 points of force damage. Unattended objects also take this damage.
You point your finger and determine the range (distance and height) at which Kimber’s Blasting Forceball is to detonate. A clear, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, blossoms into a blast of force energy that has been known to topple castles.
As a special feature of this spell, you can increase the saving throw DC at the time of casting by sacrificing more XP. For every 1,000 XP you sacrifice beyond the 10,000 XP required to cast the spell, the saving throw DC increases by 5.
XP Cost: 10,000 XP.
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Kimber’s Massive Forceball (Law)
Evocation [Force]
Spellcraft DC: 820
Components: V, S, XP
Casting Time: 1 free action
Range: 1,200 ft.
Area: 400-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 7,380,000 gp; 148 days; 295,200 XP. Seed: Energy (DC 19). Factors: Change to force spell (ad hoc +10 DC), Quickened spell (+28 DC), change area from bolt to ball (+2 DC), Increase area by 1,900% (+76 DC), Increase range by 400% (+8 DC), Increase Base saving throw DC to 100 (+160 DC), Increase damage to 400d6 (+780 DC), Increase damage dice for steps (+40 DC), increase DC on the fly (ad hoc +3). Mitigating factors: 206d6 backlash (-206 DC), burn 10,000 XP (-100 DC).
Kimber’s Massive Forceball is a massive blast of force energy that detonates with a thundering roar and gives off a small shock wave up to 800 ft. (no damage for the wind). It deals 400d20 points of force damage. Unattended objects also take this damage. The spell is barely controlled, and the caster takes 206d6 points of damage as you release it (in addition to burning 10,000 XP).
You point your finger and determine the range (distance and height) at which Kimber’s Massive Forceball is to detonate. A clear, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, blossoms into a blast of force energy that has been known to leave small bits of everything in the area.
As a special feature of this spell, you can increase the saving throw DC at the time of casting by sacrificing more XP. For every 1,000 XP you sacrifice beyond the 10,000 XP required to cast the spell, the saving throw DC increases by 5.
XP Cost: 10,000 XP.
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Meta-Dimensional Selves (Sil)
Transmutation
Spellcraft DC: 65 (adjust by choice of Factors & Mitigating Factors at Casting Time)
Casting Time: 10 minutes
Range: See Text
Target: One or many Peredhil/Mixed Blood Elves (see Text)
Area: N/A
Duration: 1 Minute Per Level of Caster
Saving Throw: Will Negates (for targets beyond caster)
Spell Resistance: Yes
To Develop: 585,000 gp; 12 days; 23,400 XP; Seed: Conjure, Contact, Transform (DC: 65). Factor: to add one extra target to spell in one casting (+65 DC). Mitigating Factors: increase casting time by 10 minutes (-20 DC), burn 5,000XP (-50 DC); For each Peredhil Caster contributing a 9th Level Spell slot (-17 DC)
In every moment and in every space and over every time, there is always more around us than appears to the five senses. Multiple overlapping dimensions form the Multiverse pass in, over and through us in ways that we cannot sense and affect us in mysterious ways. The sense of de ja vu or seemingly chance meetings, perhaps a synchronicity or serendipity leave us with a feeling of awe or wonder. The close friend that you "run into" on the other side of the world. The strange gift that arrives in the time of your greatest need and when least expected.
Those beings that stand at the nexus of more than one race (such as Half-Elves or Elf/Drow mixes, Gnows, Dwelves etc) and even the pure blooded races to lesser degree may, at times in their lives, get a "glimpse" of the vastness of the Multiverse (add 20 to the DC for Elf-Elf mixes or Human-Human mixes and +40 to the DC for very pure-blooded strains of each race). Within each of us, our "self" is interlaced throughout the Multiverse and at an unconscious level - is in constant communion with multiple selves in other universes. Now and then, the natural order of the Multiverse impels our "fractured" selves together.
The portal to Meta-Temporal Space is the nexus between this Universe and the next where multiple selves may converge for an Epic Event. Meta-Temporal Spell Casting Systems (MTSCS) are the foundation by which you may achieve this in your campaign world. MTSCS's are not that different to the Time Duplicate Epic Level Spell (pg. 74 of Epic Level Handbook).
When Meta-Dimensional Selves is cast, the unconscious connection of the self in this Universe is made conscious to one other Self in another Universe. For Half-Elves, this usually means their Human Self in another world, or their pure Elven Self in another time stream. The second aspect of Self - another potential form of you, is brought into the Prime Material Plane, and the two of you are in constant telepathic communication. You may be of different levels, alignments, beliefs or wishes. The DM must decide how to determine how well or what form your second Self will take.
In any case, whether or not you are ideologically distinct, the two of you have a strong compulsion to work towards the one goal, for that brief time you remain together in the same time continuum. Thus, even an evil self with a good self, will be compelled towards enacting the one goal and it seems perfectly natural to the two Selves that this should be the case. Inventive DM's can contrive a reason for the other Self to be in this Universe. It may have been the case the Second Self cast the same spell at the same time - or that it is "as if" you are in their Universe from the second self's perspective.
You may also widen the scope of the spell's effect to include more than one recipient. You may add an additional person in the spell's effect by adding an additional 65 to the DC check. You may also assist the likelihood of success by adding casters into one casting.
When the spell ends, the Second Self vanishes, together with all items, artifact, goods, knowledge and power either gained or lost in this Universe. Thus, there are permanent changes effected to two time streams when this spell is cast. The spell's effects are irreversible, and not even wish, miracle, mordenkainan's disjunction or any other spell can alter the outcome of Meta-Dimensional Selves. It is up to your DM to determine if a Mythal or other such effect may be used to permanently open rifts between Universes or modify the effects of a Meta-Dimensional Selves spell.
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Obliterate (Von Crown)
Transmutation
Spellcraft DC: 163
Components: V, S
Casting Time: 1 free action
Range: 12,000 ft.
Target: One creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half (object)
Spell Resistance: Yes
Nuts and Bolts: Seeds: Destroy (DC 29 DC). Factors: Free action casting time (+28 DC), Increase damage dice to d20 (+40 DC), 33 extra dice of damage (+65 DC).
This spell deals 53d20 points of damage to the target. The damage is of no particular type or energy. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so obliterate destroys only part of any very large object or structure targeted. Obliterate affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.
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Reverse Regeneration (Von Crown)
Transmutation
Spellcraft DC: 85
Components: V, S
Casting Time: 1 free action
Range: 6,000 ft.
Target: One creature with regeneration
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Nuts and Bolts: Seeds: Destroy (DC 29). Factors: Reverses Regeneration instead of normal effect (Ad Hoc +
25), Only works on creatures with Regeneration (Ad Hoc -5), free action casting time (+28), Diables Regeneration (Ad Hoc +8), Limited Target (one creature) (Ad Hoc -5), 1 round/level duration (Ad Hoc +7), Decrease Range by 50% (Ad Hoc -2), Will save instead of Fortitude (Ad Hoc +5).
This spell causes the targets regeneration to begin functioning in reverse, causing the target to take an amount of damage equal to the amont of subdual damage that it's regeneration would normally heal. Beacause it's regeneration is working backwards, the target does not gain any benefit of regeneration for the duration of the spell. This spell has no effect on fast healing, or on creatures that don't have regeneration.
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Rot in the Gray Wastes! (Von Crown)
Enchantment (Compulsion) [Teleportation] [Mind-Affecting]
Spellcraft DC: 155
Components: V, S
Casting Time: 1 standard action
Target: Creature touched
Duration: Instantaneous (28 days for compulsion)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
Nuts and Bolts: Seeds: foresee (to preview likely hellscape) (DC 17), transport (DC 27), compel (to keep target in hades) (DC 19). Factors: interplanar travel (+4 DC), unwilling target (+4 DC), +15 to DC of subject?s save (+30 DC), Increase Duration by 2800% (DC +56), Add DC bonus as penalty to entrapment (DC +2).
The character sends his or her foe to hades. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or she fails this saving throw, he or she is sent straight to a layer of a neutral evil plane (Usually Hades) swarming with fiends. The subject will not willingly leave the plane for 28 days, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane and takes a penalty against It's entrapping traits and the grays equal to the DC for this spell. Unless the GM devises a specific location and scenario in hades, the subject encounters a group of 1d4 pit fiends or balors (50% chance of either) every hour he or she spends in Hades.
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Spell Harbinger (Von Crown)
Abjuration
Spellcraft DC: 130
Components: V, S
Casting Time: 1 minute
Range: Touch
Target or Effect: 10-ft.-radius spherical emanation, centered on you
Duration: Permanant
Saving Throw: None
Spell Resistance: Yes
Nuts and Bolts: Seed: ward (to protect against antimagic field) (DC 14+12). Factors: Change duration to permanant (DC x5)
This spell creates a field that cancels out animagic fields. In places where their area's overlap, all antimagic fields are cancelled, having no effect on spellcasting or spell effects in that area.
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Temporal Displacement (Finwe)
Transmutation [Time]
Spellcraft DC: 215
Components: V, S
Casting Time: 100 days
Range: personal
Target: Self
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
To Develop: 1,935,000gp; 39days; 77,400XP. Seed: Transport (DC 25). Factors: Temporal Stasis (+8), doubly contingent (+50), change target from touch to personal (-2), permanent (+5). Mitigating Factors: increase casting time to 100 days (-200). Total: 215
Temporal displacement is an insanely complex spell, and only the most learned in temporal anomalies can even hope to understand it. Casting the spell takes 100 days, after which the caster will become effectively immune to all damage. Whenever the caster is subject to any hostile effect, even a prick of a thumbtack, instead of taking damage, he/she/it will instantly be put into temporal stasis, and back the instant the danger passes. This does however, impose a danger on the caster, for if he/she/it is trapped inside of an ongoing effect (such as being in a lava pit) then he/she/it will be effectively immobilized unless he/she/it would not have taken damage from the effect (for example, if he/she/it had cast fire immunity, or was a red dragon)
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Seed: Genesis (Finwe)
Conjuration (Creation)
Spellcraft Check: 95
Components: V, S, AF
Casting Time: Ten minutes
Range: see text
Effect: One demiplane
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This seed represents the ultimate display of a wizard's/sorcerer's power. The cast may travel to any plane he chooses, and cast the spell there. Upon casting, he must determine if the demiplane shall be conterminous or intersecting the target plane. After casting this spell, a new demiplane begins to form. It grows at a rate of 100ft per day, and after 60 days it is approximately one mile in diameter. The caster may shape the terrain of the plane in any way he wishes, the only limit being that complex structures, such as buildings, can not be made. The demiplane can not be made of any precious material (such as mithril, emerald or platinum), and any life must be provided after casting, unless the spell also incorporates the life seed. The caster chooses gravitational, magical and alignment traits, and the demiplane takes on the same morphic traits as its parent plane. The plane may generate effects of any 1st or second level spell that the caster knows. To generate high level effects, raise the DC by 10 for each +1 maximum level above first. No epic spells may be incorporated into planar effects.
Arcane Focus: A scroll of Genesis, consumed during casting. (It must be an arcane scroll).
This seed gives wizards a unique seed that clerics can not use (because of the arcane focus requirement), and offers a way to have a truly epic demiplane.
Seed derivation:
Base seed: 31 (max ranks for level 18 sorc + 10)
+14 for a ten minute casting time (subtract seven days).
+50 for 5,000 xp (subtract XP requirement)
Total: 95
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Epic Items

Ring of Epic Initiative (Law)
This powerful gold ring offers a luck bonus on initiative checks, from +6 or higher.
Overwhelming Transmutation; CL 21st; Forge Ring, Forge Epic Ring, Haste, caster level must be for times that of the ring's bonus; Price 1,800,000 gp (+6), 2,450,000 gp (+7), 3,200,000 gp (+8), 4,050,000 gp (+9), 5,000,000 gp (+10), 6,050,000 gp (+11), 7,200,000 gp (+12), 8,450,000 gp (+13), 9,800,000 gp (+14), 11,250,000 gp (+15), 12,800,000 gp (+16), 14,450,000 gp (+17), 16,200,000 gp (+18), 18,050,000 gp (+19), 20,000,000 gp (+20), 22,050,000 gp (+21), 24,200,000 gp (+22), 26,450,000 gp (+23), 28,800,000 gp (+24), 31,250,000 gp (+25), 33,800,000 gp (+26), 36,450,000 gp (+27), 39,200,000 gp (+28), 42,050,000 gp (+29), 45,000,000 gp (+30).
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Bracers of Epic Insightful Defense (Law)
These platinum and adamantine bracers usually bear the image of an owl archon or other insightful creature. They grant the wearer an Insight bonus to AC, and a Luck bonus to AC, from +6 or higher.
Overwhelming varied; CL 21st; Craft Woundrous Item, Craft Epic Woundrous Item, Haste, Moment of Prescience, caster level must be for times that of the bracer's bonus; Price: 2,700,000 gp (+6), 3,675,000 gp (+7), 4,800,000 gp (+8), 6075,000 gp (+9), 7,500,000 gp (+10), 9,075,000 gp (+11), 10,800,000 gp (+12), 12,675,000 gp (+13), 14,700,000 gp (+14), 16,875,000 gp (+15), 19,200,000 gp (+16), 21,675,000 gp (+17), 24,300,000 gp (+18), 27,075,000 gp (+19), 30,000,000 gp (+20), 33,075,000 gp (+21), 36,300,000 gp (+22), 39,675,000 gp (+23), 43,200,000 gp (+24), 46,875,000 gp (+25), 50,700,000 gp (+26), 54,675,000 gp (+27), 58,800,000 gp (+28), 63,075,000 gp (+29), 67,500,000 gp (+30).
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Robe of Epic Defense (Law)
This powerful robe offers continual magic protection in the form of an armor bonus to AC and a resistance bonus to saving throws of +6 or higher.
Overwhelming conjuration; CL 21st; Craft Wonderous Item, Craft Epic Woundrous Item, mage armor, resistance, caster level must be three times that of the robe's bonus; Price 594,000 gp (+6), 808,000 gp (+7), 1,056,000 gp (+8), 1,336,500 gp (+9), 1,650,000 gp (+10), 3,630,000 gp (+11), 4,320,000 gp (+12), 5,070,000 gp (+13), 8,880,000 gp (+14), 6,750,000 gp (+15), 7,680,000 gp (+16), 8,670,000 gp (+17), 9,720,000 gp (+18), 10,820,000 gp (+19), 12,000,000 gp (+20), 13,230,000 gp (+21), 14,520,000 gp (+22), 15,870,000 gp (+23), 17,280,000 gp (+24), 18,750,000 gp (+25), 20,280,000 gp (+26), 21,870,000 gp (+27), 23,520,000 gp (+28), 25,230,000 gp (+29), 27,000,000 gp (+30).
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Epic Feats

Ascension [Epic] [Philosophical] (Finwe)
Prerequisites: Philosopher level 30+, Intelligence 25+, Charisma 30+, Wisdom 25+
Benefit: You gain Divine Rank 0. This does not stack with any divine rank you may possess. See deities and demigods for more details.

Epic Ability Focus [Epic] (Law)
One of the creature’s special attacks is really more potent then normal.
Prerequisite: Ability Focus
Benefit: The difficulty class for all saving throws against the selected special attack increases by +2. This bonus stacks with ability focus.
Special: This feat can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a different special attack.

Greater Aspect of Power [Epic] [Philosophical] (Finwe)
Prerequisites: Charisma 25+, Leadership, Epic leadership
Benefit: So great is your reputation and renown that your leadership score increases by ten.
Special: This feat can be taken multiple times. Each time, the leadership score increases by another two points

Improved Arcane Fire [Epic] (Dantedarkstar)
Prerequisites: Knowledge: Arcana 28 ranks, Spellcraft 28 ranks, Archmage High Arcana: Arcane Fire
Benefit: Your Arcane Fire bolts deal an additional 2d6 points of damage.
Special: You may take this feat multiple times. It’s effects stack. This feat should be considered part of the epic bonus feat list for the Epic progressions of the Sorcerer and Wizard core classes.

Improved Spellpower [Epic] (Dantedarkstar)
Prerequisites: Knowledge: Arcana 24 ranks, Spellcraft 24 ranks, Archmage High Arcana: Spellpower
Benefit: This ability increases the Archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This effect stacks with any Spellpower bonuses for arcane spells that the Archmage already possesses.
Special: You may take this feat multiple times. It’s effects stack. This feat should be considered part of the epic bonus feat list for the Epic progressions of the Sorcerer and Wizard core classes.

Improved Arcane Reach [Epic] (Dantedarkstar)
Prerequisites: Knowledge: Arcana 26 ranks, Spellcraft 26 ranks, Archmage High Arcana: Arcane Reach
Benefit: The range of the Archmage’s Arcane Reach increases by 30 feet.
Special: You may take this feat multiple times. The increased range bonuses stack. This feat should be considered part of the epic bonus feat list for the Epic progressions of the Sorcerer and Wizard core classes.

Improved Spell-like Ability [Epic] (Dantedarkstar)
Prerequisites: Knowledge: Arcana 35 ranks, Spellcraft 35 ranks, Archmage High Arcana: Spell-like Ability
Benefit: The Archmage chooses a Spell-like ability she has gained via the Archmage High Arcana: Spell-like Ability power. She can now use that ability an additional 3 times per day.
Special: You may take this feat multiple times. It’s effects do not stack, each time you take this ability it applies to a different High Arcana: Spell-like Ability you possess. This feat should be considered part of the epic bonus feat list for the Epic progressions of the Sorcerer and Wizard core classes.

Epic Mastery of Elements [Epic] (Dantedarkstar)
Prerequisites: Knowledge: Arcana 38 ranks, Spellcraft 38 ranks, Archmage High Arcana: Mastery of Elements
Benefit: The Archmage can alter an arcane spell when cast that has the acid, cold, fire, electricity, or sonic descriptor so that it no longer has an elemental quality, thus ignoring any elemental resistances or immunities that targets in the spell’s area of effect may possess. The spell’s casting time is unaffected. The caster decides whether to remove the spell’s energy type when she begins casting.
Special: This feat should be considered part of the epic bonus feat list for the Epic progressions of the Sorcerer and Wizard core classes.

Epic Mastery of Counterspelling [Epic] (Dantedarkstar)
Prerequisites: Knowledge: Arcana 33 ranks, Spellcraft 33 ranks, Archmage High Arcana: Mastery of Counterspelling
Benefit: When the Archmage counterspells a spell using the Mastery of Counterspelling ability, and if the spell includes the Archmage in it’s area of effect, then she may choose to reflect the spell back upon the caster even if the spell cannot normally be affected by Spell Turning effects. Effectively the spell now targets the original caster or the square/space upon which she is standing. The Archmage may still choose to simply counter the spell as normal.
Special: This feat should be considered part of the epic bonus feat list for the Epic progressions of the Sorcerer and Wizard core classes.

Epic Mastery of Shaping [Epic] (Dantedarkstar)
Prerequisites: Knowledge: Arcana 30 ranks, Spellcraft 30 ranks, Archmage High Arcana: Mastery of Shaping
Benefit: The Archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread so that such a spell only effects specific creatures and/or specific solid objects within the spell’s area of effect. She may target one specific creature or object per caster level. Beings and objects specifically targeted by the shaped spell continue to be affected by it for the spell's duration even if they move within the spell’s area of effect, so long as they all remain within the spell’s range. Likewise an Archmage may shape a burst, cone, cylinder, emanation, or spread spell so that it excludes specific creatures and their carried/worn items, or specific objects within the area of effect. An Archmage may choose to exclude one being or object per caster level. Beings and objects specifically excluded from the spell's effects continue to be excluded even if they move within the spell's area of effect. An Archmage may also always exclude herself and any items worn or held from any spells with a burst, cone, cylinder, emanation, or spread area of effect that she casts, in addition to any of the other creatures or objects she chooses to exclude.
Special: This feat should be considered part of the epic bonus feat list for the Epic progressions of the Sorcerer and Wizard core classes.

Rapid Arcane Fire [Epic] (Dantedarstar)
Prerequisites: Arcane Fire class ability or Arcane Fire arcane feat, Improved Arcane Fire, BAB +16, Concentration 24 ranks, Point Blank Shot, Rapid Shot
Benefit: You may use Arcane Fire ability as an attack action, rather than a standard action. This allows multiple iterative attacks in full attack action, and use in conjunction with abilities and feats like Shot on the Run.
Aramar the Black

06-20-05, 12:51 AM
The Demiplane of Knowledge. (Arcanix)
One of the Demiplane of Knowledge's most visible feature is the arena-like shaped Laboratory of Arcane Testing. Imagine an incredibly large Roman-style arena, but the floor of the arena is suspended some 200' above the ground. Support is gained by several large marble-like pillars surrounding the perimeter of the arena; and access is gained through doorways in the base of each pillar.
A pillar corresponding to each of the various schools and domains of spells are the main support; with smaller pillars connecting from the base of the arena to the upper portion of the primary pillars. Each smaller pillar corresponds to one of every skill. Research of the related type takes place within each pillar.
Research or matters pertaining to more than one topic are conducted in one of the larger meeting areas (think skyboxes)around the upper perimeter of the arena. All disputes and displays of new spells and skills are performed on the arena floor; which can be segmented as needed to accommodate numerous groups.
The primary feature and main draw of the Demiplane of Knowledge is the Library of Infinite Spells. This exceedingly large structure is primarily hollow throughout, and contains one copy of every spell ever created. Although containing one copy of each spell, a given spell is accessible for research only if another copy of the spell exists. Otherwise it reads as gibberish unintelligible by any and all means, including the actions of the greatest of deities.
The Library of Infinite Spells is also presided over by a group of Arbiters, who decide what spells a given patron may gain access to. The Arbiters also require the deposit of a unique spell for each patron, to be copied again while the patron does research, so as to make a greater amount of spells intelligible to all.
The Librarians also frequent the place, making sure that all tomes are meticulously kept up, repaired and warded to prevent theft and damage. They also confiscate all items upon entrance, returning them only when the patron is to leave the premises.
As an additional precaution, the Librarians also utilize a spell transfer device, which temporarily wipes the memory of all spells from the patron. These spells are transferred to an area deep within the library basement, and serve as a central pool from which the Librarians can cast any spell taken from the memory of a patron. All spells are returned to the patron upon exit of the Library. The pool also has a base amount of spell energy which is re-diffused throughout the entire library, rendering all books immune to any theft, alteration or damage of any nature; again including the effects of the greatest of gods.


Plane of Infinite Secrets: (Finwe)
The plane of Infinite secrets is a personal morphic plane, which is polymorphic. That is, it seems to all as whatever they deem the most suitable environment. However, while it seems to be devoid of all nonenviromental features, there is a single point within the demiplane; the origin, from which all knowledge flows and all lost knowledge is kept. Not even the gods can fathom the infinities of the origin, but any may delve into its secrets, but at great risk. No spells of any kind can ward against detection from the sphere, nor can the sphere be fooled. Anyone who tries to look into the sphere must make a will save (DC 43) or become permanently insane. Only through the direct intervention of a greater deity, coupled with the sacrifice of an Artifact, can sanity be restored. After Mastering the sphere, one may attempt to learn a secret. In order to control the information gained, one must make a charisma check to bend the origin to his/her whim (DC 34). Otherwise, consult the table below:

d20
1-23 miscellaneous (your father's brother's nephew's cousin's aunt's fourth cousin three times removed has a dog, or the like) DC 2
24-32 minor useful (A white dragon is vulnerable to fire) DC 4
33-37 useful (your NPC companion has low endurance) DC 7
38-44 minor spell (roll d4-1 for level) DC 13
45-52 item identified DC 17
53-60 medium spell (level = d6-1, re roll 1's) DC 21
61-66 major information (if you take a left in the BBEG's fortress, you will be trapped in a room with a demilich) DC 28
67-72 major spell (d6+3) DC 31
73-78 location of artifact (but not owner or status) DC 35
79-87 divination of future (counts as foresight and true strike for next day) DC 37
88-91 choose one below
92-95 information about self (gain a bonus feat) DC 40
96-98 epic spell (dm's choice of the spell if chosen randomly, if not, it must be a spell that one can cast) DC 48
99 choose any lower, or any two lower than 88
100 Godly knowledge (increase all mental scores by 2, and choose any two below) DC 59

The DC's are Intelligence checks to avoid insanity. If you manage to control the sphere, you can choose any result less than 53. Or you may attempt another check DC = 34 + 1 quarter int DC of going insane. You may also attempt to change one piece of information. But only one. This changes the entire multiverse, and so the DC is enormous (DC= 136) through charisma, and natural twenties or any other variant do NOT apply. This one fact can be as simple as whether or not you lost your hair, or as major as the ascension of a deity. While some might think that the deity is much more important, you would be surprised how much the smallest of things can change. For, does not the monsoon start with a drop of water? or the raging boar rage from a thorn? Or even a rotten leg on a wizard’s chair, could that not cause him to fall while casting a spell, and discharge magical energy enough to spawn a new form of life?

The Plane of Magic (m_man96)
-Strongly neutral-aligned
-Highly Morphic
-Erratic Time
-Objective Direction Gravity
-For wizards, sorcerers, bards, paladins, clerics, druids, and rangers the Plane of Magic has the enhanced magic trait for all spells and spell-like abilities. For barbarians, fighters, monks, and rogues, the Plane of Magic has the wild magic trait. For example, a wizard visits the Plane of Magic and he finds that all of his spells are Maximised for the duration of his stay. In addition, the magical energy present in the plane has the effect of spontaneously regenerating used spell slots for the day. I.E., a wizard casts magic missile, a 1st-level spell. Depending on the amount of magical energy present in the wizards immediate vicinity (10-ft radius centered on the wizard, roll 1d10-1 to determine spell levels regenerated, minimum one), the Plane of Magic could regenerate the magic missile spell without the wizard having to rest and prepare it all over again. Another example: a fighter visits the Plane of Magic. He finds that all his magical gear's enhancement bonuses change spontaneously from round to round (roll 2d6 for enhancement bonuses and add on one round, that subtract 2d6 on the next). In addition, the longer a fighter or a non-spellcaster stays in the Plane of Magic, the greater the risk the pure magical energy tries to fill his mind. Well, since any non-spellcaster can't cast spells and thus has no used spells or spell slots to regenerate, the energy infusing the character's mind makes him permanently insane unless he makes a Will saving throw (DC=10+1d10-1 for random spell levels).
Aramar the Black

06-20-05, 12:52 AM
Creatures

Kawaze the Shark Lord (Law)
Colossal Outsider (Aquatic, Extraplanar, Kaiju, Water)
Hit Dice: 114d8+4,473 (5,385 hp)
Initiative: +20 (+12 Dex, +8 Superior Initiative)
Speed: 60 ft., Fly 300 ft. (poor), Swim 300 ft.
AC: 78 (-8 size, +12 Dex, +40 natural, +12 insight, +12 luck), touch 38, flat-footed 66
Base Attack/Grapple: +114/+148
Attack: Bite +160 melee
Full Attack: 8 Bites +160 melee
Damage: Bite 8d6+59/15-20/x3
Space/Reach: 80 ft./20 ft.
Special Attacks: Augmented Critical, Battle Frenzy, Breath Weapon, Energized Attack, Frightful presence, Improved grab, Ray Attack, Spell-Like Abilities, Swallow Whole, Trample
Special Qualities: Darkvision 120 ft., Death Throes, DR 10/Epic, Fast healing 50, Immunities, Keen scent, Low-light Vision, No Breath, Reflect Spells, See Invisibility, SR 89
Saves: Fort +89, Ref +75, Will +72
Abilities: Str 63, Dex 34, Con 65, Int 17, Wis 29, Cha 42
Skills: Knowledge (the planes (Elemental Plane of Water)) +130, Listen +152, Search +144, Spot +152, Swim +166
Feats: Ability Focus (Breath Weapon) (B), Alertness, Blind-Fight, Cleave, Combat Expertise, Combate Reflexes (B), Dodge, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative (B), Improved Natural Attack (bite), Mobility, Power Attack, Skill Focus (Swim), Toughness x9, Weapon Focus (bite)
Epic Feats: Epic Ability Focus (Breath Weapon)* (B), Epic Fortitude, Epic Reflexes, Epic Skill Focus (Swim), Epic Weapon Focus (bite), Epic Will, Fast Healing (x10), Improved Spell Resistance, Superior Initiative
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 77
Treasure: None
Advancement: -
Level Adjustment: -
You see this massive shark with eight hydra looking neckes, each has a shark head on it, you see his massive for webbed feat, a large bettle looking shell that might have wings in them, and a larg fin that looks like its stremlined to the shell as well as his body. He seams to have icy armor that looks like you can see into him as well. You can also feal a chill in the area as it moves your way.

He is the one most people do not know about, the one they don’t want to know about. Those that know of kawaze, know that running is only a way to get your self-killed faster bye him. Yes he’s smart bye human standards but that does not mean he won’t eat you. He has one rule and one rule only eat first ask questions later. For he’s no small thing he big and in order to feed himself he uses that rule.
He is known bye other names on other worlds, like the eight headed one, the bringger of death ECT. For once every 10,000 years he some how leaves the elemental plane of water to another plane. How does it is not known but when he gets there he’s eats all sea life and every things else on the plane. His hunger is like none other.
No one knows how long he has been around, if any one does there most likely dead. He has been known to be killed but not often (usually during his 10,000 shift) and comes back every time. It seams when he dies he’s died for over a 1,000 years then reforms in his home plane. Usually buy the time every one has forgotten about him so it’s a new thing for most people when he comes back.
Some people think he might be an elemental lord of some kind (at least those that have seen him and lived any way). The fact that that’s a small few and that most of the history of him is small means that theirs not many ways to tell if this is true or not for he wont say so himself (like any ones around while he’s talking anyway).
He looks like a hydra in the front but with a shark head in place of the common hydra heads. His back is that of a really large shark, instead of fines he has for legs with webbed feet. His back like it has a beetle shell that holds his massive wings. His main fin sticking out of the top (the shell is streamlined to the body so the fin has plenty of space to come out).
Kawaze speaks Aquan.

Combat
Battle Frenzy (Ex): When Kawaze is reduced to 25% of his maximum hit point total, he gains a +4 bonus to Strength and can make an additional melee attack with his primary natural attacks each round at a –5 penalty. These benefits cease if the he is healed above 25% of its maximum hit point total or he is rediced to 0 hit points or less.
Breath Weapon (Su): Kawaze possesses eight powerful breath weapons. As he uses them they look like a stream of icy cold water. He can use these breath weapons once every 1d4 rounds. These breath weapons takes the form of a line (ten feet wide and ten feet tall) with a length of 100 feet, and does 10d6 points of cold damage. Creatures can make Reflex saving throws (DC 107) for half damage.
Energized Attack (Su): As a standard action once per minute, kawaze can infuce his natural attacks with cold energy. This lasts for 1d4+1 rounds; during this time, all his melee attacks do an extra 3d6+13 points of cold damage. This damage is not multiplied on a successful critical.
Frightful Presence (Ex): Kawaze can inspire terror by charging, attacking, snarling, using his breath weapons, ray attacks, or any of his spell-like abilitys. Affected creatures must succed on a DC 83 Will save or become shaken, remaining in that condition as long as they remain within 120 feet of kawaze. The DC is Charisma-based.
Improved Grab (Ex): If kawaze hits a Huge or smaller opponent with a bite attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If he gets a hold, he can try to swallow it in the next round. Alternatively, the kawaze has the option to conduct the grapple normally, or simply use his mouth to hold the opponent (-20 penalty on grapple check, but kawaze is not considered grappled). In either case each successful grapple check it makes during successive rounds automatically deals bite damage.
Ray Attack (Su): Once every 1d4 rounds, kawaze can generate a beam of energy from each of his eight mouths. He must make a ranged touch attack to hit the targets with its rays; all his rays have a range of 300 feet. If any of his rays hits, it causes 15d6+13 points of cold damage.
Spell-like Abilities (Sp): 5/day-blur, darkness; 3/day-call lightning, cloudkill, dimension door, gaseous form, ice storm, invisibility, minute form, vulnerability; 1/day-control weather, haste.
These spell-like abilities function as if cast by a 35th-level sorcerer. The DC to resist these spell-like abilities is 16 + spell level..
Swallow Whole (Ex): Kawaze can try to swallow an opponent of Huge or smaller size by making a successful grapple check. Once swallowed, the opponent takes crushing damage equal to 2d8+26 , plus 3d6 points of acid damage from kawaze’s digestive juices per round. A swallowed creature can cut its way out using claws or a light weapon by dealing 50 points of damage to kawaze’s digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.
Trample (Ex): As a standard action during kawaze’s turn each round, he he can run over an opponent of Gargantuan size or smaller. Kawaze has to merely move over the opponent.
The trample deals 4d12+26. Trampled opponents can attempt attacks of opportunity, but these incur a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves for half damage (DC 106).
Death Throes (Su): When he is killed, he explodes in a burst of energy that deals 20d6 points of cold damage to everything within 100 feet. Creatures in this region must make Reflex saving throws (DC 94) to take half damage.
Immunities (Ex): Kawaze is completely immune to acid, cold, electricity, fire and sonic attacks. He is also immune to disease and poison.
Keen Scent (Ex): Kawaze notices creatures by scent in a 180-foot radius and detects blood in the water at a range of up to 1 mile.
No Breath (Ex): Kawaze does not breathe and is immune to gas-based attacks that require a Fortitude saving throw. He can also exist buried in the earth, underwater, or in other airless environments with ease.
Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate his spell resistance are reflected back upon their caster.
See Invisibility (Su): Kawaze can continously see invisibility as the spell cast by a 20th-level sorcerer. He can suppress or resume this ability as a free action.

*New feat in the Epic Level of this Library.
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Artifacts

Bone Spirit Necklace (Raven Dark)
Bone Spirit Necklace (Minor Artifact): This necklace of Shaaran design is little more than a thick leather cord with the skulls of three human children hanging from the front. This necklace has the power to substitute as a material component, a focus, or even a divine focus when casting a spell. When used during spellcasting, this item adds the somatic component to the spell if the spell did not already have one. In return, it cancels the need for any and all material components or foci with a value of less than 5,000gp or the need for any divine focus. Anyone who could not already cast spells (such as a barbarian, fighter, monk, or rogue) gains one negative level so long as the necklace remains in their possession.
Strong transmutation; CL 20th; Weight 1 lb.

Helm of the Blind (Raven Dark)
At least three of these artifacts are known to exist and rumors state (correctly) that Netherese refugees, descendents of the Hamushi Royal Family, created them. Each one is currently in the possession of the Hamushi Royal Family’s two elders and their daughter, Hamushi Hamushi.
Helm of the Blind (Minor Artifact): This minor artifact appears to be a thick leather cap inlaid with bands of mithral. It closely resembles a beautiful exotic helmet that covers all parts of the head just above the nose of its wearer; even so, it in no way hinders the wearer’s sight or other senses (although it does prevent the wearer from using gaze attacks and similar abilities). Its powerful magic grants the wearer low-light vision, darkvision, and blindsight out to 60 feet as well as a continual See Invisibility effect. The advanced vision granted by this helm even works for blind characters whom would otherwise not be able to see (such as a person who was born blind or otherwise suffered some malady that caused him to go blind). However, creatures that are naturally blind, such as Grimlocks, receive no benefit from this item. It also grants immunity to the following effects: Blindness, Gaze Attacks, Illusion (Patterns), and other forms of attacks that rely on visual sight such as Flare, Pyrotechnics (fireworks effect only), or Sunburst (blinding effect only).
Strong abjuration and divination; CL 20th; Weight 2 lbs.

Lady Polaris Silver Dragon Star (Lady Rolindin)
The Silver Dragon Star is a 1ft. diameter cluster of lights amd glowing motes of swirling in a misty globe of silver-white light. Although it has an ethereal apperrance, it can be pick up and carried, even though it remains weightless. The powers of the Silver Dragon Star remain dormant untill a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiance then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Silver Dragon Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Silver Dragon Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature silver-white flashes and crackles of electricity race across the Silver Dragon Star, and its powers are ready to be used, one per round. By simple mental command (the Silver Dragon Star will impart the full range of its powers, and the ability how to use them to its new wearer).

Item Powers (all cast at 35st level, 3.5 level 30)
4x day: Cone of Cold
4X day Paralyzing Gas (Silver Dragon gas)
2X : Shirkens Spears (100 per square foot, this depends on the width on hight of area
2X day Reverse Gravity (Silver Dragon Abilty no saving throw)
1X day The Silver Dragon Star can be called upon to envelop its wielder in a sheath of scintillating Silver-White armor Ac-8. This armor has 80 hit points, and absorbs all damage done to its wearer. The creature gets a 75% magic resistance, as well as complete immunitty to cold based attacks, and silver dragon breath weapons attacks and spell abilties attacks. The ability to breath normally in hostile conditions, (I.E. under watewr, in a void, or while surrounded by any kind of cloud spell), as well as cloud walk like the Silver Dragon and turn invisible at will. The wearer is also granted the ability to fly at the speed of a silver dragon foir a maximum of 12 hours. The suit of armor generated disappears after 12 hours, or when its brought down to 0 hit points. For 1d4 rounds afterward, the Silver Dragon Star is inactive

A successful dispell magic cast on the Sliver Dragon Star will cause it to become "dormant" for one round. During this time the flashes of silver-white energy ceases, although the globe still gives off enough silver-white light to read by. the Silver Dragon Star saves at a +10 on all magical attacks.
Finally, if necessary the Silver Dragon Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an ezplosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Silver Dragon Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unlleashed by the Silver Dragon Star passes through all magical proctections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones).
When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life.
The Silver Dragon Star is temporarily destroyed in the strike, but will be refformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Silver Dragon Star to reaccumate itself to a wearer before it is ready to be used again.
armor class 2e= -8 armor class 3.5 =26

Karsas Silver Dragon Star (Lady Rolindin)
The Silver Dragon Star is a 1ft. diameter cluster of lights amd glowing motes of swirling in a misty globe of silver-white- yellow light. Although it has an ethereal apperrance, it can be pick up and carried, even though it remains weightless. The powers of the Silver Dragon Star remain dormant untill a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiance then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Silver Dragon Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Silver Dragon Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature silver-white- yellow flashes and crackles of electricity race across the Silver Dragon Star, and its powers are ready to be used, one per round. By simple mental command (the Silver Dragon Star will impart the full range of its powers, and the ability how to use them to its new wearer).

Item Powers (all cast at 41st level, 3.5 level 35)
4X day: Split Lightning Bolts Greater (6 at the release of the spell, can direct to targets x10 damage of lighting bolt spell)
4x day: Blizzard Storm
4X day Paralyzing Gas (Silver Dragon gas)
2X : Shirkens Spears (100 per square foot, this depends on the width on hight of area
2X day Reverse Gravity (Silver Dragon Abilty no saving throw)
1X day The Silver Dragon Star can be called upon to envelop its wielder in a sheath of scintillating Silver-White-yellow armor Ac-8. This armor has 100 hit points, and absorbs all damage done to its wearer. The creature gets a 90% magic resistance, as well as complete immunitty to cold based attacks, and Silver Dragon attacks breath and spell abilities . The ability to breath normally in hostile conditions, (I.E. under watewr, in a void, or while surrounded by any kind of cloud spell), as well as cloud walk like the Silver Dragon and turn invisible at will. The wearer is also granted the ability to fly at the speed of a silver dragon foir a maximum of 12 hours. The suit of armor generated disappears after 12 hours, or when its brought down to 0 hit points. For 1d4 rounds afterward, the Silver Dragon Star is inactive.

A successful dispell magic cast on the Sliver Dragon Star will cause it to become "dormant" for one round. During this time the flashes of silver-white energy ceases, although the globe still gives off enough silver-white- yellow light to read by. the Silver Dragon Star saves at a +10 on all magical attacks.
armor class2e -8, armor class 3.5 =26
Finally, if necessary the Silver Dragon Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an ezplosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Silver Dragon Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unlleashed by the Silver Dragon Star passes through all magical proctections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones).
When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life.
The Silver Dragon Star is temporarily destroyed in the strike, but will be refformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Silver Dragon Star to reaccumate itself to a wearer before it is ready to be used again.
Aramar the Black

06-20-05, 12:53 AM
<<Reserved12>>
Aramar the Black

06-20-05, 12:53 AM
<<Reserved13>>
Aramar the Black

06-20-05, 12:54 AM
<<Reserved14>>
Aramar the Black

06-20-05, 12:55 AM
<<Reserved15>>
Aramar the Black

06-20-05, 12:56 AM
<<Reserved16>>
Aramar the Black

06-20-05, 10:39 AM
Alright, I should have enough reserved slots, and I think I have everything set out like I want it. So, with that, I leave the following pages open to submission and discussion.

Have Fun
:)
thasis

06-20-05, 06:19 PM
Awsome job :thumbsup:
Aramar the Black

06-20-05, 07:05 PM
Thanks. And it shall only get better.

Heh, maybe I should take some levels of your Arcane Librarian Prc.

;)
:)
thasis

06-20-05, 07:11 PM
Mmmm, that'd rather humereous actualy :P . I have a fair amount of magical based Prc's (pretty much all the ones I design are spellcasting oriented). Could I submit them to the libary?
premier666

06-20-05, 07:49 PM
Awesome job. :bow: :thumbsup: :thumbsup: :tiphat: :cheer: :cheer:
Aramar the Black

06-20-05, 08:14 PM
Mmmm, that'd rather humereous actualy :P . I have a fair amount of magical based Prc's (pretty much all the ones I design are spellcasting oriented). Could I submit them to the libary?


Sure.
I dunno, if nobody from the Council has looked at them yet, but, I guess if they are balanced enough, and seen by plenty of other board members, then I could move it strait to the Library, but if it is still young, then I guess the Council members should be directs strait to the actually threads, or we could re-post them here, and let new critiqueing occur.
that's me thing out loud. Respond as you will.
thasis

06-20-05, 08:19 PM
Mmmmm, we could post links on the Council of Archmages, get them reviewed a bit and then have them linked hear. Sounds good?
Aramar the Black

06-20-05, 09:04 PM
Yeah, sounds fine.
A nice quick run-though by the Council members. Of course, sometimes things never get responded to, but hay, can't say we never presented the opportunity.
And that cold just go for previouly created creations that already have thier own thread; brand new things would be submitted here and/or to the Council thread.
Of course, with your creations, and some other peoples, with the links being right in your signiture, you could, next time you post in the Council, direct people to the numerous items in your sig. Just a suggestion.
thasis

06-21-05, 12:36 AM
It seems everytime I tell people to check my sig they ingnore me. If I jus made a post with the links I think it might be better.
Aramar the Black

06-21-05, 01:48 AM
It seems everytime I tell people to check my sig they ingnore me. If I jus made a post with the links I think it might be better.

Too true.
Aramar the Black

06-29-05, 11:35 AM
:bump: For fun

:D
Aramar the Black

07-13-05, 10:21 AM
Keep it alive, boys, keep it alive.
Just until the IFGW starts, keep it alive.
premier666

07-13-05, 11:02 AM
Staying alive, staying alive! :D
Aramar the Black

07-13-05, 11:28 AM
Que John Travolta!
:)
Dyne

07-24-05, 10:47 PM
I would like these two spells put in the Library.

Lock with no Key
Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full-round action
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell functions like Arcane Lock, but you may allow others to bypass it by setting a password. Any being speaking the correct password unlocks the object, but it automatically locks again upon closing.
Additionally, Knock does not function on an object under the effect of lock with no key.
Material Component: Gold dust worth 50 gp.



Safe Keeping
Conjuration (Summoning)
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 10 minutes
Range: See text
Target: One chest and up to 1 cu. ft. of goods/caster level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell functions like Leomund's secret chest, but there is no danger of losing the chest if it is left on the Ethereal Plane for more than 60 days. Also, the chest may be easily placed back on the Ethereal Plane after being retrieved without having to cast the spell again, and anyone with possession of the replica may store and retrieve the chest freely. However, the chest must cost at least 10,000 gp, and the replica must cost at least 100 gp.
Focus: The chest and its replica.

EDIT: With the discovery of the Improved Arcane Lock spell from the Stronghold Builder's Guidebook, Lock with no Key has been changed to:

Improved Arcane Lock, Augmented
Abjuration
Level: Sor/Wiz 3
Components: V, S, M, F (see below)
Casting Time: 1 full-round action
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell functions like Improved Arcane Lock, but instead of naming specific individuals at the casting time, you may either describe individuals that may bypass the improved arcane lock, set a password, or set a key.

When designating a group of individuals that match a particular description, the caster can choose creatures of a particular name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.

Any being speaking the password to the locked object causes the object to unlock itself.

If the key option is used, any creature having the specified key may freely pass the improved arcane lock. A key can be any specific object, an object of a particular type, or a spell. If a spell is used as a key, it may either be required that the spell is cast on the lock, or it may be required that the subject is currently being affected by the spell, as specified at the time of casting.
Material Component: Gold dust worth 500 gp (if the first option is used), or worth 50 gp (if the second or third option is used).
Focus: The item to be set as a key, if that option is chosen.
Dyne

08-13-05, 06:32 PM
A Rod that I believe should've been included in the 3.5 DMG, along with all the other Metamagic rods:

Metamagic, Still: The wielder can cast up to three spells per day without somatic components as though using the Still Spell feat.
Strong (no school); CL 17th; Craft Rod, Still Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).

And an improved version:

Rod of the Armored: The wielder can cast spells without somatic components, as though using the Still Spell feat. There is no limit to how many times per day this rod can be used.
Strong (no school); CL 17th; Craft Rod, Still Spell; Price 5,000 gp (lesser), 18,333 and 1/3 gp (normal), 40,833 and 1/3 gp (greater).

The Rod of Still Spell is priced the same as Silent Spell and the other metamagic rods whose spell slot increase is one, since the prices seem to be determined by how many spell slots the feats cost. The Rod of the Armored is simply a Rod of Still Spell without the daily limit, which I figured using the Creating Magic Items rules.
Aramar the Black

09-10-05, 03:23 PM
I think it's time I breathed some life into these dusty halls.
Since the IFGW has started, and the Council will be discussing that for the most part, I figured that perhaps we could move the approval and editing of magical creations here. Gods know that there's plenty that can be done.

To start off, I wish to indroduce a Spellsong concept that I created a while back.

Spell-Songs:
These are powerful, magical tunes and ballads that create wondrous effects. Normally Bards are the only persons who can perform these to a great extent, skill, or power, but the following, Song of Faith, is sometimes sung by clerical members as well.
Term definitions:
Afterduration: The amount of time for which the effects of the song last after the musician has stopped making music.
Level: The minimum level a character must be inorder to weave the song
Perform DC: The DC that must be met to successfully create the effects of the Song.

Alright, here's a rough version of the Spell-Song "Song of Faith"
Song of Faith
Casting Time: 5 rounds-1 hour
Range: 50 ft. per Tier level
Targets: All creatures within range
Afterduration: 5d10 minutes + 2 minutes per Tier level
Saving Throw: Will negates

A song to grant power to divine casters, and possible bring divne effects upon others.
Tier One: By making music for at least 6 rounds, the musician can cuase all divine casters within range to gain a +2 bonus on Concentration checks.
Level One; Perform DC 12

Tier Two: By making music for at least 2 minutes, the musician may increase the effective caster level of a divine caster by +1, or grant a +3 bonus on Concentration checks.
Level 3; Perform DC 16

Tier Three: By making music for at least 10 minutes, the musician may choose to cause one of the fllowing effects upon all divine casters within range:
+4 bonus on Concentration checks
+2 bonus to effective caster level
+2 bonus to Will and Fortitude saves
+2 bonus to attack rolls
Atonement as the spell
Level 6; Perform DC 23

Tier Four: By making music for at least 30 minutes, the musician may to choose to effect all divine spellcasters within range in one of the following ways:
+5 bonus on Concentration Checks
+3 bonus to effective caster level
+2 bonus to attack rolls and armor class
Or, and this effects non-divine characters as well, the musician may create music which invokes feeling related to the portfolio of the diety or religion sung about.
For example, if a bard were to sing of Erythul otherss in the area might start feeling wild and agressive, while of song about Nerull might invoke feelings of fear or cruelty, while a song about St. Cuthbert might bring fellings of determination and vengence.
Level 10; Perform DC 25

Tier Five: By making music for at least 1 hour, the musician may choose to cause any of the following effects on divine casters:
+6 bonus on Concentration checks
+4 bonus on effective caster level
+3 bonus to Will and Fortitude saves
Also, and this effects non-divine characters as well, this Tier of the Song is so powerful that those who fail saving throws may even begin to move toward the alignment or outlook of the religion or diety sung of. The more one fails the saving throw by, the more that move toward that dogma.
Level 15; Perform DC 35

This is a completed song that outlines what Spellsongs will be like.
Lady Rolindin

03-27-06, 08:13 PM
order of guilds
their magical and lore knowledge
page 2

DMF Artifact Conner
DMF Artifact Corner v 1.5
Guild of Pure Good: Revised Edition
the Lizardfolk foundation
Guild; Making of magic Spells

page 3
Casters of the Arcane Foundation
the Seafarer's guild
Ninja Clan Foundation
Half Drow Foundation
The Forrest Dewlers Foundation
Children of the Planes
The counsel of Archmages Library 1
Council of Archmages Library Version 2.0
The Counsel of Archmages Library 3.0
Harper Foundation
The Dwarf Foundation (1)
The Purple Dragons of Coyrmer
Guilf of Ultimate Evil
Materials review And approval thread

page 4
Ghashmal Keep: Stronghold of the Knights Von Dracha
Stormhand Federation
The Guild of Ultimate Evil: Revised
The Guild of Ultimate Evil: Revolution
The Blackstar Syndicate
Risen Dead Founation
Half Elven Foundation
Temple of the Damned
Guild of Ultimate Evil: Incarnate
Order of the Awakened Fists
Conscientia, Academy of Magic
Guild of Pure Good
The Gnoll and Flind Foundation
Weapons and Armor Smith Guild
UNHOLY DESPOILERS: GoUE Outpost
the Psionics Foundation

page 5
the Psionics Foundation
Elf Foundation
Elf foundation 2
High Magic foundation- Reloaded
M:Tg Compendium foundation
The Rising Flame foundation
The Socity of Cards
The Dwarf Foundation (2)
The Shadow's Breath and Blade
The Shadow's Breath and Blade (2nd Generation)
Shadow's Breath and Blade Reincarnated
Norse World Foundation
Tauric Races foundation
Drow Foundation: Races Chapter
All Races Foundation
The Prismatic Foundation
Swordpoint Military Academy
Elf Foundation Redux- 3rd Edition
Pyromantacs Anonymous
The Shinobi Clan
The Divine Magics Guild
The New Human Fondation
The Familiar Foundation
Citadel of the Hopeless
The Foundation of Terrifying Abominations
Arcane Deception: a Foundation for the Illusory Arts

Pgae 6
Gnome foundation
Dragon Foundation
Dragon Foundation Reloaded
Practicers of Necromantic Arts
CASKET (A socerer colitation)
The Foundation for Those With No where Else To Go


The DMF Artifact Corner
By ChaosEvoker
The Bow of the Arcane Archer
This bow cannot be weilded by those who are not Arcane Archers. those attempting to pick up this bow suffer 1d4 Str dmg (temp.) a round until death. Dropping the Bow instantly recovers the Str. dmg. Those weilding the bow that are not arcane Archers it is a standard MW Composite Longbow (+5 Str Bonus) For Arcane Archers it is:
+5 Composite Longbow (+5 Str bonus) that grants teh weilder tha bility to lauch a Fireball, Cone of Cold, Lightning Bolt, and Exploding arrow 3 times/day. (They act as a caster lv 10th {Exploding Arrow deals 10d6 Force Dmg.}) It also can create 1/week a Death Arrow that can slay its target unless it succeeds at a Fort. Save (DC 28). The Arcane Archer Bonuses from Enchant Arrow stack with this bow's enchantment. Also the Arcane archers special arrows can be combined with the bow's magical arrows. (Death arrows cannot be combined to create a single higher DC Arrow)
This, obviously, is a major artifact

Circlet of the Avatar
This Circlet grants a +1 bonus to all abilities and grants a +3 deflection bonus to AC. Also all saves are increased by +1 and the subject is granted SR and PR 20. Also any spell cast (only class spells) has its caster level raised by 1. This item is similar to an intellegent item except that it is fused with pure chaos. Any time this item come into effect the item attempts to merge its energy with the weilder. (The item comes into effect when, had it's bonuses been taken away, the weilder woudl have missed a check, been hit by an attack, or been affected by a spell). The weilder must them make a WIll save DC 25 or be consumed by teh Chaos Energy. The resulting reaction makes the weilder become the Avatar of Chaos. The Avatar is the character with the bonuses below:

Chaos Flamestrike as Flamestrike at a caster lv 12 except that it cannot affect Chaotically-aligned units and deal double damage vs Law-aligned targets. THis double damage STILL applies even if saves are succesful. (Basically the damaged is halved then doubled, meanign it deals normal damage) This can be used 5 times/day (dmg dealt is NOT fire it is a special dmg to which there is no resistance)
Chaos Fireball as Fireball at a caster lv 15 with the same exceptions noted above. can be used 4 times/day
Chaos Wave This ability causes all with 30 ft of the caster to have to make a Will save DC 25 or be driven to do one of the following actions (decided by a roll of 1d8) Can be used 3 times/day
1) Refuse to move or attack or take any significant action
2) Attack the nearest ally
3) Attack the nearest enemy
4) Fall Unconcious
5) Heal 50 hp
6) Lose 50 hp
7) Attack the weilder of the item at all costs
8) Protect the weilder of the item at all costs
If anyone manages to make the Will Save against the Avatar 10 Consecutive times, the Avatar admite defeat as surrenders to the weilder. The weilder then beocmes the Chaos Evoker and can use the Avatar's powers at his/her discretion.

by Student of the Mind
Vistra-The Holy Mistress
+4 Holy Evil Outsider Bane Bastard Sword.
Alignment: Lawful Good.
Int: 14 Wis: 18 Cha: 18
Ego: 25
Communication:Telepathy (1000 feet), 120ft Darkvision.
Lesser Power: Divine Favor 3/day (CL 10)
Greater Power: Righteous Might 2/day (CL 10)
Dedicated Power: +2 luck bonus on attacks, saves and checks.
Personality: An artifact of unknown origins that found its way back into the hands of adventurers after a long slumber within the lair of a crystalline great wyrm. Her voice rings soft within the back of the mind, a sweet melody in any language. She speaks little of her past, and if pestered about the days long ago her words are saddened as she tells of the time when she entered her last moments of life. She demands little of her wielder, though if time passes without action against evil she will not hesitate to possess the owner of her steel. Her actions are not intended to harm the weilder, but she will not allow her abilities to be wasted by sitting upon the hip of a stalwart of laziness. Vistra is an extremely jealous weapon, if such a thing exists, and if her owner weilds another magical weapon she will not function except against evil outsiders. Her true power is hidden, and it is unknown even by her how to release the mystic powers within.
Intense Transmutation & Evocation:
It is unknown what level of creator it takes to make such a weapon.
Craft Magic Arms and Armor, Craft Wonderous Item.
Wish, Miracle, High Magic & A Willing Subject Of Incredible Power.
Price: Beyond being sold.
__________________

by Chosen of the Dark Sun
Chaos Blade of the Founders
The half-succubus sorceress in my campaign has a very simple but incredibly powerful artifact. In combat it acts as a Wounding Katana +3. But it's other ability is what has prevented the minions of Torm or Tyr from destroying her. All divine magic directed at the wielder of the Chaos Blade of the Founders (the artifact) that is not of at least epic level is nullified (beneficial or harmful). Oooohhhh, yeah! FPRIVATE "
It was created by a red dragon named Kalthondrogtrignoyth after being forced into slavery by a cult of Shar, called the Founders of the Loss. The dragon superheated the adamantine blade and then enchanted it after the cults elders blessed the metal. Not until after the enchantments were laid was the blade forged into shape, and due to the enchantments one side of the blade seems to absorb light, and the other reflects it. The hilt is in the likeliness of a red dragon holding a full moon in it's jaws. It was made 8,237 years ago.


by Silmarien Aldalome
The Ellaédûn

The Great Sundering was said to have begun with the Kinslaying, when Elf and Drow turned on each other. During that time, the Elves tell that Corellan’s grief was as vast as the heavens and as deep as the oceans, for he was ashamed of the violence of the Elves, all the more, because it was by his own hand that Tel’Quessir were birthed. And it is told that Corellan retreated for a time, in his anguish and he was inconsolable in his grief so that his tears rained down upon the earth in sheets that filled the oceans.

And looking down upon the lands, he saw the murder and ruin of the warring factions, and long he watched and loath he was to act. For he knew that in enacting The Great Sundering, he would forever split Tel’Quessir into two peoples and doom them to an existence as lesser beings than conceived in their creation. But he had no choice, for the alternative was the anguish of eternal loss, for on the earth, the Kinslaying was relentless. And in the Descent of the Drow, much of the power of the Ancient Elven Lore was lost, and Tel’Quessir were diminished by the shame of their deeds.

And The Great Sundering bought a reprieve, where each half of a once great people nursed hurts and wrongs, in the secrecy of private thought, but without open conflict. And Bane perceived, for such is his Will, that he may see your hate, even across the gulf of time and there is no place in the Universe that he cannot see malice.

So the Wise say that it was through Tel’Quessir’s hate, that Bane worked his malice. For treachery knows many forms and not all can be foreseen. Thus it was that during Angrolachon’s time, the High Elven King’s son was waylaid by the Drow and Aeranár was taken down into the Underdark, and there he was tortured and put before great Banes that ruin the soul and corrupt the heart.

He was no coward and no stranger to suffering, but there, alone, sundered from his People, and in the lurid light of terrible Earthbanes, Aeranár was ruined and he succumbed so that he was corrupted. And thence, before Bane, and Lolth, he pledged his fealty, that he may be spared from the eternal tortures of the Drow.

And Bane laughed, such a cruel and fell sound, taking pleasure from the shame and ruin of the Elves, so that the last of Aeranár’s love fled and his heart was vanquished to darkness. And he was Commanded by Bane, to return to the Elves and to betray them, and Aeranár was promised all the riches of Elvendom in exchange for the death of the High King.

For, Bane knew, that to slay the Elven King, would cause the Elven Mythal to fail, and thence all the Demons of the Nine Layers of Hell would be free to destroy Tel’Quessir, forever ridding the earth of Corellan’s children.

And so it was that he slew the High King, his father, compelled by darkness. But even as Aeranár did so, in the High King’s hand was his Living Sword. And the Sword suffered the Vision of Betrayal and felt the King’s pain, even as the metal clanged to the earth, falling out of the King’s hand.

Thence Angelina found her father, even as the Mythal began to fail. And her brother laughed at her grief as his hatred beat upon her brow with palpable force.

“Tel’Quessir are the puppets of Darkness and ‘ere seven times seven years has passed, you will know naught but despair and ruin. There will be none left alive to tell the tail and all that which the Elves have built will be corrupted or ruined. All these halls are now mine and you will know servitude, lest I send you to the Nine Layers, where you will know Bane’s Will and serve him as I do”.

And her brother's violent words were forever burned into her mind. And as she wept over her father’s body, she washed the blood out of his wounds, unheeding of her own peril. And she touched her father’s sword and thence the Sword bespake her in great wrath

“Your brother is an Abomination and he has betrayed Tel’Quessir. Not until the End of Time will I rest, and forever so it shall be until I am avenged. Sing Angelina and save our People. And bring me to the Heart Fires and remake me. So shall I be in the Image of your Grief and so I shall have all your Beauty within me, that I may be sustained while I endure all of Eternity until The Elf King is returned to us.”

And so, through great tears, she bore the Sword to the Heart Fires – where ‘tis said Angelina Sang for many days over the Sword. And she wove the Fires of the Earth into a great spell, and with Angrolachon by her side. Together it was that they wrought the Greatest Spell ever known and together they wrought the Sword and refashioned it into the Ellaédûn.

And within it, they Sang, of Elvendom and of Grief, of Tears and of Hope. Of Vengeance and of Spirit. Of Fire and of Will and of Redemption. So it was that Elf and Man together wrought together, and forever within the Ellaédûn was the Spirit of the King and the memory of the violence in the King’s Throne. And those who touch the Ellaédûn, are immediately transported, in time, and within the mind, on a great Journey – back to the Throne Room, where they shall witness the Elf King’s end, and will hear his Son’s hatred. There, they shall see Angelina’s Grief and the Journey to the Fires of the Earth.

And if ye be an antagonist of the Elves, so will the Ellaédûn destroy you.

Artifact DescriptionThe Ellaédûn is a beautifully wrought Elven Lantern, fashioned from Mithril and translucent crystalline. It is a seven-paned lantern, wrought in the image of living tree, but so that tree branches intertwine at the apex of the lantern into an elegant peak. It glows with a warm light, and by starlight, the Mithril is incandescent in the darkness, so that it creates two sources of light.

Artifact Properties
The Ellaédûn primary mission is to restore Elvendom to its power and beauty, when the Elven kingdoms were at their noontide. It also has an eternal hatred of Drow and the descendents of those who corrupted the King’s son
The Ellaédûn is source of Lore. It contains within it, the collective knowledge of Elvendom as it existed at the time the Artifact was created
It may be used as a library, providing the wielder with access to any and all research materials necessary for spell research
It may also act as a repository of a spell book, storing within it, any spell contained in a spell book
It has a hardness of Adamantine, and has 500 HP, and it regenerates at a rate of 100 HP per round
It is a living Artifact, and contains the Will of the Last King of Elvendom (treat it as having an intelligence and wisdom of 35/35)
Alignment is Neutral Good and any non-good character who touches it will trigger a battle of wills (see DMs guide). If the lantern does not manage to gain control of the assailant, the character must make a will save (DC 65) or go irrevocably insane. If the will save is successful, the character must take 20d6 points of fire damage each round they remain in contact with the Artifact.

Artifact Powers
Spellpower
Three times a day, the Artifact can channel enourmous power into a destructive burst, doing all non-Elves in the area 20d6 of damage
Drow Bane. The Artifact is experienced like an Elf-Bane, but one that is specific to Evil Drow. Drow magic is greatly affected, with -20 to DC checks for spell success; when within 100 feet of the Lantern; -10 on Drow Dispel checks versus Elven magic, for Elves within 100 feet of the Lantern; -4 moral penalty to Drow on all rolls, such as attacks, saves and skill checks and +4 moral bonus to all Elves on the same rolls
Suppress Magical Effects. This is essentially an Antimagic Field, but one without the limits specified in the Players Handbook.
Annihilating Blast. This is an Epic Level Disintegrate ray, that may be used up to 3 times per day
Enhanced Metamagic.
Up to five levels of normal spell level penalties may be removed from any combination of Metamagic feats that the spell caster has. Thus, if the wizard had Still, Silent, Quicken, Empower and Maximise, the Wizard could remove four levels of penalty from the Quicken feat and one from Still, enabling the caster to Still and Quicken all their spells.
Reactive Counterspell. As a free action, the wielder can use the Artifact to block enemy spells.
Master of Magic. By sacrificing two spell slots when preparing spells, a wizard can memorise any spell, even if that spell does not exist in her spellbook.


DMF Artifact Conner V1.5
http://boards1.wizards.com/showthread.php?t=342439

ChaosEvoker2 creations

The Bow of the Arcane Archer
This bow cannot be weilded by those who are not Arcane Archers. those attempting to pick up this bow suffer 1d4 Str dmg (temp.) a round until death. Dropping the Bow instantly recovers the Str. dmg. Those weilding the bow that are not arcane Archers it is a standard MW Composite Longbow (+5 Str Bonus) For Arcane Archers it is:
+5 Composite Longbow (+5 Str bonus) that grants teh weilder tha bility to lauch a Fireball, Cone of Cold, Lightning Bolt, and Exploding arrow 3 times/day. (They act as a caster lv 10th {Exploding Arrow deals 10d6 Force Dmg.}) It also can create 1/week a Death Arrow that can slay its target unless it succeeds at a Fort. Save (DC 28). The Arcane Archer Bonuses from Enchant Arrow stack with this bow's enchantment. Also the Arcane archers special arrows can be combined with the bow's magical arrows. (Death arrows cannot be combined to create a single higher DC Arrow)
This, obviously, is a major artifact.




Circlet of the Avatar
This Circlet grants a +1 bonus to all abilities and grants a +3 deflection bonus to AC. Also all saves are increased by +1 and the subject is granted SR and PR 20. Also any spell cast (only class spells) has its caster level raised by 1. This item is similar to an intellegent item except that it is fused with pure chaos. Any time this item come into effect the item attempts to merge its energy with the weilder. (The item comes into effect when, had it's bonuses been taken away, the weilder woudl have missed a check, been hit by an attack, or been affected by a spell). The weilder must them make a WIll save DC 25 or be consumed by teh Chaos Energy. The resulting reaction makes the weilder become the Avatar of Chaos. The Avatar is the character with the bonuses below:
Chaos Flamestrike as Flamestrike at a caster lv 12 except that it cannot affect Chaotically-aligned units and deal double damage vs Law-aligned targets. THis double damage STILL applies even if saves are succesful. (Basically the damaged is halved then doubled, meanign it deals normal damage) This can be used 5 times/day (dmg dealt is NOT fire it is a special dmg to which there is no resistance)
Chaos Fireball as Fireball at a caster lv 15 with the same exceptions noted above. can be used 4 times/day
Chaos Wave This ability causes all with 30 ft of the caster to have to make a Will save DC 25 or be driven to do one of the following actions (decided by a roll of 1d8) Can be used 3 times/day
1) Refuse to move or attack or take any significant action
2) Attack the nearest ally
3) Attack the nearest enemy
4) Fall Unconcious
5) Heal 50 hp
6) Lose 50 hp
7) Attack the weilder of the item at all costs
8) Protect the weilder of the item at all costs
If anyone manages to make the Will Save against the Avatar 10 Consecutive times, the Avatar admite defeat as surrenders to the weilder. The weilder then beocmes the Chaos Evoker and can use the Avatar's powers at his/her discretion.
Chosen of the Dark Sun3 creations

The Chaos Blade of the Founders
In combat it acts as a Wounding Katana +3. But it's other ability is what has prevented the minions of Torm or Tyr from destroying the blade. All divine magic directed at the wielder of the Chaos Blade of the Founders (the artifact) that is not of at least epic level is nullified (except for beneficial spells) within a 360ft, this protection extends to all creature within the radius (allies and enemies alike). Any lawful creature that touches the blade emiediatly suffers 3 negative levels until the blade is dropped.
It was created by a red dragon named Kalthondrogtrignoyth after being forced into slavery by a cult of Shar, called the Founders of the Loss. The dragon superheated the adamantine blade and then enchanted it after the cults elders blessed the metal. Not until after the enchantments were laid was the blade forged into shape, and due to the enchantments one side of the blade seems to absorb light, and the other reflects it. The hilt is in the likeliness of a red dragon holding a full moon in it's jaws. It was made 8,237 years ago.




Word of the Balance
(Major Artifact)
Quarter staff +4 of Disruption and Sizing (both ends). Wielder must be true neutral or take five negative levels. Against creatures struck that are only partially neutral (CN, LN, NG, NE), weapon deals an additional 2d6 damage, gains an additional +2 attack bonus, and target must make DC 18 will save or die. Against creatures of an extreme alignment (LG, CG, LE, CE), it deals an additional 4d6 damage, gains an additional +5 bonus, and target must make a DC 23 will save or die.




Horn of the Woodland's Pride
(Minor Artifact)
Three times per day summons one of the following; 1d8 satyrs, 1d3 nymphs, or 1d6 dryads. All summoned creatures treat the wielder of the Horn as all important and to be protected at all costs, and stay for two hours. The bearer of the horn may also gain a member of any of these races as a cohort as per the Leadership feat. They may also gain an additional animal companion, and only have to spend a week before being able to summon a new one if the old was is killed or released from service. All wild animals automatically treat the wielder and his or her companions as friends, and even dire animals will not attack them. If the weapon is used in an act
against nature such as killing a (natural) plant or animal, the wielder automatically dies (no save).
Lady Rolindin

03-27-06, 08:24 PM
http://boards1.wizards.com/showthread.php?t=342439
Silmarien Aldalome1 creation

The Ellaédûn
The Great Sundering was said to have begun with the Kinslaying, when Elf and Drow turned on each other. During that time, the Elves tell that Corellan’s grief was as vast as the heavens and as deep as the oceans, for he was ashamed of the violence of the Elves, all the more, because it was by his own hand that Tel’Quessir were birthed. And it is told that Corellan retreated for a time, in his anguish and he was inconsolable in his grief so that his tears rained down upon the earth in sheets that filled the oceans.

And looking down upon the lands, he saw the murder and ruin of the warring factions, and long he watched and loath he was to act. For he knew that in enacting The Great Sundering, he would forever split Tel’Quessir into two peoples and doom them to an existence as lesser beings than conceived in their creation. But he had no choice, for the alternative was the anguish of eternal loss, for on the earth, the Kinslaying was relentless. And in the Descent of the Drow, much of the power of the Ancient Elven Lore was lost, and Tel’Quessir were diminished by the shame of their deeds.

And The Great Sundering bought a reprieve, where each half of a once great people nursed hurts and wrongs, in the secrecy of private thought, but without open conflict. And Bane perceived, for such is his Will, that he may see your hate, even across the gulf of time and there is no place in the Universe that he cannot see malice.

So the Wise say that it was through Tel’Quessir’s hate, that Bane worked his malice. For treachery knows many forms and not all can be foreseen. Thus it was that during Angrolachon’s time, the High Elven King’s son was waylaid by the Drow and Aeranár was taken down into the Underdark, and there he was tortured and put before great Banes that ruin the soul and corrupt the heart.

He was no coward and no stranger to suffering, but there, alone, sundered from his People, and in the lurid light of terrible Earthbanes, Aeranár was ruined and he succumbed so that he was corrupted. And thence, before Bane, and Lolth, he pledged his fealty, that he may be spared from the eternal tortures of the Drow.

And Bane laughed, such a cruel and fell sound, taking pleasure from the shame and ruin of the Elves, so that the last of Aeranár’s love fled and his heart was vanquished to darkness. And he was Commanded by Bane, to return to the Elves and to betray them, and Aeranár was promised all the riches of Elvendom in exchange for the death of the High King.

For, Bane knew, that to slay the Elven King, would cause the Elven Mythal to fail, and thence all the Demons of the Nine Layers of Hell would be free to destroy Tel’Quessir, forever ridding the earth of Corellan’s children.

And so it was that he slew the High King, his father, compelled by darkness. But even as Aeranár did so, in the High King’s hand was his Living Sword. And the Sword suffered the Vision of Betrayal and felt the King’s pain, even as the metal clanged to the earth, falling out of the King’s hand.

Thence Angelina found her father, even as the Mythal began to fail. And her brother laughed at her grief as his hatred beat upon her brow with palpable force.

“Tel’Quessir are the puppets of Darkness and ‘ere seven times seven years has passed, you will know naught but despair and ruin. There will be none left alive to tell the tail and all that which the Elves have built will be corrupted or ruined. All these halls are now mine and you will know servitude, lest I send you to the Nine Layers, where you will know Bane’s Will and serve him as I do”.

And her brother's violent words were forever burned into her mind. And as she wept over her father’s body, she washed the blood out of his wounds, unheeding of her own peril. And she touched her father’s sword and thence the Sword bespake her in great wrath

“Your brother is an Abomination and he has betrayed Tel’Quessir. Not until the End of Time will I rest, and forever so it shall be until I am avenged. Sing Angelina and save our People. And bring me to the Heart Fires and remake me. So shall I be in the Image of your Grief and so I shall have all your Beauty within me, that I may be sustained while I endure all of Eternity until The Elf King is returned to us.”

And so, through great tears, she bore the Sword to the Heart Fires – where ‘tis said Angelina Sang for many days over the Sword. And she wove the Fires of the Earth into a great spell, and with Angrolachon by her side. Together it was that they wrought the Greatest Spell ever known and together they wrought the Sword and refashioned it into the Ellaédûn.

And within it, they Sang, of Elvendom and of Grief, of Tears and of Hope. Of Vengeance and of Spirit. Of Fire and of Will and of Redemption. So it was that Elf and Man together wrought together, and forever within the Ellaédûn was the Spirit of the King and the memory of the violence in the King’s Throne. And those who touch the Ellaédûn, are immediately transported, in time, and within the mind, on a great Journey – back to the Throne Room, where they shall witness the Elf King’s end, and will hear his Son’s hatred. There, they shall see Angelina’s Grief and the Journey to the Fires of the Earth.

And if ye be an antagonist of the Elves, so will the Ellaédûn destroy you.

Artifact Description

The Ellaédûn is a beautifully wrought Elven Lantern, fashioned from Mithril and translucent crystalline. It is a seven-paned lantern, wrought in the image of living tree, but so that tree branches intertwine at the apex of the lantern into an elegant peak. It glows with a warm light, and by starlight, the Mithril is incandescent in the darkness, so that it creates two sources of light.

Artifact Properties

The Ellaédûn primary mission is to restore Elvendom to its power and beauty, when the Elven kingdoms were at their noontide. It also has an eternal hatred of Drow and the descendents of those who corrupted the King’s son
The Ellaédûn is source of Lore. It contains within it, the collective knowledge of Elvendom as it existed at the time the Artifact was created. This translates into the following Skill Checks: Knowledge (Arcana +95), Knowledge (The Planes +85), Knowledge (Religion +75), Knowledge (Mythals +95), Knowledge (Nature +95)
It may be used as a library, providing the wielder with access to any and all research materials necessary for spell research
It may also act as a repository of a spell book, storing within it, any spell contained in a spell book
It has a hardness of Adamantine. Being a Major Artifact, there is only one way to destroy the The Ellaédûn, however its method of destruction is currently unknown
It is a living Artifact, and contains the Will of the Last King of Elvendom (treat it as having an intelligence and wisdom of 35/35)
Alignment is Neutral Good and any non-good character who touches it will trigger a battle of wills (see DMs guide). If the lantern does not manage to gain control of the assailant, the character must make a will save (DC 65) or go irrevocably insane. If the will save is successful, the character must take 20d6 points of fire damage each round they remain in contact with the Artifact.

Artifact Powers

1. Heart Fire

Three times a day, the Artifact can channel enourmous power from its power source (Heart Fire) into a destructive burst, doing all non-Elves in the area 20d6 of damage.

2. Drow Bane

The Artifact is experienced like an Elf-Bane, but one that is specific to Evil Drow. Accordinly, Drow magic is greatly affected as follows:

-10 to DC checks for Drow spell success;
+10 to DC checks for Elves spell success;
when within 100 feet of the Lantern -10 on Drow Dispel checks versus Elven magic
when within 100 feet of the Lantern -4 moral penalty to Drow on all rolls, such as attacks, saves and skill checks and +4 moral bonus to all Elves on the same rolls

3. Suppress Magical Effects

This is essentially an Antimagic Field, but one without the limits specified in the Players Handbook (i.e. the AntiMagic Field suppresses Divine Auras, all Supernatural Abilities, Spells and Spell-like Effects). The power cannot be used in conjunction with the other powers of the Artifact at the same time.

4. Annihilating Blast

This is an Epic Level Disintegrate ray, that may be used up to 3 times per day

5. Enhanced Metamagic

Up to five levels of normal spell level penalties may be removed from any combination of Metamagic feats that the spell caster has. Thus, if the wizard had Still, Silent, Quicken, Empower and Maximise, the Wizard could remove four levels of penalty from the Quicken feat and one from Still, enabling the caster to Still and Quicken all their spells.

6. Reactive Counterspell

As a free action, the wielder can use the Artifact to block enemy spells.

7. Master of Magic

By sacrificing two spell slots when preparing spells, a wizard can memorise any spell, even if that spell does not exist in her spellbook. (See Ultimate Prestige Classes for more on this power. It is accessible to PCs).

8. Redemptive Strike

In addition to the powers specified above, the The Ellaédûn has two powers in reserve for Descendents of the Drow who corrupted the King's son. Redemptive Strike is a highly focussed surge of Holy Power infused with Heart Fire. The effect bypasses all Magic Resistance and has no Savings Throw and it is an Empowered, Maximised burst of burning pure magical fire that will completely incinerate any creature (living, undead or otherwise) who carries the blood of the specific Drow line concerned. The effect goes beyond merely destroying the physical body of the Drow, and crosses into the Spirit World to completely annihilate the essence of the offending creature. No effect may reverse this destruction and the targeted creature is forever removed from the face of the world.

9. Faith's Reprieve

When one of the Line of the Elven King is threatened by Drow, Faith's Reprieve renders complete immunity to the recipient against:

all mind-affecting spells or spell-like effects such as compulsion, hold, possession;
Transmutation;
Disintegrate;
Poison, Acid and Lightning

10. Detect Drow
Lady Rolindin

03-27-06, 08:27 PM
Xen1554 creationsLibrarians Spectecles
Often used by the upper class librarians of the Waterdeep and Candlekeep. They are expensive and there very rarely used by small libraries. They are bound to a single library and if taken out become useless

It powers are as follows:
Upon apeaking a command word the glasses tap into a communication system similar to a Hive Mind spell that effects all the wearers of the glasses in the bound library. They can also allow the wearer, apon speaking another command word, to read any magic as per the read magic spell. Another command words brings forth light as the light spell. A similar command word allows the wearer to use the spell mage hand, and mending (only affecting books and scrolls and things of that nature). A final command word allows the wearer to use the spell Open/Close.
5 times a day the wearer can use comprehend languages, Identify ( Books and scrolls only), Discern location (only for items inside the bound library), and Erase (can not be used to erase the original text of an object).
3 times a day the wearer can use secret page (used to leave notes behind for other Librarians wearing the glasses, who, can see the secret page normally), and levitate.
2 times a day the wearer can use True Seeing
1 time a day the wearer can use Unseen Servent, and Tenser's Floating Disc.
All abilities are cast as a 20th level Wizard.




Lawful Grasp
Conjuration
Level: 4
Components: V,M
Casting Time: 1 action
Range: Touch
Target: 1/Every three levels of caster.
Duration: See Text
Saving throw: Will negates
Spell Resistance: Yes

By summoning energy from any Lawful plane, the caster inshrouds his hand in lawful energy. When this hand touches any chaotic creature a portion of the energy explodes doing 1d6+char mod./every 2 levels of caster. The chaotic creature is also drained of abit of its life force taking 1 negative level. If this energy comes into contact with anylawful creature, the touched creature gains 1d6+char mod./ every 2 levels of caster in temperorary HP. The negative level gained by a chaotic creature and the temporary HP gained by a lawful creature last 10 mins/level. If an attack with the pourpose of ussing the affected hand misses it stills counts against its maximum usses.




Pharaun's Secure Chest
Conjuration
SpellCraft DC: 328
Components: V S M Exp
Casting Time: 1hour
Range: Special
Target: Special
Duration: Permanent
Saving Throw: None
Spell Resistance: no
To Develop: 2,198,000 gp; 74 days; 147,680 xp

This spell calls into creation a special chest made of solid oak about 4'x4'x5'.The chest can contain much more than it's size would suggest, and is guarded by an amazing array of defenses that would deter all but the most powerfull of theives. Upon completion of the spell the caster decides the location of the chest, it can appear on any outerplane. The caster can specify the an area for the chest to appear or he can let the chest appear randomly on the chosen plane. The chest can hold up to 1000sq./level feet of space.
The defenses of the Chest are as follows.
-When any creature enters within 100ft. a major image of the caster is created 20 ft. away from the chest, two hemispheres, one of Iron and one of stone resembling Wall Of Iron and Wall of Stone slam shut 15ft. around the chest and a wall of force is created 25ft. from the chest on all sides.The Image of the caster says "Halt, acsess to this chest is restricted"
-If any creature breaches both hemispheres an Energy Drain spell is cast upon every hostile creature within 50ft.
-If any creature enters within 14ft. of the chest, a prismatic sphere appears 13ft. and the creture is subject to a Disintegrate spell, if the Disintegrate spell fails to kill the creature, it is subject to a Geas spell with directions to appear befor the caster, knell and freize.
-If any creature breaches the Prismatic Sphere 2 Fingers of Death, a Force Cage and 2 Delayed Blast Fireball's are cast upon any hostile creature within 50ft.
In addition to these defenses the chest has 4 Fire Traps and 10 Symbols of Death on the lid set to activate whenever a creature other than the caster attempts to open it. The chest has a Permenent Spell Turning on it alng with mage armor, Nystul's Undetectable Aura, Hold Portal, Improved Arcane Lock, Resist Elements, Displacement and Sequester all permanent also.The chest is covered in Explosive Runes and Sepia Snake Symbols. Whenever the chest is opened a ping resembling the Alarm's mental option alerts the caster of the chest being opened. Any organic substance placed in the chest has a permanent Gentle Repose cast on it.Any creature slain by the defenses of the chest are animated as skeletons to protect the chest. Any defenses that are used alert the caster of their use the same way the opening of the lid does and regenerate within one day of their use.
No one but the caster may teleport within 100ft. of the chest. All defenses of the chest are at the same level of the caster, If the caster gains a level so does the chest's defenses accordingly.
Material Components: A Jewl of any sort worth at least 10,000 gp. A white glove and a Gloom's Blade.




Xen's Book
A thick tome with adamantine covers and binding. Inside the front cover is a glyph protecting the pages within the book from dust, insects, age, and the elements. The book contains room for 500 spells (many of them already used), the holy book of Mystra, Azuth, Tyr, and Ohagma. Furthermore, the book has pages for theoretical scriblings and drawings. By simply sending his thoughts a certine way Xen can record his thought and images inside the book (which records in Xen's handwriting). Xen's book is capable of shrinking to tiny size and increasing to huge (the text alters in size acordingly).

Student of the Mind1 creation

Vistra-The Holy Mistress
+4 Holy Evil Outsider Bane Bastard Sword.
Alignment: Lawful Good.
Int: 14 Wis: 18 Cha: 18
Ego: 25
Communication:Telepathy (1000 feet), 120ft Darkvision.
Lesser Power: Divine Favor 3/day (CL 10)
Greater Power: Righteous Might 2/day (CL 10)
Dedicated Power: +2 luck bonus on attacks, saves and checks.
Personality: An artifact of unknown origins that found its way back into the hands of adventurers after a long slumber within the lair of a crystalline great wyrm. Her voice rings soft within the back of the mind, a sweet melody in any language. She speaks little of her past, and if pestered about the days long ago her words are saddened as she tells of the time when she entered her last moments of life. She demands little of her wielder, though if time passes without action against evil she will not hesitate to possess the owner of her steel. Her actions are not intended to harm the weilder, but she will not allow her abilities to be wasted by sitting upon the hip of a stalwart of laziness. Vistra is an extremely jealous weapon, if such a thing exists, and if her owner weilds another magical weapon she will not function except against evil outsiders. Her true power is hidden, and it is unknown even by her how to release the mystic powers within.
Intense Transmutation & Evocation:
It is unknown what level of creator it takes to make such a weapon.
Craft Magic Arms and Armor, Craft Wonderous Item.
Wish, Miracle, High Magic & A Willing Subject Of Incredible Power.
Price: Beyond being sold.
Lady Rolindin

03-27-06, 08:30 PM
Gem ruins of Arlake by Lady Rolindin
Description: These four red rubies are one inch long, by two inches wide, and one inch thick. Each ruby is cut so it fits to the adjasion ruby and all four fit together to form a one four inch long, and two inches wide, by one inch thick. When all the pieces are placed together then a map will show Arlake tomb. When a gem ruin caster finds all four pieces, the four gems reveal more to them than a mage casting read magic. The gem ruin caster can see the full map in his head, see the spell book inside all four rubies, and be given the deactivation words to the glyphs and wards, and traps. Where as a mage can only get the map that in the rubies, a gem ruin caster can use the spell reveal gem magic and if high enough reveal greater gem magic (7 level) see gem caster class. A gem lore master can use his or her skills to find the command word and know how to place the four rubies in the secret slot to open the door.

History
Arlake was a wizard of great power who survived the fall of Netheril; he died two hundred years latter. Arlake was a gem master spell caster and wizard. Imprinting a map on the four rubies to his tomb and the tomb lay out, with the spell book and passwords. If any one tries to a pass wall, or similar spell, they will be teleported randomly somewhere else in the realms. Only the four rubies or a wish spell will let get you into the tomb.

Rubies properties

If a read magic is cast on a ruby stone it will reveal part of the map, nothing else. Ruby number one: A lore gem master can get the following information from the stone, (jahernd) and (Kaximestrf) the first word is used for to unlock the door once all four stones have been placed in the secret space. The second word (Kaximestrf) will deactivate the glyph of warding (multiple Lightning bolts) once step inside the door. This word has to be said when first stepping in the door; a lore gem master can find the words. If only have the first ruby them when reveal gem magic spell use on ruby will release the first part of the map and inside the gem lore master head. Ruby nuimber one will also give a pull and mental picture of the place the second gem is located at (not to Dm if you pc have the second or third gem, the ruby will point towards the closet gem be it ruby # 2 or ruby # 4). A spell book with two complete spells and a third partial spell that is completed when have the next ruby. The spell list: Split Lightning Bolts (one more per three levels, starts at third level), Lightning whirl wind and part of Fire eagle, and a protection spell that a gem lore mast can cast two times a day. The proactive spell is split magic missile like magic missile except that it at every two levels can cast one more magic missile.

Stone number two:
The word (Patilzen) will deactivate the Ruby stone golem, and the word (Degkeld) deactivates the disappearing floor when you first take ten steps into the tomb, and (Gthaerkd) dispel the denigration death ward by the stairs going onto the next room. Ruby number two protection spell that can be cast two times a day Fireball, the spells in the ruby are: the rest of Fire Eagle, Binding Rope, Rock Entrapment, Command Swords and part of Wizard Ring.
Ruby number three: Has the spell protection of Rock Storm, and the word (Xjakesrt), this word when spoken by the right wall will open the tomb door to Arlake tomb. A door will slide to the left revealing an opening. The spell book list is the rest of Wizard Ring, and the spells, Fire Circle, Acid meteors, with part of Explode Undead. The word (kwarengsre), to dispel the ward of death magic.
Ruby number four has the following, the rest of the spells: Explode undead, and the following spell book: Freezing Rain, Choking Smoke, and Stone Ball. The proactive spell of the ruby is Flight of Arrows, and there are two words in the ruby. The first word is (Junxetrya), this word will open a panel on the left and inside are three white diamonds with spell list and the next map to Arlake treasure vault. The second word of (ghrtzmae) will cause the stone crypt to move to the side and reveal stairs leading down to Arlake’s partial treasure (read below).

Notes: to the gem lore master that can find all four pieces of rubies and put them together. A gem lore master can be walking by some one wearing one of the gems and know what the ruby is by the way its cut and the shape. All proactive spells can be cast two times a day, and when the second set of white diamond map is found in the left wall, the gem master can use his spells to read where the treasure vault is, with the new spell book and the proactive spells in each diamond. Each Ruby is valued at 500 gp, but as gem master will be able to spot it right away as what it is. Dm’s put two major magic items form the dungeon Master book and two minor items in the room below the crypt, also you can say how many rings, and other items are in the room. Some gold coins from Netheril Empire, and some from the fallen kingdoms would be better to put into the crypt. This is up to you, put in what gold pieces and other items you fell Arlake would have below his crypt. Dm’s need to see the Gem Lore Master class to make a gem lore master and use him or her in any campaign.




Karsas Silver Dragon Star by Lady Rolindin
The Silver Dragon Star is a 1ft. diameter cluster of lights amd glowing motes of swirling in a misty globe of silver-white light. Although it has an ethereal apperrance, it can be pick up and carried, even though it remains weightless. The powers of the Silver Dragon Star remain dormant untill a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiance then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Silver Dragon Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Silver Dragon Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature silver-white flashes and crackles of electricity race across the Silver Dragon Star, and its powers are ready to be used, one per round. By simple mental command (the Silver Dragon Star will impart the full range of its powers, and the ability how to use them to its new wearer).

Item Powers (all cast at 35st level, 3.5 level 30)
4x day: Cone of Cold greater
4X day Paralyzing Gas (Silver Dragon gas)
2X : Shirkens Spears (100 per square foot, this depends on the width on hight of area
2X day Reverse Gravity (Silver Dragon Abilty no saving throw)
1X day The Silver Dragon Star can be called upon to envelop its wielder in a sheath of scintillating Silver-White armor Ac-8. This armor has 80 hit points, and absorbs all damage done to its wearer. The creature gets a 75% magic resistance, as well as complete immunitty to cold based attacks, and silver dragon breath weapons attacks and spell abilties attacks. The ability to breath normally in hostile conditions, (I.E. under watewr, in a void, or while surrounded by any kind of cloud spell), as well as cloud walk like the Silver Dragon and turn invisible at will. The wearer is also granted the ability to fly at the speed of a silver dragon foir a maximum of 12 hours. The suit of armor generated disappears after 12 hours, or when its brought down to 0 hit points. For 1d4 rounds afterward, the Silver Dragon Star is inactive

A successful dispell magic cast on the Sliver Dragon Star will cause it to become "dormant" for one round. During this time the flashes of silver-white energy ceases, although the globe still gives off enough silver-white light to read by. the Silver Dragon Star saves at a +10 on all magical attacks.

Finally, if necessary the Silver Dragon Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an ezplosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Silver Dragon Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unlleashed by the Silver Dragon Star passes through all magical proctections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones).
When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life.
The Silver Dragon Star is temporarily destroyed in the strike, but will be refformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Silver Dragon Star to reaccumate itself to a wearer before it is ready to be used again.
Lady Rolindin

03-27-06, 09:35 PM
Guild of Pure Good: Revised Edition
http://boards1.wizards.com/showthread.php?t=486151
Silmarien Aldlome

Holy BloodAbjuration
Level: Good, 5
Components: VSM, DF
Casting Time: 10 Minutes
Range: Touch
Target: One Living Creature
Duration: 24 Hours
Saving Throw: Special
Spell Resistance: Yes

Description

When this spell is cast, the Cleric opens a portal to the Positive Material Plane, allowing the influx of life-giving energies to infuse the blood. For the duration of the spell, the subject's blood is bolstered by the protective powers of positive energy.

When Undead attempt to drink the subject's blood, the burning Holy Blood will damage Undead (1d6 + Caster Level per round, Fort Halves) burning them from the inside with Holy Blood. In addition to this, feeding requires an initial Will Save (DC=10+Spell Level+Ability Modifier) and concentration check (DC=10+1 per point of damage done) every round to continue feeding. For every additional round beyond the first, the assailant suffers -4 penalty, cumulative to the Concentration Check. The subject also receives the protection of taking only half the constitution drain, for the duration of the spell. If the subject is still under the effects of constitution drain absorbed by the spell, at the end of the spell's duration, they lose the protection afforded and must adjust their constitution score, downwards.

The spell was invented by the Drow of Eilistraee, during the period in history of the Undead invasions and assisted them to survive.
Positoxin Preparation (Craft (Alchemy))

Code:
Item Type Initial Damage Secondary Dam Price Craft
Gravedust Contact DC 10 1 Dex* 1d4 Dex* 100gp DC 20
Boneshard Paste Contact DC 13 1 Str* 1d4 Str* 750gp DC 26
Sunlight Oil Contact DC 16 1d3 Str* 1d3 Dex*+1d3 Str* 1300gp DC 32
Bloodwine Injury DC 11** 1d4 Cha 2d4 Cha 250gp DC 22
Celestial Essence Injury DC 14 1d6 Wis 2d6 Wis 400gp DC 28
Lichbane Injury DC 17 1 Int* 1 Wis* 1 Cha* 1d4 Int +1d4 Wis + 1d4 Cha 650gp DC 34
Liquid Mortality Injury DC 20 1d4 Str*

Banes of the Undead.
Methods of Save, Constitution, HP increases versus attacks from the Negative Material Plane, or attacks that cyphon Health/Energy;
Spells for downwardly modifying assailants that draw on energy from the Positive Material Plane
1. Searing Light Spell (pretty useful against undead)
2. Disrupting Weapon (destroys undead of equal or lower HD to you, on failed Will Save)
3. Protection from Negative Energy (DR 10 for attacks caused by negative energy)
4. Sheltered Vitality (This spell from LM makes the caster immune to fatigue, exhaustion, and ability drain or damage for 1 min/level)
5. Spawn Screen (Prevents you from coming back as an Undead if you copped it)
6. Undead Bane Weapon
Negative Material Plane, Plane of Shadow, and Nine Layers;
Magic Items for same areas noted above
1. Ectoplasmis Feedback Armour;
PrCs for the specialist (good) purposes
2. Master of Radience-PrC from LM that is made specifically for fighting undead;
Especially anti-Undead methods.

Banes of the Undead - to Build
Spells, Spell-like Abilities, Supernatural Powers that create Auras that modify Undead's Saves, DC Checks, Attacks and Skill Checks downwardly;
Knocking out the Will Saves of sentient Undead;
Ways of Improving Turn Attempts, using magical modifiers;
Ways of "Quickening" Turn Undead Attempts;
Poisoning Undead flesh, like the Necrotic spell series on the living, but in reverse.

Disruptive Aura
Abjuration
Level: Good, 6
Components: VSM, DF
Casting Time: 1 Action
Range: Touch
Target: One Living Creature
Duration: 1 Round/Level
Saving Throw: Yes
Spell Resistance: Yes

Description

Upon casting this spell, the Cleric opens a portal to the Positive Material Plane, allowing the subject to be immolated in hallowed radiance. For the duration of the spell, the subject is surrounded by Holy fires that, to an Undead, threaten its very sinew. The spell is of the same kind of energy as Disruptive Weapon (5th level spell), except, the Aura surrounds the caster, not the weapon.

When Undead of Hit Dice equal to or lower than the Level of the Caster strike the flesh of a subject protected by Disruptive Aura, with a touch attack, or melee weapon, burning Holy fires invade the Undead, disrupting the negative energy that holds Undead flesh together. The Undead must make a successful Will save (DC=10+Spell Level+Ability Adjustment), every time contact is made with the Disruptive Aura or be utterly destroyed.

The spell was developed by Silimna and the Drow of Eilistraee in their struggle to rid the Prime Material Plane of the Temple of the Damned in Tyrannor.
Lady Rolindin

03-27-06, 09:39 PM
by Silmarien Aldlome



Vibrant Aura (Positive Energy Field)
Abjuration
Level: Cleric, Paladin, Good, 4
Components: VSM, DF
Casting Time: 1 Action
Range: Personal
Area: 20 ft. radius centred on the caster
Duration: 1 Round/Level
Saving Throw: n/a
Spell Resistance: Yes

Description

When the cleric casts this spell, she opens a conduit to the Positive Energy Plane, and becomes filled with powerful positive energies, akin to those found in the heart of a star, but less intense. Effectively, the caster becomes a furnace of brilliance and creation, vibrant with life-giving energy.

For the duration of the spell, the subject is surrounded by positive energy and gains the minor positive-dominant descriptor, which is a powerful anathema to anything that draws on energy from the Negative Energy Plane. To Undead, the Positive Energy Field is a threat to their very sinew and to a Good Cleric, this Field amplifies their power as a Cleric.

A Good Cleric or Neutral Cleric who channels Positive Energy for their Turn Undead attempts, gains a +10 bonus on the roll to determine Hit Dice affected. Further, spells and spell-like abilities that use negative energy (including inflict spells) are impeded when cast in the Positive Energy Field.

Resurrection Aura
Conjuration, (Healing)
Level: 9
Components: VSM, DF
Casting Time: 1 Action
Range: Personal
Area: 20 ft. radius centred on the caster
Duration: 1 Round/Level
Saving Throw: Will Save (Negates)
Spell Resistance: Yes

Description

When the cleric casts this spell, she opens a channel to Ysgard, which is an island in the Positive Energy Plane and which has the minor positive-dominant descriptor. Any living being in this field gains fast healing 2 (reverse this for Undead, the field causes the opposite effect in creatures that rely on negative energy to exist). Individuals within the field may also regrow lost limbs, as per Regenerate spell (noting time constraints, i.e. 2d10 rounds. If the spell ends before the time required to regrow a lost limb, the regenerate function is negated).

Additionally, any creature slain whilst in the Resurrection Field is brought back to life within 1d4 rounds (subject to constraints of True Resurrection spell). The spell prevents the departing soul from being waylaid, so Undead spawn effects are blocked by Resurrection Field.

Undead within the spell's area of effect are also affected as per Undeath to Death spell.

once the Resurrection function has been used once, the spell ends

Interdict the Undead (Undead Bane)

Transmutation
Level: Cleric, Good 5
Components: VSM, DF
Casting Time: 1 Action
Range: Personal
Area: 20 ft. radius centred on the caster
Duration: 1 Round/Level
Saving Throw: special
Spell Resistance: Yes

Description

When this spell is cast, energy from the Positive Energy plane surrounds the caster. The positive energy is also infused with Holy power. This living Holy energy is a powerful interdict to Undead. The spell has two effects. First, any Evil being must make a Will Save (DC=10+Spell Level+Ability Modifier) or be Interdicted (prevented) from entering the spell's area of effect. Second, all Evil creatures within the spell's effect suffer -4 to Saves, Melee and Ranged Attacks, and Skill Checks (including effects such as Defensive Casting, and Concentration Checks for casting and maintaining spells). The second function has no save

Undeath to Life (Minor)

Transmutation
Level: Cleric, Paladin, Good 5
Components: VSM, DF
Casting Time: 1 Action
Range: Touch
Target: special, see below
Duration: Instantaneous
Saving Throw: Fortitude (Negates)
Spell Resistance: Yes

Description

When this spell is cast, Positive Energy is infused into the spell caster. The caster then holds the charge (i.e. Concentration) maintaining the flow of Positive Energy into their body. This spell may then be combined with a Cleric's or Paladin's Turn Undead attempt. Upon successful turn, and subject to the normal rules of Turn Undead, all affected Undead are filled with powerful life afffirming energy and must make a Fortitude save, or be returned to life (see Raise Undead for time constraints on this function). A successful Fortitude save prevents this effect, but does not prevent the Turn effect.

Undeath to Life

Transmutation
Level: Cleric, Good 7
Components: VSM, DF
Casting Time: 1 Action
Range: Touch
Target: special, see below
Duration: Instantaneous
Saving Throw: Fortitude (Negates)
Spell Resistance: Yes

Description

Like the Undead to Life (Minor) spell When this spell is cast, Positive Energy is infused into the spell caster. The caster then holds the charge (i.e. Concentration) maintaining the flow of Positive Energy into their body. This spell may then be combined with a Cleric's Turn Undead attempt. Upon successful turn, and subject to the normal rules of Turn Undead, all affected Undead are filled with powerful life afffirming energy and must make a Fortitude save, or be returned to life (see Resurrection spell for time constraints on this function). A successful Fortitude save prevents this effect, but does not prevent the Turn effect.

Undeath to Life (Major)Transmutation
Level: Cleric, Good 9
Components: VSM, DF
Casting Time: 1 Action
Range: Touch
Target: special, see below
Duration: Instantaneous
Saving Throw: Fortitude (Negates)
Spell Resistance: Yes

Description

Like the Undead to Life (Minor) spell When this spell is cast, Positive Energy is infused into the spell caster. The caster then holds the charge (i.e. Concentration) maintaining the flow of Positive Energy into their body. This spell may then be combined with a Cleric's Turn Undead attempt. Upon successful turn, and subject to the normal rules of Turn Undead, all affected Undead are filled with powerful life afffirming energy and must make a Fortitude save, or be returned to life (see True Resurrection spell for time constraints on this function). A successful Fortitude save prevents this effect, but does not prevent the Turn effect.
Lady Rolindin

03-27-06, 09:42 PM
by Silmarien Aldlome




Life Enhancement Aura

Transmutation
Level: Cleric, Good ?
Components: VSM, DF
Casting Time: 1 Action
Area of Effect: 60' radius centred on the caster
Target: caster + designated allies in area of effect
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes

Description

A 60 ft. positive energy aura surround the caster. All undead in the aura receive a -4 penalty to Turn Undead attempts and receive the opposite of fast healing, or -5 (Fort save negates). Any designated living creature in the aura receive +2 Energy Levels.

I wanted to quote one power from one PrC, the Pale Master.

Undead Graft (Su): At 6th level, a pale master gives in to terrible necrophiliac urges. He cuts off his arm and replaces it with an undead prosthetic, which may be skeletal in form or preserved flesh stitched in place like that of a flesh golem. Regardless of its composition, the graft grants a +4 inherent bonus to the character's Strength score.

Additionally, the undead graft allows him to deliver horrible touch attacks. A pale master can use this ability once per day at 6th level, twice per day at 8th level, and three times per day at 10th level. The character must declare that he is using this ability before making the attack roll; a failed attack roll still expends that use of the ability. Each time he makes a touch attack using this ability, the pale master can select from any of the effects described below for which he meets the prerequisite class level. The save DC for the pale master's touch attacks is 10+his pale master class level + his Char modifier.

Paralysing Touch: Any living foe except fror an elf that is hit by a pale master's touch attack must succeed on a Fortitude save or be paralyzed for 1d4+1 rounds. Prerequisite: Class level 6th

Weakening Touch: A living foe hit by a pale master's touch attacks takes 1d6 points of Strength damage (no save). A creature reduced to Strength 0 dies. Prerequisite Class level 7th

Degenerative Touch: A living foe hit by a pale master's touch attack receives one negative level (no save), and must make a Fortidude save 24 hours later to avoid losing the level permanently. Prerequisite: Class level 8th.

Destructive Touch: A living foe hit by a pale master's touch attack must succeed on a Fortitude save or take 1d6 points of Constitution drain. Prerequisite: Class level 9th

Deathless Master's Touch: A living foe of up to one size category larger than a pale master hit by the pale master's touch attack must succeed on a Fortitude save or die. A slain creature automatically animates 1 round later as a zombie (see page 256 of the Moster Manual) and is under the pale master's control as if he had animated it. Undead created using htis power do not count against a pale master's HD total for controlling undead. Prerequisite: Class level 10th

Analysis

As well as getting an extraordinary DC bonus to these abilities (an extra +1 per level, which, I might add is twice the rate of the DC for normal DC progression. This is an additional +5 over the normal DC attainable with ordinary methods). While methods of improving DC are indeed an under-developed commodity, these extraodinary abilities also have no saves on the Weakening Touch and Degenerative Touch Supernatural Abilities. For Weakening Touch, at 10th level, an affected PC will lose, on average, 10 points of strength, automatically, from this effect, when used three times per day - the capacity of this power. That represents an additional -5 to any Melee Attacks, as well, which already adds to the +5 bonus of the DC power of the effects. Similarly, Degerative Touch will cost you all the losses emcumbent to your saves, HP and so on from three lost levels. The nett effect is at least -2 on your primary Save, if not more, depending on your level and possibly that much on your secondary save, also depending on luck.

This power is only one of the PrC's set of powers, and it comes with about 10 others. Several levels have more than one power granted.

Is it overpowered? I would say no - but I do highlight the powers, tools and devices available to players, and can't but help of think of Versemasters at this point.

I will post the whole PrC, later, but basically, your spell progression is as per Wizard, you get d4, one primary save, and here are your powers:
-
Animate Dead;
Darkvision;
Undead armour affinity (10%);
Control undead, and deathless vigor;
Undead Graft, and paralysing touch;
Tough as bone, and weakening touch;
Undead armour affinity (20%), and degenerative touch;
Undead cohort, and destructive touch;
Deathless mastery, and deathless master's touch.


Energise Spell [METAMAGIC]

Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents.

Prerequisites: Nonevil alighment, must not have the ability to rebuke undead.

Bemefit: Your spells are infused withpositive energy. An energised spell deals an extra 50% damage to undead creatures, but deals 50% less damage to nonundead creatures and to objects. An energised spell uses up a spell slot one level higher than the spell's actual level.

Special: A character who has the ability to channel negative energy to rebuke or command undead cannot select this feat.

Analysis

The emphasis in this analysis is on the question of good, evil, positive and negative energy, not power (I don't think this metamagic should use up an extra level at all). That aside, note what it says under special "a character who has the ability to channel negative energy to rebuke or command undead cannot select this feat". Also, note the "Nonevil alignment" prerequisite.

New Feat...

Compel [METAMAGIC]

Your mind-affecting spells affect the Undead.

Prerequisite: Spellcasting, Spellcraft 8 Ranks.

Benefit: You can extend the effects of your mind-affecting spells so that they can influence, even the Undead. When altered this way, a spell uses up a spell slot one higher in level.

Normal: Undead are usually immune to mind-influencing effects
hokay! Today's Vomitronic Inspiration is inspired by the Undead Grafts, Libris Mortis--"At 6th level, a pale master gives in to necrophiliac urges. He cuts off his arm and replaces it with an undead prosthetic, which may be skeletal in form or preserved flesh stitched in place....." (p. 48)

*vomits*

Banes of the Undead, from Libris Mortis

Positive Energy Effects (p. 19-20)
Bless water (2d4 damage to undead, or 1 damage with splash);
Cure Wounds (Deals damage to undead by touch);
Disrupt Undead (Deals 1d6 damage to undead at range);
Heal (Deals 10 hp/level damage to undead by touch);
Mass Heal (Deals 10 hp/level damage to many undead at range.

Effects of Sunlight Spells (p. 19-20)
Searing Light Spell (Deals 1d6/level damage to undead at range, or 1d8/level damage to sunlight-vulnerable undead at range);
Sunbeam (Deals 1d6/level damage to undead at range or destroys sunlight-vulnerable undead at range);
Sunburst (Deals 1d6/level damge to undead at range, or destroys sunlight-vulnerable undead at range).

Spell Effects on Undead (p. 19-21)
Antimagic Field (Incorporeal Undead wink out while in area);
Chill Touch (Touched undead flees as if paniced for 1d4 rounds +1 round per caster level);
Consecrate (Turning checks gain +3 bonus; undead take -1 penalty on attack rolls, damage rolls, and saves);
Disrupting Weapon (destroys undead of equal or lower HD to you, on failed Will Save);
Hallow (Turn checks gain +4 bonus);
Magic Stone (Each stone deals 2d6 damage to undead);
Wall of Fire (Deals double damage to undead).

Feats
Consecrate Spell (Imbue your spells with the energy of Pure Good, p. 79-80, Complete Divine);
Disciple of the Sun (Spend two Turn Attempts and Destroy Undead, p. 80, Complete Divine);
Divine Accuracy (Spend one turn/rebuke undead to grant all allies within 60-ft. radius burst ability to reroll their miss chance with melee attackes whenever they miss a foe because of a miss chance caused by incorporealness, p. 26);
Empower Turning (multiply turning damage roll by 1-1/2, p. 26);
Enduring Life (you can ignore the effect of negative levels for 1 minute per constition score bonus);
Energise Spell (Your spells channel positive energy to deal extra damage to undead creatures but are less effective against other creatures, 50% more and less respectively p. 26);
Ghost Scarred (You are adept at fighting incorporeal undead, +2 insight bonus on attack and weapon damage rolls against incorporeal undead. You also gain a +2 bonus on all saving throws made to resist the spells or abilities of incorporeal undead, p. 27);
Heighten Turning (You can affect more powerful undead with your turning or rebuking attempts; you add a chosen number, no higher than your level to turning check and substract this from undead damage, p. 27);
Lasting Life (You can shed negative levels with an act of will, a standard action, DC=10+1/2 attacker's HD+attacker's Char modifier, may repeat each round, p. 28);
Quicken Turning (You can turn or rebuke undead with a moment's thought, free action, once per round, p. 29);
Requiem (Your bardic music affects undead creatures, but for half duration, p. 29);
Sacred Vengeance (You can channel energy to deal extra damage against undead in melee, as a free action, spend one of your turn undead attempts to add 2d6 points of damage to all your successful melee attacks, at end of round, p. 30);
Sacred Vitality (You can channel positive energy to gain protection from damage to your abilities of your life force, a standard action, you can spend one of your turning attempts to gain immunity to ability damage, ability drain, and energy drain for 1 minute);
Spurn Death's Touch (You can channel divine energy to remove some of the harmful effets of attacks amde by undead creatures, spend a turn attempt, standard action, heal 1d4 points of ability damage, roemove a pralysis effect or remove a negative level, p. 30);
Unquenchable Flame of Life 9You are harened to the attacks of the undead, +2 bouns on all saves against the extraordinary or supernatural abilities of the undead);
Vampire Hunter (Your knowledge of vampires has given you the extraordinary ability to detect subtle signs of their presence and to resist their dominating gaze ability, take a move action to unfailingly determine whether a vampire or vampire spawn is within 30' of you. In addition, you are immune to the dominating gaze ability of vampires and vampire sapwn, p. 31).

Specific Spells
Ectoplasmic Armour (+5 armour bonus to AC, +1 bonus/4 caster levels, p. 64);
Ectoplasmic Feedback (Any incorporeal creature that hits you takes 1d6 points of force damage +1 point per caster level, maximum +10, p. 64);
Protection from Negative Energy (DR 10 for attacks caused by negative energy, p. 70);
Sheltered Vitality (This spell from LM makes the caster immune to fatigue, exhaustion, and ability drain or damage for 1 min/level, p. 71);
Spark of Life (makes undead vulnerable to critical hits, nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damge to its physical ability scores [though it still lacks a constitution score and can't take constitution damage]. It loses its immunity to effects that require a Fortitude save, as well as its invulnerability to poison, sleep effects, paralysis, stunning, disease, and death effects, p. 71);
Spawn Screen (Prevents you from coming back as an Undead if you copped it p. 71);
Undead Bane Weapon (weapon gains +2 versus undead, +2d6 damage, at caster level 9 weapon gains +1 enhancement bonus if not already a magical weapon, p. 72)

PrCs
Master of Radience-PrC from LM that is made specifically for fighting undead.

Banes of the Undead - to Build
Spells, Spell-like Abilities, Supernatural Powers that create Auras that modify Undead's Saves, DC Checks, Attacks and Skill Checks downwardly;
Knocking out the Will Saves of sentient Undead;
ways of Improving Turn Attempts, using magical modifiers;
ways of "Quickening" Turn Undead Attempts;
and the converse, ways of imbuing normal spells with Turn Undead;
poisoning Undead flesh, like the Necrotic spell series on the living, but in reverse;
spells for downwardly modifying assailants that draw on energy from the Positive Material Plane.

Juxtapositioning Power - Things to Compare New Powers to

Positoxins

Positoxins are special alchemical substances distilled from holy water and laced with positive energy. To a corporeal undead creature, a positoxin functions much like a poison, usually dealing initial and secondary ability damage or drain when the target fails a Fortitude save. The ability damage or drain dealth by most positoxins can't reduce an undead creature's ability score below 1.

Despite their normal immunity to damage or drain to physical ability scores (Str and Dex), undead are vulnerable to the ability damage or drain caused by positoxins. These substances actually break down the physical form of the undead, while simultaneously interfering with the unholy energies that keep the undead creature animated. In fact, any damage dealt to an undead crature's Str or Dex by a positoxin is actually permanent ability drain, making such substances feared indeed by such creatures..... (p. 74)
Lady Rolindin

03-27-06, 09:46 PM
by Silmarien Aldlome

Disrupt Undead Metabolism

Biomancy
Level: Cleric, 5
Components: VSM, DF
Casting Time: 1 Action
Range: Medium (100 ft. + 10 ft. per level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Description

This spell exploits the vulnerabilities of Undead metabolism by imbuing the Undead flesh with an injection of living, vibrant biomatter, that is highly energised with crackling creative potential energy. When the Cleric casts this spell, a living-green ray - as green as a spring-time bud, emerges from the caster. The ray is imbued with the vital essence of life, and is literally the unformed native essence of life. It is like a protease or living ectoplasm or germ plasm. This substance is completely harmless to living flesh, but to corporeal undead, it is a deadly threat to their very sinew. The biomatter is anathema to Undead sinew, because it is a force that represents the very antithesis of Undead metabolism.

Once the living plasm enters the Undead body, it encases the flesh, from within, which acts as a powerful blockage to the connection an Undead has to the negative material plane. Literally, the Undead flesh is starved of its source of power, by the 'smothering' effects of living protoplasm in the Undead's body.

The effect of the spell is to totally subvert the equivalent of Undead metabolism, making Unlife unsustainable. On failed Fortitude save (DC=10+Spell Level+Ability Mod), the Undead's flesh is destroyed, reduced to a lifeless puddle. A successful fortitude save results in 2d6 HP of damage to the Undead's body, for 1d4 rounds.
Ambidexterity

BiomancyLevel: Cleric, 3
Components: VSM, DF
Casting Time: 1 Action
Range: Touch
Target: One Living Creature
Duration: 1 Round/Level
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes

Description

As the Cleric's mastery over living processes increases, she develops an understanding of the Divine power and how it exerts influence over mind and body. This spell enhances the efficiency of neuromuscular coordination resulting in improvements in how weapons are balanced, wielded and utilised in melee. When cast, the recipient receives the equivalent benefit of the Two Weapon Fighting feat.

Force Corporeal

Biomancy
Level: Cleric, 4
Components: VSM, DF
Casting Time: 1 Action
Range: Medium (100 ft. + 10 ft. per level)
Area of Effect: 30 ft. Radius
Duration: 1 Round/Level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Description

When this spell is cast, the Cleric creates a crackling gaseous semi-transparent field of living protoplasm fortified with Positive Energy. When a non-corporeal Undead enters this field, or when this spell is cast upon non-Corporeal creatures, the Undead's connection between their Will and their non-corporeal 'flesh' is severed through the cloistering Positive Energy. The protoplasmic field then coheres to the non-corporeal Undead sinew, supplanting Positive Energy for Negative Energy, and transfigures the very organisation of the Undead flesh. The result is that the Undead's sinew solidifies, coalescing around the Positive Energy.

Necrotic BloatNecromancy (Evil)
Level: Cleric 3, Sorcerer/Wizard 3
Components: V,S,F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Living creature with necrotic cyst
Duration: Instantaneous
Saving Throw: None!
Spell Resistance: No!

You cause the cyst of a subject already harboring a necrotic cyst (see spell of the same name) to pulse and swell.

Undead Grafts

Undead grafts are formed of nonliving flesh attached to a still-living body, the results of vile experimentation by living necromancers and death priests seeking to become more like what they revere while remaining on this side of death.

Grafts have no statistics of their own. A graft might improve some ability or characteristic of the creature it's attached to, or grant the creature some new ability. For example, a graft might grant a creature a natural attack or an inherent bonus to an ability score. Some graftss are capable of indepent action-this usually means that the graft can activate an ability or take an action without the character having to spen an aciton to do so. Such grafts always act on the character's turn.

Grafts are not magic items, but in game terms they function very much like magic items. A character with the Graft Flesh feat (see page 27) can create and apply grafts. The creator must be in a quiet anc comfortable setting, usually an alchemical laboratory but in some cases an evil temple or similar locale. He needs a supply of materials, which usually involve flesh or body parts taken from another creature of the appropriate type or kind. The cost for the materials is subsumed in the cost for crreating the graft. Creating a graft costs half the given market price, and otherwise works exactly like crafting a wondrous item, including time required, preparation of spells required, and expenditure of components, focuses, or XSP required by the spells.

A graft does not radiate magic once completed, and it does not count against a creatures limit for magic items worn. It does not have a caster level. A graft is very hard, if not impossible to salvage as treasure. It should be considered to count against the treaure value of the creatue of the graft, which means that creatures with grafts are still appropriate challenges for their normal Challenge Rating, but have reduced treasure.

Powers Granted
Bonemail: +2 natural AC;
Bodak's Eye: death gaze attack once per day;
Enervating Arm: +4 inherent to Strength. Twice per day, Enervating Touch, one negative level a go;
Eye of Flame: Fireball, 10d6 once per day;
Ghostly Arm: Incorporeal Touch, 1d6 points of damage;
Mohrg's Tongue: Touch attacks with tongue, Paralysis on failed Fort;
Mummified Hand: slam attack; and 3 times per day, mummy rot;
Paralysing Arm: +4 inherent bonus to Strength; twice per day, paralysing touch;
Skeletal Hand: claw attacks;
Undead Skin: 25% resistance to critical hits and sneak attacks, similar to armour of light fortification;
Vampire Fangs: 1d4 Con damage to foe per round;
Weakening Arm:+4 inherent bonus to strength and 1d6 strength damage, twice per day;
Zombie Arm: +2 Inherent bonus to Str; zombie attacks/

Analysis

*eyes roll in back of head - like the Bionic Woman when she was rejecting her ear-implant - IN THE SEVENTIES*

These items break several rules with regards to magic item creation. Eye of Flame, for example, is effectively a rechargable Wand of Fireballs. Still thinking about the Wand of Fireballs, the limited use in number of times per day of this Undead Graft is a new kind of balancing principle.

Grafts are also not salvagable in treasure and are more like Supernatural Powers than spell-like effects.

Conceptually they're great, even if they break the rules from Core Rules point of view. Balance wise, they're not too bad.

There is one spell, in particular, that really breaks all the rules. It allows a 17th level cleric to destroy characters forever (see Spell Necrotic Termination).
Lady Rolindin

03-27-06, 09:50 PM
by Silmarien Aldlome

Fortify Metabolism

Biomancy/Vivomancy/Vegemite-ancy
Level: Cleric 3
Components: V,S,F
Casting Time: 1 standard action
Range: Touch
Target: One Living Creature
Duration: PERMANENT 24 Hours
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes

Upon casting this spell, the cleric creates a living, magical beverage that is infused with a combination of Holy power and energy from the Postive Material Plane. It smells like spring-time and tastes like a summer mountain breeze, burning with living vigour.

As it passes into the stomach. the recipient is immediately uplifted, and all weariness is expelled from the body, as if the person had just slept a full eight hours. All muscle soreness is eradicated and the target's spirits are lifted, and all hunger and thirst is removed.

The spell actually fortifies living metabolism, and the spell has several beneficial effects. First, the target gets +500 25% (+5 on a d20) improved resistance to disease, poisons, and all attacks from Undead that rely on the negative material plane for 100 YEARS 24 hours. This includes negative energy levels; a target is granted a fortitude save to resist Negative Energy levels, constitution drain, ability damage, and any other attack that would normally preclude a savings throw. While fortified by this spell, living metabolism ARE IMMUNE is more resitant than usual to Necromancy spells; the recipient also gains +5 bonus to all Fortitude saves.

Mother Cyst [GENERAL]

You gain the ability to cast necrotic cyst spells by grown a cyst of your own.

Prerequisites: Caster Level 1st, Knowledge (Religion) 2 Ranks

Benefit: You grow an internal cyst of undead flesh called a mother cyst. The cyst may be noticeable as a discoloured swelling on your skin, if desired. The mother cyst is slightly painful, but otherwise isn't harmful. The mother cyst grants you access to a selection of cyst-related spells listed below (and described in Chapter 4 of this book). You cast these spells like any other spell you can cast, once you host a mother cyst (if you are a caster who prepares spells, you can prepare all necrotic cyst spells without referring to a spellboook, as if you had the Spell Mastery feat for each such spell).

Necrotic Cyst Spells: 1st--necrotic awareness 2nd--necrotic cyst, necrotic scrying; 3r5d--necrotic bloat; 4th--necrotic domination; 5th--necrotic burst;--6th--necrotic eruption; 7th--necrotic tumor[/i]; 8th--necrotic empowerment; 9th--necrotic termination

Normal: A creature without this feat cannot cast necrotic cyst spells.

Analysis

There is no such non-epic feat that lets you have access to a spell series that by-pass SR and that have so many Save=none spells.

The ability to prevent resurrection, and to by-pass Wish, Miracle and other 9th level magic cannot be aced by a Metamagic spell - which, by buying 10th/11th/12th level spell slots - should be magic more powerful than a standard 9th level spell.

In any case, for me, it's in the "as if you had spell mastery for each such spell".


Stardust ImplantTransformation
Level: Cleric 2
Components: V,S,F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. per level)
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: No

When this spell is cast, the caster concentrates a small Hallowed amount of Stardust. This ball is radiant with life-giving energy and is literally concentrated life-force. It crackles with radiant silvery blue fires. When the caster gathers this force, she then hurls it at a creature without a Constitution score (usually an Undead). On a successful melee touch attack, the Stardust embeds itself in the Undead flesh, creating a small, radiant glowing centre in the target.

Once so implanted, a Necromancer can attempt to remove the Stardust (provided they have the Corpsecrafter Feat). They must roll a "Corrupt Flesh" attempt (spellcraft, DC=20) and if unsuccessful, the Silverstarfire erupts to life, spreading through the Undead's body, re-invigorating it with life-giving force, destroying the creature.

However, if the save is successful, the Undead gets a -2 to all Will saves, thereafter against spells from creatures that use Good magic or magic with the Silverstarfire descriptor.

Stardust Scrying

Transformation
Level: Cleric 2
Components: V,S,F
Casting Time: 1 standard action
Range: Unlimited
Effect: Stardust serves as scrying Sensor
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The Stardust implant in the creature without a constitution serves as a magical sensor, allowing the Cleric to scry on that creature, without the knowledge of the target. Excepting those points, the spell functions as a Scry spell.

Stardust Transformation

Transformation
Level: Cleric 9
Components: V,S,F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. per level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude (Partial)
Spell Resistance: No

When this spell is cast, the Stardust implant is imbued with powerful energy from the Positive Energy Plane. This power radiates, ever in an increasing spiral within the creature, impaling the undead soul with wave upon wave of Hallowed, living force. If the creature makes a successful Fortitude save, it only takes 1d6 per caster level (capped at 25d6 *coughs* - see Libris Mortis for spell precedent), but if the save is failed, the Stardust explodes like a miniature sun within the body of the target, totally severing the creature's link to the positive energy plane. In a miniature super-nova like explosion, Silverstarfire engulfs the creature, pulling its soul back into its body, before severing the soul's link to the Otherworld and totally annihilating any chance of reviving the creature. Wish, Miracle, Rais Dead, Resurrection and True Resurrection cannot reverse this effect, and no Animate Dead spell will successfully re-animate the creature, so destroyed.
Spark of the Hallowed Mind

Vivomancy/Vibrant/Vegmite
Level: Cleric 5
Components: V,S,F
Casting Time: ?
Range: Medium (100 ft. + 10 ft. per level)
Effect: ?
Target: One Creature
Duration: ?
Saving Throw: Will Negates
Spell Resistance: Yes

With this spell, the Versediviner gathers the highly charged Stardust infused with the Holy and with the native, living essence of the Universe. As the caster incants, an incandescent ball of Silverstarfire gathers in her hands. This holy force of creation is vibrant and highly energised. The Cleric Hallows the Holy Stardust so gathered, infusing it with the Spark of Mind, pure, unsullied, and resonant with un-embittered thought and with forgiveness.

This highly magical energy is like a 'cognitive protease' or like a 'mental graft'. She then hurls the magical energy at any creature capable of thinking. Upons striking the target, the ball of Silverstarfire explodes into life, crackling as it enters the body, finding its way not only into every living fibre of being, but into the architecture of the mind. A resonant, powerful field of energy encases areas of the brain where memory, pain, hurt, vengeance and non-forgiveness are organised.

The Silverstarfire then acts as a 'Hallowed Scaffold' unmaking the harms taken by the mind in the past. In a burst of agonising, existential pain, the being so infused gets another chance to get it right. Suddenly, all bitter thought becomes meaningless and the psyche is overwhelmed by powerful surges of compassion and feelings of oneness with everyone and everything. No grudge matters, no cruelty or barbaric act that was done to the target has any meaning. The gate to the Forgiving Holy suddenly opens in a flood of vibrant power.

Upon a failed Will Save, the being so affected undergoes a very dramatic reorganisation of thinking. This spell is a very powerful version of Charm Person, and it is only like Dominate Person to the extent that the person may begin doing things 'out of character'.

The change takes time. The first 24 hours are the most crucial. The Cleric must convince the character to find solitude or solace, away from influences that might disrupt the healing. If the save is failed, the character is partial to being in proximity to the Cleric. At the end of the first 24 hours, the Character may get a second Will save, but at -10. This is because, a person likes to feel like they're at peace, more than they like to feel angry, ultimately.

In this transforming period, the character gets a chance to make sense of the mental injuries of the past. It is a time of great discovery. If the second Will save is failed, the character Atones, voluntarily, and begins a new path.

This typically involves an alignment change, at least one step away from Evil. Sometimes a double-jump is possible, the character has choice. Chaos and Law are not pivotal in the re-formulation of thinking, but callousness, cruelty and hatred are the focus of the spell.

Shrill Scream

Evocation
Cleric, 9 (Good)

Save=None
SR=No

Upon casting this spell, the caster emits a high-pitched scream, more deadly than the Wail of the Banshee. All within 50 miles hears the shreak. The shreak will shatter glass, porcelaine and even hardened glass.

All within 5 miles must stop their ears or be immediately scared out of the area. The shreak will affect any being capable of cognition, and any animal consciousness as well. The spell is so powerful that Undead exposed to the scream, will remember their former lives with total clarity and their bodies are infused with Mortal energy. This spell causes Undead to return to life, by expelling negative energy from their bodies.

Restore Fealty

Vivomancy/Vibrant/Vegemite
Level: Cleric 6
Components: V,S,F
Casting Time: ?
Range: Unlimited
Effect: ?
Target: All creatures bound by the One Memory or Damaging Event, limited to 5 per caster level
Duration: ?
Saving Throw: Will Negates
Spell Resistance: Yes

Many times in life, we say and do things that hurt others. Sometimes the act is inadvertent and sometimes it is deliberate. The sorts of things that damage our faith and trust in others are 'affairs of the heart' such as infidelity, betrayals, deceptions, acts of gross selfishness. More serious violations include physical abuse such as maiming, blinding, and causing great bodily harm to another. At the most serious, the treacherous, violent act can affect many hudreds or thousands of souls at once. The evil cleric's infliction of disease upon a nation, the murder of a benign sovereign working towards peace, the covert subterfuge that leads to the coming to war of formerly peaceful nations.

When this spell is cast, the Cleric of Vivomancy/Biomancy/Vegemite summons powerful forces from the Positive Energy Plane. Stardust she summons to her call, a great swirling energy of vibrant silvery blue fires, like those of a burning hot blue star. Her aura becomes visible, burning with the fires of creation. The Cleric then Hallows the power, infusing it with Divine Healing and Inspiration.

The Cleric then propels the Hallowed Power through the Weave, so that the target is instantly struck, irrespective of physical distance, provided the creatures are on the same Plane. The holy, vibrant energy then burns its way into the Mind, finding the Memory of Love that exists in a Timeless state, within the Psyche. This Memory of Love, in those who have been betrayed, is encased in outer layers of the Memory of Betrayal. The effect in the creature is like an Interdict, that prevents the person so damaged from trying again.

But, when the Holy Positive Energy finds the ancient memory of Love, Hallowed powers then transforms the outer memories of damage and betrayal into forgivness.

All people so touched are suddenly reducted to rivers of tears as they remember their Kinship. All grief is resolved, without removing the memory of how the damage happened. Powerful clerics who use this magic, may mend rifts in divided nations by targeting pivotal people.

Spark of the Hallowed Mind

Vivomancy/Vibrant/Vegmite
Level: Cleric 5
Components: V,S,F
Casting Time: ?
Range: Medium (100 ft. + 10 ft. per level)
Effect: ?
Target: One Creature
Duration: ?
Saving Throw: Will Negates
Spell Resistance: Yes

With this spell, the Versediviner gathers the highly charged Stardust infused with the Holy and with the native, living essence of the Universe. As the caster incants, an incandescent ball of Silverstarfire gathers in her hands. This holy force of creation is vibrant and highly energised. The Cleric Hallows the Holy Stardust so gathered, infusing it with the Spark of Mind, pure, unsullied, and resonant with un-embittered thought and with forgiveness.

This highly magical energy is like a 'cognitive protease' or like a 'mental graft'. She then hurls the magical energy at any creature capable of thinking. Upon striking the target, the ball of Silverstarfire explodes into life, crackling as it enters the body, finding its way not only into every living fibre of being, but into the architecture of the mind. A resonant, powerful field of energy encases areas of the brain where memory, pain, hurt, vengeance and non-forgiveness are organised.

The Silverstarfire then acts as a 'Hallowed Scaffold' unmaking the harms taken by the mind in the past. In a burst of agonising, existential pain, the being so infused gets another chance to get it right. Suddenly, all bitter thought becomes meaningless and the psyche is overwhelmed by powerful surges of compassion and feelings of oneness with everyone and everything. No grudge matters, no cruelty or barbaric act that was done to the target has any meaning. The gate to the Forgiving Holy suddenly opens in a flood of vibrant power.

Upon a failed Will Save, the being so affected undergoes a very dramatic reorganisation of thinking. This spell is a very powerful version of Charm Person, and it is only like Dominate Person to the extent that the person may begin doing things 'out of character'.

The change takes time. The first 24 hours are the most crucial. The Cleric must convince the character to find solitude or solace, away from influences that might disrupt the healing. If the save is failed, the character is partial to being in proximity to the Cleric. At the end of the first 24 hours, the Character may get a second Will save, but at -10. This is because, a person likes to feel like they're at peace, more than they like to feel angry, ultimately.

In this transforming period, the character gets a chance to make sense of the mental injuries of the past. It is a time of great discovery. If the second Will save is failed, the character Atones, voluntarily, and begins a new path.

This typically involves an alignment change, at least one step away from Evil. Sometimes a double-jump is possible, the character has choice. Chaos and Law are not pivotal in the re-formulation of thinking, but callousness, cruelty and hatred are the focus of the spell.
Lady Rolindin

03-27-06, 09:54 PM
by Silmarien Aldlome
Open Channel to the Divine

Vivomancy/Vibrant/Vegemite
Level: Cleric 6
Components: V,S,F
Casting Time: ?
Range: Unlimited
Effect: ?
Target: All creatures bound by the One Memory or Damaging Event, limited to 5 per caster level
Duration: ?
Saving Throw: Will Negates
Spell Resistance: Yes

We never know which way the pathway of life will take us. The currents that tug in our lives bring us to many different cross roads at many different times for many different reasons. Sometimes, a being is exposed to very damaging forces that challenge their faith in people, others, or the world. At such times, a person may arrive at a crisis in faith. The Drow of Eilistraee live in a very dark world. They frequently lose people they love to hostile, unforgiving forces. The injuries may be all the more profound because they may come from their own folk.

In order to protect themselves, the Drow Clerics of Eilistraee, in an act of forsight, recognised that there was a way to fortify cognition - to bolster the mind, on the one hand by opening a channel to the Divine on the other, with an act of Will, clarity and Hallowed self-truth telling, on the other.

After a serious physical, mental or biological insult, The Diviner summons forth the living matter of Stars. Powerful positive energy is gathered, and like all spells in the Biomancy/Vegemite sphere of Divine magic, she fortifies that powerful energy with the Holy, Hallowed power of Divinity.

The target is then asked to think, speak and chant, so naming their pain. It is essential that the target get it out there. As they suffering soul is doing this, the Diviner hurls the powerful magic at the target, and the incandescent, cobolt-silver power infuses the target's entire being. Like all Biomancy, the spell's visual effects are spectacular to onlookers. What is seen is like looking at a person suddenly burning like a miniature star.

To the target, the inner experience is Transcendent. Suddenly, Hallowed Voice is right before them, because the person sees an echo of the creator in the Hallowed Living Starfires. The experience is humbling, because of the sudden seeing of such beauty, beyond the ken of mortal word.

Whilst in this state, the target is unable to be deceived. All bluff, intimidate and diplomacy checks are an automatic success for the spell's target. The target also automatically recognises other's lies they tell themselves and understands the forces that motivate them, thus, all Sense Motive checks are automatic success. The will is fortified as well and all Will Saves are made at +2, +1 for every 2 levels of the Cleric.

In addition to this, by seeing their own lies by exposure to the Divine, the Cleric gains exquisite insight about the lies of others. Those things that people tell themselves that are not true and that are about lying to the self - mental defences, usually against rejection, pain, fear, shame and hurt. The Cleric transcends all of it, in a beautific moment of connection to all of life and all the living. In this state of pure clarity, the Cleric knows how to fortify any spell that influences another in a positive way. Thus, a suggestion spell, cast with the intention of encouraging the target to find inner peace, forgiveness or to abandon an evil pursuit (e.g. don't hurt the Elven King for he loves his people. You will damage yourself if you hurt the King, will be fortified (add +2 +1 for every 2 levels of the Cleric to the DC). Importantly, any suggestion that may hurt or damage the target is downwardly modified by the same amount. The Cleric will terminate their own spell automatically if they try to damage anyone.

At the ending of the spell, the Cleric's faith in goodness is re-affirmed.


Holy Eyes

Vivomancy/Vibrant/Vegemite
Level: Cleric ?
Components: V,S,F
Casting Time: ?
Range: ?
Effect: ?
Target: ?
Duration: ?
Saving Throw: ?
Spell Resistance: Yes

The Cleric opens a channel to the Positive Energy Plane, resulting in an influx of silver-blue, vibrant starfire. She directs this power into her skull, where, by Divine Inspiration, she focuses the energy into the brain, modifying sensory structures and fortifying existent brain structures. Onlookers suddenly see the eyes of the cleric alter; they become swirling constellations of stars, widening and changing size.

There are two effects of this spell. First, with her Holy Sight, she can automatically sense all alignments in the creatures around her and all forms of both negative and positive energy sources within range of the spell. To the viewer, these energy sources are like visible, swirling vortices, crackling with power. All living beings shine with silver-blue starfire and all undeads or creatures animated with negative energy become shining, black targets.

The second effect allows the cleric to strike her target with Holy Positive Energy (for Undeads), which does 1d6 per caster level (maximum to be determined, pending spell level of Positive Energy damage) and 1d6 per caster level (maximum to be determined, pending spell level) of Holy damage. In addition to this, the Undead must make a Will Save (DC=pending) or be destroyed.

If the Cleric chooses to strike a living being, she may sacrifice the Positive Energy function and strike Evil creatures with Holy Fire, doing 1d6 damage per level of the caster (maximum to be determined) Will Save halves.
Psionic Transfiguration

Biomancy/Vivomancy/Vibrant/VegemiteLevel: Cleric ?, Wizard ?
Components: V,S,F
Casting Time: ?
Range: Touch
Effect: ?
Target: One creature with a Fortitude
Duration: ?
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

When this spell is cast, positive energy with the (Minor) Positive Dominant descriptor is channeled into the caster. She becomes incandescent with silvery-blue fires, burning like a miniature star. With an act of will, she then structures the magical fires, fortifying the raw Lore with a specific focus. The magical fires are imbued with a magical signature of a Psion.

The caster than touches herself or the target, on the forehead, impelling the psychoactive postive energy directly into the brain of the living creature. The magical power goes to work immediately, modifying core brain structures in such a way so as to replicate the brain of a psion.

Upon failed save, the target's mind is opened to the Lore of Psionics. All existent Class or Prestige Class skills, feats, BAB, spells, spell-like abilities and class-related supernatural powers are temporarily lost, and instead, the character becomes an active Psion of the same level.

She must choose one of the Psionic classes, swap skills and feats and effectively, she becomes another class, all together, for the duration of the spell.

DM Notes:

It is strongly recommended that the DM has a set of templates available to simplify the use of the spell and limit the time-consuming nature

Signature Scrying

Divination
Level: Cleric 4, Wizard 4
Components: V,S,F
Casting Time: Special
Target: Caster + 1 Extra Person per 3 Caster Levels
Range: Unlimited
Duration: 1 Round/Level
Saving Throw: Will Negates
Spell Resistance: Yes

This spell modifies the Scrying spell by embedding a scry with a cognitive signature, that is attuned to an allies cognitive signature. That signature is a subtle interplay of alignment, character belief system, memory and attitudinal orientation. Before casting the spell, the characters who choose to become cognitively atuned must meet. A special ritual is then performed, which effectively takes a 'snapshot' of the each person's psyche and intertwined each person's cognitive signature into a mnemonic component of the spell.

When, from that time forwards, the caster casts Signature Scrying the recipient of the Scry gets an incoming mental code, that is the cognitive signature so recorded in each person's mind involved with the spell. That signature allows open scrying between allied parties, granting re-assurance of fidelty and fealty in advance of a scry.

If any member of the unified group undergoes an alignment shift, attitudinal change of a kind to threaten fealty, is affected by a mind-affecting spell (which modifies cognition, substantially) then, every person attuned immediately becomes aware of the disruption. A warning bell sounds in people's minds as the psychic link is severed to the person who has changed, or been changed.
Psionic Transfiguration

Biomancy/Vivomancy/Vibrant/VegemiteLevel: Cleric 4, Wizard 4
Components: V,S,F
Casting Time: ?
Range: Touch
Effect: ?
Target: One creature with a Fortitude
Duration: ?
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

When this spell is cast, positive energy with the (Minor) Positive Dominant descriptor is channeled into the caster. She becomes incandescent with silvery-blue fires, burning like a miniature star. With an act of will, she then structures the magical fires, fortifying the raw Lore with a specific focus. The magical fires are imbued with a magical signature of a Psion.

The caster than touches herself or the target, on the forehead, impelling the psychoactive postive energy directly into the brain of the living creature. The magical power goes to work immediately, modifying core brain structures in such a way so as to replicate the brain of a psion.

Upon failed save, the target's mind is opened to the Lore of Psionics. All existent Class or Prestige Class skills, feats, BAB, spells, spell-like abilities and class-related supernatural powers are temporarily lost, and instead, the character becomes an active Psion of the same level. While so altered, any Power Points that she expends as a Psion must be used by sacrificing spell slots. For every Power Point expended, subtract one spell level, so, for example, if using a fifth level psionic power (that uses five Power Points) you must have one fifth level spell slot or above available for the exchange.

She must choose one of the Psionic classes, swap skills and feats and effectively, she becomes another class, all together, for the duration of the spell.

DM Notes:

It is strongly recommended that the DM has a set of templates available to simplify the use of the spell and limit the time-consuming nature of creating a whole new PC.

Signature Scrying
Divination
Level: Cleric 4, Wizard 4
Components: V,S,F
Casting Time: Special
Target: Caster + 1 Extra Person per 3 Caster Levels
Range: Unlimited
Duration: 1 Round/Level
Saving Throw: Will Negates
Spell Resistance: Yes

This spell modifies the Scrying spell by embedding a scry with a cognitive signature, that is attuned to an ally's or allies' cognitive signature(s). That signature is a subtle interplay of alignment, character belief system, memory and attitudinal orientation. Before casting the spell, the characters who choose to become cognitively atuned must meet. A special ritual is then performed, which effectively takes a 'snapshot' of each person's psyche and then intertwines each cognitive signature into a special mnemonic component of the spell.

When, from that time forwards, the caster casts Signature Scrying the recipient of the Scry gets an incoming mental code. That code is the cognitive signature so recorded in each person's mind involved with the spell. The signature allows a character to identify a friend and allows for open scrying between allied parties, granting re-assurance of fidelty and fealty in advance of a scry.

If any member of the unified group undergoes an alignment shift, attitudinal change of a kind to threaten fealty, is affected by a mind-affecting spell (which modifies cognition, substantially) then, every person attuned immediately becomes aware of the disruption. A warning bell sounds in people's minds as the psychic link is severed to the person who has changed, or been changed. Similarly, a person may voluntarily rescind (disengage) from the group of allies as they choose, with a Free Action.

There is provision for requesting privacy with a Signature Scry. Privacy needs carry with them, cognitively speaking, a particular signature as well. A person who is craving solitude, or privacy, truly (because, for example, they are going on a date) will think, feel and act in peraticular ways. That "sub"-signature is also embedded into the spell, so that, a Scryer automatically knows when her friend needs some privacy.

Should the matter be urgent, the Signature Scryer can attempt to proceed, but a Will Save is granted to the recipient. Just as privacy needs have a particular cognitive signature, so do urgency needs. Thus, when a Scryer, in an urgent place, needs help, the attuned recipient will automatically know that oh, oh, my friend's in trouble - they need to talk, urgently. The recipient can forego the Will Save, if they so choose, anytime

Signature Messenging

Divination
Level: Cleric 4, Wizard 4
Components: V,S,M
Casting Time: Special
Target: Caster + 1 Extra Person per 3 Caster Levels
Range: Unlimited
Duration: 1 Round/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

For many reasons, and especially in times of war, and especially when allies are outnumbered, a means of remote communication, reconnaisance and dissemination of intelligence data is of vital importance. Signature Messenging is devised, just for this purpose.

This spell embeds a communication with a cognitive signature, that is attuned to an ally's or allies' cognitive signature(s). Just like Signature Scry, that signature is a subtle interplay of alignment, character belief system, memory and attitudinal orientation. Before casting the spell, the characters who choose to become cognitively atuned must meet. A special ritual is then performed, which effectively takes a 'snapshot' of each person's psyche and then intertwines each cognitive signature into a special mnemonic component of the spell.

When, from that time forwards, the caster casts Signature Messenging, the recipient of the spell gets an incoming mental code. That code is the cognitive signature so recorded in each person's mind involved with the spell.

The spell then opens up what is essentially a 'video and audio link' between allied parties, allowing for dialogue and information sharing. The Spell Caster uses a system of Mirrors to achieve the visual link, and the 'audio' link is actually telepathically shared thoughts. If any member of the unified group undergoes an alignment shift, attitudinal change of a kind to threaten fealty, is affected by a mind-affecting spell (which modifies cognition, substantially) then, every person attuned immediately becomes aware of the disruption. A warning bell sounds in people's minds as the psychic link is severed to the person who has changed, or been changed. Similarly, a person may voluntarily rescind their link (disengage) to the group of allies as they choose, with a Free Action.

The caster needs one mirror (of 1000 GP) for each cognitively atuned partner.
Ally's Summons

VivomancyLevel: Cleric 6, Wizard 6
Components: V,S,M
Casting Time:
Target: 1 Ally + 1 Extra Person per 3 Caster Levels
Range: One Silverstarfire Metal Object per person (minimum of two required)
Duration: 1 Hour/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

When this spell is cast, the spellcaster infuses a piece of Silverstarfire metal with the Caster's cognitive signature. That signature is a unique combination of alignment, essence of the caster's beliefs, loves and hates. Upon casting the metal glows brightly with power from the Positive Material Plane as the caster's mental energies are imprinted upon the metal.

The token may be gifted to an ally. At their behest, the recipient may, in an instant, relay a summons, or send a call to the original caster. The effect is like a single-word mind-shout or gong in the head, that relays the impression of location, only to the caster and triggers a latent Teleport, upon the caster.

If the caster so chooses, she or he can Teleport, immediately, to the caller's location. There is no will save to refuse the summons; the caster may simply ignore the request.
Lady Rolindin

03-27-06, 09:57 PM
by Lady Rolindin
The Rings of Correspondance

I had the same ideal years earler, but used rings made of brass. the rings are rings placed on the fingers, used by armies mostly. the armies cummunicated with each other and the command levels have coresopesding rings for each rank. genarals to balation commanders, battalion commanders to generals and to company commanders. and so furth. sil use these types of rings to talk to the leader of von drace.


Note: This is two items, but they must be used in concert in order to get full use out of them. )

The Rings of Correspondance

When one runs a network of spies and informants that spans multiple continents, couriers and homing pigeons simply don’t suffice.
-Cunraden Valieryth, elven spymaster.

The history of these items is a shadowy one. They are the tools of spies, thus their very existence is difficult to confirm. Bardic Knowledge, DC 35, or Knowledge (history), DC 40 will reveal clues to their use, but the details of their creation have been lost for centuries.

The first set of rings was commissioned by an elven monarch eons ago. His original intent was to facilitate communication with his widespread children. Upon his death, the Master ring dissapeared. A efw centuries later, the elven spy network began to communicate with an efficiency beyond the capabilities of mundane methods.

The spymaster of the elves had somehow discovered the rings and has begun equipping his agents and spies with Sending rings. However, no one ever found the Master ring. The spymaster never wore it. The crafty old elf had given the ring to his pseudodragon familiar, in addition to a ring of Greater Teleportation. The familiar retrieved the dispatech and brought them to his master. As far as is known, the current spymaster still uses the same system.

Over the course of time, other sets of these rings have been created. In some cases, it it thought that a captured or killed elven spy was found to have a Sending ring and a sage or wizard was able to determine its full use and recreate the Master ring. In other cases, allies of the elves have suddenly stopped using couriers with an improvement in communication. Either way, as there are no unique spells required, any enterprising wizard could recreate the rings if given the idea and a suitable comission.
-----

These rings always exist as part of a set. Both types appear to be normal signet rings made of brass. Each set includes several Sending rings and one Master ring.

Sending Rings

Sending rings have two powers. The first is an enhancement of the base function of the signet ring. In addition to the mundane wax seal, an invisible Arcane Mark (PHB pg 201) is cast with every use. This mark is always the same as the ring’s insignia, but need not be. The mark is set on the surface below the wax seal. Even if the wax is later broken, the Arcane Mark will remain. Also, if the wax seal and the Arcane Mark are not perfectly aligned, it is an immediate clue to any tampering that may have occurred.

In addition, once per day, at the first use for that day, affixing a seal also invokes a Sending that targets the wearer of the Master ring. This works as the spell (PHB pg. 275-276) except that no response is given and the message only indicates that a new dispatch has been prepared.

A Sending ring can only ever be keyed to one Master ring and this must be done at creation. (see below)

Master Ring

The Master ring is literally the key to the usefulness of these rings. The wearer of the Master ring receives sendings from any Sending ring as soon as the power is used. Once a Sending has been received, the wearer of Master Ring may benefit from the effects of Discern Location to find the nearest dispatch at will. This works as the spell (PHB pg 222) except that the only item that can be sought is the closest dispatch marked by a Sending ring. Once a dispatch has been collected, touching the Mater ring to the seal will end the ability to find that particular dispatch and allow the next nearest to be sought. Note that transportation to a given dispatch is not provided.

Master rings will only receive sendings from rings of the same set. In order to include a ring in a given set, the master ring of that set must be touched to the newly forges sending ring at the time of its enchantment.

Sending Ring: Faint evocation; CL 9th; Forge Ring, Arcane Mark, Sending, the Master ring that will be the target of the sending must be touched to the new ring at time of enchantment; Price 10,500 gp

Price Calculation: 5th level spell, caster level 9, 1 use/day, 50% reduction for significant restrictions on use beyond those in spell description + 0 level spell, caster level 1, use-activated, 50% increase for secondary power
( ( 5 x 9 ) / 5 x 2000 x .5) + (.5 x 1 x 2000 x 1.5)
( 9 x 2000 x .5) + ( .5 x 2000 x 1.5)
(18000 x .5) + (1000 x 1.5)
9000 + 1500
10,500

Master Ring: Strong Divination; CL 15th; Forge Ring, Discern Location; Price 120,000 gp

Price Calculation: 8th level spell, caster level 15, 50% reduction for significant restrictions on use beyond those in the spell description
8 x 15 x 2000 x .5
120 x 2000 x .5
240,000 x .5
120,000

Use in the game
While the original set was made by the elves, there are copies. Any secret society or government with appropriate wealth could make use of these rings. If a character works for one of these governments or societies, they could be given a Sending Ring. If the party kills or finds the body of a spy or agent of the crown, they could find one. Acquisition of a Sending ring, however, is only part of the puzzle.

Master rings should only be found worn by those who organize communications for a particular network. If a Master ring is acquired, it can be used to make more Sending rings for that set. It cannon be used to track the owners of existing Sending rings.

Because of the specific nature of the item, neither ring should be found on a random chart.

Finding a full set of rings is rare. More likely, a set is either commissioned or created from the Master ring. A typical set will include the Master ring and ten Sending rings at a base cost of 225,000 gp.
Lady Rolindin

03-28-06, 12:54 AM
posted by bobothehobo8
Although they are omnivores, Lizardfolk prefer meat. The more advanced tribes build huts and use weapons or shields; leaders of these tribes may have equipment stolen or traded from other intelligent creatures

To most others, lizardfolk are detached, aloof, and alien. Their motives often seem obscure and odd. They often have no compunction against killing, and little sense of empathy for others, but are very rarely truly evil. To Outsiders, they appear to be simply amoral.

Lizardfolk see all mammalian species as essentially the same. However they have great enmity towards kobolds, and may attack on sight. To further complicate matters, lizardfolk have a completely different body language and set of facial expressions, that can lead to severe misunderstandings. For example, they are likely to interpret a smile which shows the teeth as if it were a threat.

Lizardfolk have a very reptilian mindset that is alien to most other civilized peoples. In game terms, they have a very strong tendency toward neutrality. However, in a very real sense morality and ethos simply do not apply to them. Their social standards are outside the comprehension of others. Lizardfolk see absolutely nothing wrong with eating the dead, sacrificing young for the good of the tribe, or other behavior that other races would see as reprehensible. This is not done through extreme selfishness or cruelty, but detachment and practicality.

Lizardfolk venerate the land itself as a divine power. Ancestors join with the spirit of the land upon death, and watch over their descendants

Lizardspeak is a language of hisses, whistles, clicks and other sounds not common to other languages. Mammalian throats can duplicate it, but not perfectly. The result is understandable, but unpleasant for natives to hear—much like listening to someone who has had a tracheotomy. Lizardfolk have no written language, though some scholars have made efforts to write it with Common letters.

Young are not given names until they reach their seventh birthday. At this point it is presumed that they’ll live to adulthood, and so they are given a formal name. Names often correspond to some personality trait the youth showed, and there is no distinction between male and female names. These names are usually hideously butchered by other peoples, who don’t include the necessary hisses and whistles. Examples include K’ritz’chal, Rashad, and Zh’tachi.

Adventurers are often on some kind of mission for their tribe, or have been kicked out for some transgression. Or they may be simply curious about the outside world, in their cold, dispassionate way.

LIZARDFOLK STATISTICS
Lizardfolk start out with the following racial modifiers.
+2 Constitution, –2 Intelligence.
Medium size.
Reptilian subtype.
A lizardfolk’s base land speed is 30 feet.
Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields, as well as it’s natural attacks.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Automatic Languages: Common, Lizardspeak. Bonus Languages: Aquan, Draconic, Goblin, Gnoll, Orc
Favored Class: Fighter.

Lizardfolk use special rules for advancement. Before a Lizardfolk may advance in a class, it must first grow into maturity. A Lizard starts out with 1 level into Lizardfolk. It is a “Young” Lizardfolk. A Lizardfolk follows the progression detailed below. When it gains enough experience to become level 2, it becomes a “Juvenile” Lizardfolk, advancing to the second monster level below. At third level it is complete, an “Adult” Lizardfolk. The next level it may choose a standard PHB class and advance from level 1 on.

Class skills: Balance, Climb, Jump, Ride, Survival, Swim.


Lizardfolk Progression
Level......BAB.........Fort.........Ref. ......Will.......Special......HD......Sk ills
1.............0.............0........... .1..........0......NatArm+1.....1d8....3 x(intmod+2)
........................................ ......................Lizard Tail I....................

2.............1...........0............2 ........0........ NatArm+3....same.....IntMod+2
........................................ .......................LizTail II.........................
3.............1...........0............3 .........0........NatArm+5.......+1d8... Intmod+2
........................................ .......................LizTail III..........................
........................................ .......................+2 Str..............................

(well thats the best chart i can do)

Natural Armor: This is a bonus to natural armor due to the thick hide of the Lizardfolk. It is equal to +1 at 1st level, +3 at 2nd level, and +5 at 3rd level.

+2 Str: An unnamed bonus to Strength, due to the natural strength of all Lizardfolk.

Lizard Tail: A natural bonus to Balance, Jump, and Swim checks due to the Lizardfolk’s natural tail. The bonus is equal to +2 at 1st level, +3 at 2nd level, and +4 at 4th level.

Lizardfolk may also take these feats that a standard character cannot.

IMPROVED NATURAL ARMOR [GENERAL]
Prerequisites: Natural armor, Con 13.
Benefit: The creature’s natural armor bonus increases by 1.
Special: A creature can gain this feat multiple times. Each time the creature takes the feat its natural armor bonus increases by another point.

IMPROVED NATURAL ATTACK [GENERAL]
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Lady Rolindin

03-28-06, 01:20 AM
Agudo Archmage
Here is one I found made by Finwe.

Finwe's "Temporal Shield" (Spell)
Temporal Shield
Transmutation [Time]
Epic
Duration: Permanent
Components: V, S
Casting Time: 1 Minute
DC: 116
Range: Touch
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Cost (to develop) 1,044,000Gp, 41,760XP, 21 days. (Seed: Transport DC27. Factors: Temporal Travel +8, Contingent 3x +75, Permanent x5. Total: 525. Mitigating Factors: casting time: 100 days (-218 DC), Burn 10,000 XP, -100 DC, requires 6 extra epic spell slots, -102 DC. Total: 116 DC.)

One of the most powerful protective spells in existence; temporal shield creates a time barrier around the recipient of the spell the instant before one is struck by an enemy attack of some kind. In Game terms, this means that on contingency, whenever one is subject to some harmful effect, the entity being protected is put into temporal stasis, and taken back out as soon at the attack subsides. However, one can choose to forgo this protection and suffer the full consequences of the effect.
***

Silmarien Aldalome
Fireball Aura

Evocation (fire)
Level: Fire 6, Sor/Wiz 5, Sun 5
Components: V,S,M/DF
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/Level (D)
Savings Throw: Special (see Below)

When this spell is cast, you are immediately surrounded by an intensely bright burning aura, that is the colour of your choice. As you move, you leave whispy trails of swirling fires in your wake. The caster can maintain the firey aura for up to 1 Round per Level (or until discharged, see below). Any creature that makes contact with the burning aura either by touch or by weapon, is immediately burned by hot, magical fires. There are two versions of the spell:

Discharge

Buring fires that do 1d6 points of damage per level of caster (maximum 15d6). Once triggered in this way, the spell ends. A successful Reflex Save halves damage. Note - spell is immune to the Improved Evasion feat and affects Monks and Rogues normally.

Continuous

If the caster opts for this version at casting, the magical aura will remain in tact for the full duration of the spell (1 Round/Level). Each time the caster is touched or hit by a weapon, the assailant is struck by 4d6+1 point per level of fire damage. There is no savings throw for this version of the spell.

De Batavier
Scary Hair
Psychometabolisme
level Psion/ wilder 1
Display: none
manifesting time: 1 standard action
range: personal
target: you
Duration 10 min/ level (D)
Saving throw: none
Power resistance: none
PP 1

With this power you you can alter your body hair (size, shape). You could grow a beard or remove your beard. This gives you a +2 on disguise checks, and depending on the hair style +2 on intimidate or +2 on diplomacy

augment: for 1 extra pp you can change haircolour
for every 2 pps spend you gain an extra +1 on the appropiate skils.

m_man96
Blinking phantom fireball
Conjuration, Evocation, Transmutation (all 3= Invocation)
Level: Sor/Wiz/Mage 3
Components: V, S
Casting time: 1 action
Range: 400 ft. + 10 ft./level
Target: One living creature (effect 30 ft. radius)
Duration: 1 minute/level or until detonated
Saving Throw: Reflex half
Spell Resistance: Yes

Blinking phantom fireball brings into existence a glowing ball of phantom fire that blinks in and out of existance. Once finished casting, you order the fireball to attack a target. The fireball blinks out of existance from where you first casted it and blinks back into existance next to it's target. It then detonates, releasing a brilliant explosion of phantom energy that does 10d6 points of fire damage and 5d6 points of subdual damage as well.

By the way, this spell is for a specially developed campaign of mine that uses a radically different spell system than you're used to. (Thus, the three-school classification. I actually combined all three into a single school I call Invocation.)


Finwe's Fabulous Fastboom
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Area: 5' line out to maximum range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A favorite of all those who like to give their enemies a little surprise, this spell is the ultimate for surprise attacks that pack a punch. A small mithril projectile, usually around two or three inches in diamiter, is conjured and shaped into a sort of "v" shape. A magnetic field is charged in front of it, causing the projectile to hurtle forward at hypersonic speeds, all the while the magnetic field provide an eerie blue-green glow. The shockwave creates a line of force strong enough to knock down most creatures. Anyone in the path takes 1d6 points of sonic damage per two caster levels (max 10d6). If the damage caused to an interposing barrier shatters or breaks through it, the projectile may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Also, the caster may attempt to trip creatures in the path of the projectile (use 1/2 the caster's caster level + spellcasting attribute modifier for the trip bonus [.5CL + INT/WIS/CHA]). In addition, everyone within 10ft of the line (excluding the caster), must succeed on a Reflex save or be dazzled by the light for one minute.
__________________
Agudo Archmage
Agudo’s Crystal Magic Missiles*

Ingredients-
1/2 inch Blue Crystal, Spell or scroll of Magic Missiles.
Hold Blue Crystal in one hand fully stretched out. On your second hand, read and cast the spell.
The crystal will magnify the magic; and cause twice as many missiles to shoot out.

Personal Log-
On my many trips to Ice Wind Dale, I found in the lower caves of the Dwarven Clan Dorins Deep….
A blue crystal, growing near some dripping water.
I discovered the usefulness of these crystals, when I was suddenly attacked by these…. Mushroom looking things….. Latter I found out they were called “Blue Myconids”
But back to my story… When they jumped me, I quickly cast Magic Missiles
Yet I had forgotten I was holding a small sliver of Blue Crystal….and… well lets just say when it was all over
I was thrown ten feet back, bloody and badly hurt
Yet the Myconids were….Mushroom Soup!

Czahiswashi
Warning-
"Best" used by low level mages, 7th and below.
Blue Crystal will over magnify, stronger magical energy, and most likely killing the High Caster! ! ! ! trust me FPRIVATE Pulse Perception
Divination
Level: Bard 3, Wiz/Sor 3
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Target: Self
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

You gain the ability to hear the pulse of all creatures within 30ft of you. You can tell if a creature within the spell’s range is Asleep, Confused, Cowering, Disabled, Dying, Exhausted, Frightened, Panicked, Paralyzed, Shaken, Sickened, Stable, Staggered, Stunned, and/or Unconscious. Because you can hear the targets’ heart rates, you also gain a +20 insight bonus to sense motive checks against all creatures within 30ft of you. If a creature has no pulse (such as undead, or oozes), then you gain no information about them, except perhaps the fact that they have no pulse.

Thasis
Perversion of Life
Necromany [Evil]
Spell Level: 9 Wiz/Sor, 9 Cleric
Components: V, S, M, F
Casting Time: 10 minitues
Range: 0ft
Effect: Psuedo-Natural Clone
Duration: Instantaneous
Saving Throws: None
Spell Resistince: No
This spell is similiar to the Clone Spell except
well casting the spell you draw energy from the
Far Planes and put it into your creation giving
it the Psuedo-Natural templete as in the Manual
of Planes 3.0.
Material Components: A peice of flesh and labotory
equipment worth 1000gp.
Focus: Special Labotory Equiment worth 500gp and
a item that has spent some time in the Far Realms.

Agudo Archmage
Guildbooks of the Watchful Order

Last Record: Bren Greycastle, Waterdhavian sorcerer, 7 Mirtul, 1373 DR.

Description: This book is about 1 foot square with sturdy leather covers sewn together with thick purple silk. The front cover bears an upright white hand symbol, identical to that on the livery of the Watchful Order of Magisters and Protectors, a guild in Waterdeep that hires itself out to protect the city from crime, fires, and other dangers. On the spine is the number "1" in Thorass runes, and its hue matches the white of the hand on the cover. The interior pages are high-quality vellum, inked in black and carefully illustrated with diagrams and pictures showing the material components and effects of the spells.


History: The Watchful Order of Magisters and Protectors is a guild of arcanists that was formed in Waterdeep over fifty years ago. They hire themselves out to protect the city from dangers, particularly unruly spellcasters, and they encourage local and visiting mages to be prudent and conservative in their use of magic in public so that the people of Waterdeep will respect mages for their restraint rather than fearing them for their power. Over the years they have created or acquired a collection of nonlethal spells useful for detaining criminals inside the city without causing damage to property and innocent bystanders. These spells were eventually collected into a pair of books called the Guildbooks of the Watchful Order. Members of the guild are given access to the books so they can safely protect the city. Some believe that three copies of each of the two volumes exist: one kept at the guild headquarters, one kept in the home of the guildmaster (currently Mhair Szeltune, who has been guildmaster for over twenty years and is considering retiring soon), and one kept in a secret location.

Contents: The first ten pages of the book describe various portals in, under, and near Waterdeep known to the guild; these descriptions include all information about the portal that can be determined with an analyze portal spell. The guild magisters use these portals to get about the city in a hurry, such as when they need to converge on a disturbance.
The next four pages describe metamagic theory on how to convert an energy spell so that it deals nonlethal damage instead of normal damage (as per the Subdual Substitution spell from Tome and Blood, though in the D&D 3.5 it should be called Nonlethal Substitution). Many members of the Watch Wizards take this feat to let them utilize their damaging spells in a nonlethal way.

The remaining twenty-three pages describe fifteen arcane spells often used by the guild to subdue, detain, and incapacitate troublemakers without harm to locals and property. Two of the spells are new; the new spells are considered unusual spells, and any spellcaster who wishes to use them must first decipher them as described in the Arcane Magical Writings section of Chapter 10: Magic of the Player's Handbook.
The spells in the book are scribed in order of spell level and alphabetically within that spell level.
· color spray
· comprehend languages
· disarm (new spell, see below)
· hypnotism
· mage armor
· protection from evi1
· trembling horn marker (new spell, see below) (City of Splendors page 88 1st)
· arcane lock
· battering ram (Magic of Faerun)
· detect invisibility
· hypnotic pattern
· Igedrazaar's miasma (Magic of Faerun)
· knock
· locate object
· pyrotechnics

(Volume 2 is believed to be of similar length and hold the following spells, plus notes on other portals known to the guild: deep slumber, dispel magic, flashburst (Magic of Faerun), hold person, ray of exhaustion, summon monster III, tongues, and arcane eye.)

DisarmEvocation [Force]
Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object up to 50 pounds
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No

You create a ramlike force that can strike with considerable power against an object, whether unattended or held by a creature. If the target is an unattended object, the force knocks the object in a direction of your choice, with the maximum distance determined by the following table:

Object Weight Maximum Distance
0-5 pounds 40 ft.
6-10 pounds 30 ft.
11-20 pounds 20 ft.
21-30 pounds 10 ft
31-50 pounds 5 ft.

If the target object is held by a creature, you initiate a disarm attempt against the creature holding the object. The creature does not get an attack of opportunity against you or the force. You and the target then make opposed attack rolls; your attack bonus is equal to your caster level plus your Int bonus or Cha bonus (for wizards or sorcerers, respectively). The force is treated as a one-handed weapon wielded by a Medium creature. If you win the opposed roll, the target is disarmed and the object is knocked in a direction of your choice as if it were an unattended object (see above). If you lose the opposed roll, the target does not get an opportunity to disarm you.

Trembling Horn Marker
Illusion (Figment)
Level: Sorcerer/Wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 10 minutes/level (D)
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

By sounding a watch horn and pointing at the target creature, you mark the creature with an invisible figment of a signal horn. This horn becomes visible, glows, and sounds a call if the target comes within 30 feet of a signal horn of the type carried by the City Watch of Waterdeep (called a trembling horn), repeating every round the horn is within that range and fading to invisibility 1 round after it is no longer in range. This allows the Watch to home in on the marked individual without the target initially being aware that he is so marked.
The people of Waterdeep have learned to recognize this spell and are quick to point the Watch in the direction of any person they spot with the trembling horn marker.
Focus: A signal horn.
__________________
*Agudo Quick Passage Spell.*

Level: Clr 7, Dru, 7, Wiz 8, Sor 9
Magic: Divination
Components: Sliver of Onyx, Half pound of Black Sand (Volcanic Sand)
Three ounces of Mercury, One scrying pot and Blank Scroll.
Casting Time: 15 minutes
Range: Thousand miles full circle from the point of caster.
Target: One Object or Creature.
Duration: Forty Eight Hours
Saving Throws: Special (Example-Magically Shielded Location, Divine Interference)
Cost: Based on availability.
Limitation: Land/Ocean based only. No interplanetary Realm/Plane Scrying

Like the spell “Discern Location” that allows the caster to find an object or creature.
By showing the Room, Building or Town that the object is located in
Agudo Safe Passage Spell gives one more advantage.
“How to get there!”
The spell will show the most direct passage to the object/creature.
Up to one thousand miles in any direction from the caster.
It will magically draw into the blank scroll roads, water passages, mountain paths, underground caverns and so on.
Starting from the location of where the spell was
Lady Rolindin

03-28-06, 01:53 AM
Casters of the Arcane Foundation
http://boards1.wizards.com/showthread.php?t=135758&page=4&pp=30

by Xun valdor of HouseKser
Spell Sphere:
Universal
Level: Bard 5, Sor/Wiz 4
Components: V,S
Casting Time: See text
Range: 10ft/level
Target, Effect, or Area: See text
Duration: See text
Saving Throws: See text
Spell Resistance: See Text

By casting Spell Sphere, a caster creates a sphere that may hold multiple spells, so that when something is hit with this sphere it has multiple effects
happen all at once. All spells placed in the sphere affect an individual at the
time of impact, but happen in the order that they were cast. Only a certain number of spell levels can be placed into a spell sphere at one time. You gain 1 spell level for every two caster levels. Example( at 10th level you can have a total of 5 spell levels in a Spell Sphere, that could be 5 first level spells, one second and one third level etc… The max number of spells a
Spell Sphere can hold is 9. After a Spell Sphere is created it hovers in place
until directed, until it is dismissed or until the Spell Sphere expires. It lasts 1 minute per level. Once the sphere is created the caster then begins filling the sphere with spells. You cast the spells normally, instead of the spells taking affect, they will become absorbed into the sphere. If you go over the maximum capacity, the sphere will explode and the spells will be lost and effect whoever is with in range of the various spells. This also applies if someone attacks the sphere. The sphere can only withstand 1 point per level of the caster. Metamagic spells use up the spells level that they were cast with. A maximized Fireball would not be 3rd, but 6th. Spells that affect only 1 person, or spells that require touch affects the person that the sphere hit, or if the sphere lands near one or more people, then the caster chooses who it affects, spells that are touch attacks use the normal touch attack rolls, melee touch or ranged touch. Individuals who are actually hit with the sphere are automatically hit with any touch attacks. They must be no further than 10ft where the sphere hit. The sphere can also be used to absorb incoming spells, but this is risky. If the sphere absorbs more than it’s limit, then it will explode. Works just like a Staff of the Magi affect, except the sphere can be launched back at the caster, or at someone else. The sphere is controlled by will, but is still a ranged touch attack. Whenever the sphere hits, the individual affected must make separate saving throws for each spell. A spell resistance roll is only, needed to be made once. Also, if the sphere lands near a group of enemies and the creature you chose to hit with a touch attack dies because of another spell before the touch spell has a chance to go off, then the touch spell is wasted. Example of Play: Malhavoc, a 12th level Wizard, and his party are ambushed by Orcs. When it is Malhavoc’s turn he casts Spell Sphere, and places a Hold Person 2nd into the sphere, since he can cast two spells because of his level. Everyone else goes and has their turn. The next round comes and it is Malhavoc’s turn again, Malhavoc then places a Fireball 3rd , and Shocking Grasp total levels are 6. Now the sphere is ready since it has reached it’s capacity due to Malhavoc’s level. As a free action Malhavoc turns the sphere toward an Orc. Malhavoc makes a ranged touch attack against the Orc. The sphere hits, and now the Orc is hit by all spells including the Shocking Grasp because the Sphere itself hit the Orc. The Orc then has to make three saving throws. But, if the Orc fails it’s saving throw with the Hold Person, the orc doesn’t get a saving throw vs the Fireball because he can’t move. The Orc ends up being hit by a Hold Person, Fireball, and a Shocking Grasp spell all at once. All area affect spells still retain their radius. If there are other enemies nearby, then they are affected also.


Windshield
Wizard/Sorcerer
Level: 3rd
Duration: 1 rd/level
Range: Personal
Target: You

This spell wreathes you in a spiral of powerful winds that grow stronger as you progress in level. Those that try to attack the caster must make a Reflex saving throw DC 18 if they are size large or smaller. The DC increases by 1 for every 10 mph. Those that fail the save are blown back 20ft and take 1d6 +1 per level. Those that save just take the damage. Windshield also gives those attacking the caster in melee a –3 to their attack rolls because of the wind. The caster also benefits from a Protection from Arrows, and only takes half damage from Breath Weapons. The winds gain an extra 10 mph for every 2 levels gained. The winds start out at 40 mph, it takes one round for the winds to get to their max. The winds also protect the caster by taking only half damage from fire-based attacks. All melee, spells and ranged attacks made by you are normal.


Earring of Windfury: Arrows (only; not crossbow bolts, for instance) fired by archers who wear this earring inflict normal
damage, but also strike targets with a Gust of Wind. Such arrows
can be fired unhindered under the effects of natural or magical
storms. Such a missile flies through the air unaffected by strong
winds, heavy rain or any other environmental affect that might
deter it’s flight.

Lenses of Eagle’s Sight:
These dark crystal lenses enhances the wearer’s eyesight for better range and better accuracy when using a bow. The lenses give the wearer a +3 to hit with any bow, and increases the max range by 20ft. The arms of the glasses loop around the ears enabling them to stay on, and be very secure.

Gloves of Folgrim’s Flurry:
These gloves enables an arrow, each time fired from a bow, to separate into three. When the enchanted arrow is fired, two other arrows appear along side it in mid-flight. This allows the attacker to make three separate attack rolls on the target of the original arrow. After inflicting their damage, all three arrows disappear. The two additional arrows created confer no magical bonus to the archer’s attack or damage, unless the wearer is trying to bypass damage reduction. No damage bonus, or to hit bonus is applied, except for dex modifier to hit. (Example): A creature with damage reduction 3/ etc.. is hit if the arrow is at least plus three, coming from an arcane archer who is high enough level, the normal damage of the arrow itself 1d6 or 1d8 is applied, no damage bonus is applied, and no to hit bonus was applied to the separated arrows, except for dex modifier, but the first is done normally.

by Silmarien Aldalome
That Spell Sphere ROCKS! It reminds me a bit of Heavy Magic in Faerunian Materials.

Here's one of mine - it needs more flavour text.

Code:
Spell Name : Competence Transmutation
Magic Type : Transmutation
Level : Sor/Wiz 4
Components : VSM
Casting Time : 1 Action
Range : Touch
Target : One Creature
Duration : 1 Hour/Level
Savings Throw : Will Negates (Harmless)
Spell Resistance : Yes


Upon activation of the spell, you create a magical conversion matrix that permits a transmutation of a primary save capability into a secondary save area. Transmutations include the conversion of Will save bonuses into Fortitude saves or into Reflex savings throws. However, the primary save capability need not be a Will save (as is the case for wizards, sorcerers and clerics) but can be Reflex (rogues) or Fortitude (fighting classes). At the point of casting the spell, the spell caster must nominate the kind of transmutation to take effect. The first savings throw made by the character that is designated as a transmutation save, can be made with the full bonuses of the primary savings throw capability. For example, Silmarien casts a Competence Transmutation and designates a Will-Fortitude transmutation as the spell variant at casting. She also places a Competence Transmutation on Bose and designates a Reflex-Will transmutation as the spell variant for her companion. The adventurers encounter a Hasted evil wizard, who casts a Disintegrate spell at Silmarien, and a Suggestion spell on Bose as his first melee Action. Silmarien gets to make her Fortitude save against Disintegration as she would make her Will save at the same level. Similarly, Bose gets to make his Will save, with the Reflex save bonuses accrued by a Rogue of equal level. The spell does not affect savings throws in the unaffected areas, so characters get to keep their primary save capability whilst under the influence of Competence Transmutation.

DM's Notes

- The spell's effect mimics only one of the five effects of Tenser's Transformation (2d8 to strength, dexterity and constitution; 1d6 temporary hit points per level of wizard; multiple melee attacks as per warrior classes and revised savings throws). Tenser's Transformation is a sixth level spell.
- The game-balance principles that this spell draws on are any and all rules that permit the cross-class sharing of strengths and weaknesses. For example, spell casting capacity to non-spell casters through various devices (helm of teleportation), spells that imitate the spell-like effects of monsters (gaseous form, ethereal jaunt).
- Other precedents from Player's Handbook include True Strike (a first level spell that gives +20 on one attack), Stone Skin (which effectively yields 100 hit points to a recipient).
- It consumes a spell slot.
- Several classes have all three primary save capacities set to maximum. For example, the Monk character class.
- Spells and effects that draw on Will or Reflex Saves do not generally have lethal effects. Lethal effects are predominantly subsumed by spells (disintegrate) and spell like effects (petrification) and non spell like effects (poison, disease) that require a Fortitude save.

by Frostbite Ravenhart
Spell Name : Anti-Insubordination
Magic Type : Transmutation
Level : Epic Bard
Components : VSM Xp
Casting Time : 1 Day
Range : Sight
Target : 100 +1 creature per lvl
Duration : Perm
Savings Throw : Will Negates
Spell Resistance : Yes
DC: 50

With Anti-Insubordination your average day evil Bard may make loyal his often unloyal henchmen. Far to many times this post-courrption bard has used his power of charasma and enchantments to sway henchmen to flee or join his side. Never again however will such a thing happen with anti-insubordination. If this spell is casted open a follower then it makes the follower totally ignorant of any and all skills and spells used to affect there loyalty. A fighter would convince a zombie and a golem to team up and kill a lich with him before your follower would be affected by even the strongest of enchantment magiks. Alignment, memory and other things unrelated to loyalty are not protected by this spell

XP: 100 (per casting)
tad bit rigged but usefull in some games none the less FPRIVATE "TYPE=PICT;ALT="

-Frosty
Lady Rolindin

03-28-06, 02:28 AM
http://boards1.wizards.com/showthread.php?t=397037&page=1&pp=30
Demonfey
Little toy of mine:
Claymore: rigging up a barrel of smokepowder with a few pounds of nails around it, you create a medieval claymore. Light the fuse, launch it, and watch everything ignite while being run through by dozens of nails. FPRIVATE "TYPE=PICT;ALT=" Also good for the vampire hunter targeting several vampires, just replace the nails with stakes.
Damage: 2d6 fire, 5d6 piercing/bludgeoning, reflex DC 20 for half, 30 foot radius. Easy to rig up, and costs as much as a few pounds of nails and a barrel of smokepowder would.

Big toy of mine:
Blade gun: Using spring loaded firing systems, you launch saw blades at your opponents like skeets at a target practice site. Can be configured for rapid fire, launching up to three blades per round. Due to the nature of the weapon, it is suitable only as a fortress defense weapon because it is meant to target large groups without much protection from above (in other words, it is a weapon that is too inaccurate to be fired at singular entities and hit, but is great for large groups where you can't help but hit something). One round equals twenty circular blades.
Cost: 1000 gp
Damage: 2d6
Size of weapon: Huge
Size of ammo/what ammo effectively is: large; greatswords
Shears through wooden equipment due to design of ammo

Wand gatling gun: This contraption holds up to four wands and begins making them spin rapidly. This weapon activates the wands when it is at a certain point, shooting a charge of magic at the targets. Each round, up to two wands can let loose a charge each, although they must both be aimed at the same spot. Reloading a wand gatling gun takes three rounds. Wands of different spells can be used, and the user of the device only has to make a use magic device check once with each wand in the device, and gains a +5 to the check. No two wands have to be the same.
Cost: 1000 gp, plus the price of the four wands




made by Cazic
bomb


Blast Range
Weapon Cost Damage Radius Increment Weight
Undersea Bomb 500 gp 8d6 10 ft. 15 ft. 2 lb.

posted by Kingside Bishop
Ship Hulls
The size of your ship’s hull is the basis for its statistics, so this should be the first decision you make.

Note that Hull Size does not correspond to the creature sizes of the same names.

Hit Points does not refer to the number of Hit Points the ship has. Instead, that's how many points of damage it takes to form a breach in the hull of the ship. A ship can sustain one breach per size category of the hull -- any more breaches will cause the ship to start to go down. After five minutes per size category of the ship's hull, the ship will be sunk. For each additional breach past one per size category of the hull, subtract one minute from this time. Code:
Hull Size Cost Length Width Thickness Hit Points Speed Propulsion Slots Weapon Slots Cargo Crew Time Hull Size
Small 50 gp 10 feet 10 feet 2 inches 20 +20 feet 5 2 500 lbs 2 1 week Small
Medium 350 gp 30 feet 10 feet 2 inches 20 +10 feet 15 8 1,000 lbs 3 2 weeks Medium
Large 700 gp 30 feet 15 feet 3 inches 30 Normal 25 12 8 tons 6 3 weeks Large
Huge 5,000 gp 75 feet 20 feet 4 inches 40 -10 feet 30 18 10 tons 45 1 month Huge
Gargantuan 10,000 gp 90 feet 25 feet 5 inches 50 -15 feet 35 20 150 tons 60 3 months Gargantuan
Colossal 15,000 gp 130 feet 30 feet 6 inches 60 -20 feet 40 24 200 tons 200 4 months Colossal

Other Construction Materials
The above table assumes the ship's hull is being built of high quality lumber. Adjust the ship’s statistics according to this table if it’s not built of wood. Code:
Material Hardness Hit Points Speed Cost
Iron 10 30/inch -15 ft/inch +10,000 gp/inch
Mithril 15 30/inch -5 ft/inch +20,000 gp/inch
Adamantine 20 40.inch -10 ft/inch +30,000 gp/inch

Propulsion Systems
These are the forms of propulsion available on a ship. Note that the “Slot Cost” refers to the number of Propulsion Slots a ship has available to it.

When a ship deploys a propulsion system, its speed increases by 10 ft per round until it reaches its maximum speed. Likewise, once a ship undeploys a propulsion system, its speed decreases by 10 ft per round until its speed reaches 0 ft per round. Once they get going, most ships may only turn once each round, and may only do so in 45º increments. Small and Medium ships, however, may turn twice per round, while Gargantuan and Colossal ships may only turn once every two rounds.

Propulsion systems don't stack for the purposes of movement, with the following exceptions:
Only the first, most powerful sail adds its full speed value – all other sails only add half of their speed values to the ships speed.
Speed derived from oars are cumulative with themselves – therefore, one set gives a speed of 10 ft, two sets gives 20 ft, threesets gives 30 ft, and so on.
As a genral note, the creature in a towing harness must be the same size as the harness or smaller. Code:
Type Slot Cost Cost Hardness Hit Points Time Speed
Sail, Small 5 25 gp 1 2 3 days 10 feet
Sail, Medium 10 50 gp 1 2 1 week 25 feet
Sail, Large 15 100 gp 1 2 2 weeks 40 feet
Oars, one set 5 25 gp 5 30 1 week 10 feet
Harness (Med) 5 100 gp 2 20 3 weeks Creature’s Speed
Harness (Huge) 10 200 gp 2 30 4 weeks Creature’s Speed
Harness (Col) 15 300 gp 2 40 5 weeks Creature’s Speed
Steam Engine 35 50,000 gp 10 320 8 weeks 80 feet

Ship Weapons
These are the weapons available on a ship. Note that the “Slot Cost” refers to the number of Weapon Slots a ship has available to it.

Under Range, the first number is the actual range increment, while the second number is the minimum range of the weapon (nothing within that range can be fired upon).

Only ships with hull sizes Large or larger can use the catapult (heavy or light), Ballista, Ram, and Cannon. Code:
Weapon Slot Cost Cost Hardness Hit Points Damage Critical Range Crew Time
Catapult, Heavy 6 800 gp 5 200 5d6 - 200/100 ft 5 3 weeks
Catapult, Light 4 550 gp 5 100 3d6 - 150/100 ft 2 2 weeks
Bomb, Acid - 250 gp - - 4d6 - 200/100 ft - -
Bomb, Fire - 300 gp - - 5d6 - 200/100 ft - -
Bomb, Shrapnel - 200 gp - - 2d6 - 200/100 ft - -
Ballista 6 500 gp 5 75 3d6 x3 120 ft - 2 weeks
Ram 6 2,000 gp 20 340 see below x3 - 10 4 weeks
Crossbow, Heavy 1 250 gp 5 10 1d10 x2 120 ft 1 1 week
Crossbow, Repeating 1 250 gp 5 10 1d8 x2 80 ft 1 1 week
Cannon 8 5,000 gp 10 280 6d6 - 300/100 ft 3 2 weeks
Quote:

Ramming Ships

If at any point your ship has enough speed to enter a square occupied by another ship, your ship may ram that ship. To determine the base damage dealt, subtract the target ship's speed from the ramming ship's speed. For every 10 feet of this relative speed, the ram attack dealts 1d6 points of damage modified by the size of the ramming ship, as listed below. Code:
Size of Ship Damage Multiplier
Small x1/2
Medium x1
Large x2
Huge x3
Gargantuan x4
Colossal x5
Unfortunately, the ramming ship also recieves the same amount of damage, except that the damage the ramming ship takes is modified by the size of the target ship, instead of the size of the ramming ship. However, a ship equipped with a ram does not recieve this damage when it initiates a ramming attack. Furthermore, such a vessel inflicts double damage when ramming.

Broadsiding

Broadsiding a ship is just like ramming a ship, with the following exceptions:
The ramming ship must be moving in the same direction as the target ship.
A broadside attack does half as much damage as a ram attack.
A ship equipped with a ram still takes damage if it initiates a broadside.
All oars on both ships that were deployed at the time of the broadside are snapped.

Ship Castles
Ship castles add another level to the fore or aft deck of a ship. They often serve as personnel quarters, storage, or fortified positions for soldiers and weapons. Code:
Material Hardness Hit Points Speed Cost Time
Wood 5 10/inch -5 ft +500 gp 1 week
Stone 8 15/inch -10 ft +1,000 gp 2 weeks
Stone, Reinforced 9 20/inch -15 ft +1,500 gp 3 weeks
Iron 10 30/inch -10 ft +3,000 gp 3 weeks
Mithril 15 30/inch -5 ft +5,000 gp 4 weeks
Adamantine 20 40/inch -10 ft +6,000 gp 4 weeks

Ship Qualities
Ship qualities are what make ships unique. Each ship starts with one ship wuality that it gets for free. To add additional ship qualities, you must pay 1,000 gp, plus another 1,000 gp for each size category the ship hull is above small. It takes two weeks to add a ship quality to a ship, plus one week for every size category the ship hull is above small.
Built to Last
Prerequisite: None
Benefit: The ship's hull's hit points are increased by 5 per inch of thickness.
Bull of the Sea
Prerequisite: The vessel must have a battering ram equipped
Benefit: On a successful ramming attack, the ship deals an additional 1d6 points of damage.
Clever Construction
Prerequisite: None
Benefit: The ship can be equipped with a paddlewheel or other unusual propulsion system.
Fire Tested
Prerequisite: None
Benefit: The vessel's hull and deck have a resistance of 10 against all fire effects.
Grace Under Pressure
Prerequisite: The vessel must be a submarine
Benefit: The vessel is better suited for underwater travel, and recieves a +20 cicumstance bonus on Fortitude saves to resist damage from pressure.
Ice Queen
Prerequisite: None
Benefit: The vessel has a resistance of 10 against all cold effects.
Improved Buoyancy
Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull, which must be constructed of a meterial other than wood.
Benefit: The movement penalty due to alternative construction materials is reduced by 5 feet.
Mighty Oars
Prerequisite: None
Benefit: The ship's oars have +5 hardness.
Oceanworthy
Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: Add a +4 bonus to any check, save, etc. that involves the operation of the vessel in poor weather.
Reinforced Sails
Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: The ship's sails recieve 10 bonus hit points.
Sea Scrapper
Prerequisite: The vessel must have a Small or Medium hull
Benefit: Add 5 to the vessel's artillery slots.
Sea Skimmer
Prerequisite: The vessel must have a Small or Medium hull
Benefit: The vessel's speed is increased by 5 feet.
Storm Rider
Prerequisite: None
Benefit: The ship possesses a resistance of 10 against all electricity effects.
Tough Old Girl
Prerequisite: None
Benefit: The hardness of the ship's hull and deck is increased by 2.
Transport
Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: Add 10 tons to the ship's maximum cargo capacity.
War Dog
Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: Add 10 to the ship's maximum artillery slots.
Wave Rider
Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: The vessel's speed is increased by 10 feet.

by SssargothFeats

Pirate Luck [General]
You are notorious for escaping from nasty predicaments.
Prerequisite: Cha 13
Benefit: Once per day, you may reroll one saving throw that you have just made before the DM declares whether the roll results in sucess or failure. You must take the result of the second roll, even if it is worse.

Polyglot [General]
Traveling abroad has given you a knack for picking up languages.
Benefit: You learn a language of your choice as a bonus language. In addition, Speak Language is always a class skill for you.

Savvy Swimmer [General]
You have been trained to swim even in the heaviest armor.
Prerequisite: Swim 4 ranks.
Benefit: When proficiet with the armor you wear, you suffer only half the armor's armor check penalty to Swim checks. Thus, if you are proficient with heavy armor and attempt to swim wearing banded mail, you suffer only a -3 penalty on Swim checks rather than the usual -12.
Normal: Double the normal armor check penalty is applied to swim checks.

Shipborn [General]
A ship beneath your feet feels as natural to you as the sand beneath a camel's hooves.
Benefit: You gain a +2 circumstance bonus on any skill check necessary to operate or maintain a ship, including Balance checks on a pitching deck, Climb checks made in rigging, Craft (shipbuilding) checks, and Profession (sailor) checks. You only gain the bonuses if aboard a ship or, in the case of Craft (shipbuilding) checks, when the ship is docked.

Sailor Will [General]
Your ushakable beliefs sustain you against all outside influences.
Prerequisite: Base Will save +2.
Benefit: You recieve a +4 bonus on all modified level checks made to oppose Intimidate checks meant to demoralize you (see the Player's Handbook, page 76) and +1 bonus on all Will saves.

by dyne
Aquatic Animal Companions:Porpoise
Medium Shark
Squid
Crocodile 4th-Level or Higher (Level -3)
Large Shark 4th-Level or Higher (Level -3)
Giant Crocodile 7th-Level or Higher (Level -6)
Elasmosaurus 7th-Level or Higher (Level -6)
Huge Shark 10th-Level or Higher (Level -9)
Orca Whale 10th-Level or Higher (Level -9)
Giant Octopus 13th-Level or Higher (Level -12)
Dire Shark 16th-Level or Higher (Level -15)
Giant Squid 16th-Level or Higher (Level -15)

For the ones with a level behind them, you must be at least that level to have it as an animal companion. Also, for determining animal companion abilities and whatnot, your effective druid level is reduced by the number in parentheses.

For example: A 15th-level Druid has an Orca Whale as an animal companion. For determining the whales abilities, he is treated as a 6th-level Druid, so the whale would have +4 HD, +4 natural armor, +2 Str and Dex, 3 bonus tricks, and the Link, Share Spells, Evasion, and Devotion abilities
Lady Rolindin

03-28-06, 02:34 AM
The Seafarer's guild

The Way of the Gun: Gunpowder weapons for D&D
by Michael Shortt Dragon 321

The Dungeon Master's Guid notes that "technology defines a setting as much as culture," and it offers a selection of weapons and items from societies far more advanced than those commonly found in standard D&D games. These lists are far from comprehensive, however. To reflect an ea defined by rapid advances in scientific knowledgeand new inventions, a DM should be equipped with a selection of appropriately advanced devices. With that in mind, this article presents a wide range of "high-tech" items, appropriate for use in nearly any campagn.

Gunpowder Weapons
Although varied in their range, strength, and usage, an assortment of weapons from distant lands and advanced eras made deadly use of gunpowdwer. From elegant dueling pistols to crude handcannons, there is considerably more to gunpowder weaponry than just pistols and muskets. Unless otherwise noted, a gun requires two hands to load and 1 ounce of gunpowder for each shot. Reloading a firearm is a standard actio that provokes attacks of opportunity.

Blunderbuss
The word blunderbuss is derived from Dutch and literally means, "Thundergun." Their trumpet-shaped barrels were designed to scatter shot across a wide arc, making them popular among both homeowners and naval boarding parties.
Much like a primitive shotgun, the blunderbuss was not designed for accuracy of any kind. When fired, a blunderbuss does not require the user to make an attack roll. Rather, all creatures in a 20-foot cone must make a DC 15 Reflex save or be struck by shot (see the Gunpowder Weapons table). Those who make their save suffer only half damage. Because no attack roll is made using this weapon, a blunderbuss cannot cause critical hits.
Blunderbuss shot consists of 1 pound of nearly any form of scrap metal, stones, or other improvised bullets. However, the sizeable cone expelled by a blunderbuss requires that 4 ounces of qunpowder be used in loading and reloading the weapon, instead of the standard 1 ounce.

Carbine
When it became clear to even cavalrymen that lance-wielding charges were finally obsolete, the need arose for a weapon that could be reloaded from horseback. Bridging the gap between rifles and pistols, the carbine is a short, light weapo that sacrifices range while maintaining forepower.
Carbines are more or less identical to normal muskets, but they have shorter barrels and lighter frames that reduce their range significantly. However, since carbines are built for mounted conbat, a charicter firing from the back of a mount making a double move suffers only a -2 penalty to his ranged attack rolls (instead of -4). Also, a charicter firing from the back of a running mount suffers only a -4 penalty to his attack rolls (instead of -8). See page 157 of the Player's Handbook for more information about mounted combat.

Hand Cannon
Large and unwieldy, hand cannons are relatively primitive firearms manufactured by cultures just learning how to use gupowder. Also known as an arquebus, a hand cannon consists of a smooth barrel bound to a wooden stock by tight iron hoops.
Due to their simplistic design, hand cannons do not have the range or damage capability of more advanced muskets. However,their simplicity makes them the cheapest of all firearms.

Pistol, Dueling
Finely crafted to suit the tastes of quarrelsome young aristocrats, dueling pistols represent the height of the gunsmith's craft. They use the best materials available and are heavily personalized and elaborately decorated.
Dueling pistols are essentially masterwork pistols sold in matching sets of two (see the Dungeon Master's Guide, page 145). Masterwork firearms are treated just as any other masterwork ranged weapon, offering a +1 enhancement bonus on atack rolls. The price on the Gunpowder Weapons table lists the price of a matched set of two dueling pistols.

Pistol, Grenade
Grenade pistols look much like rifles or muskets with a blunt, wide muzzel that ends just beyond the firing mechanism. Capable of loading and firing a variety of thrown weapons, grenade pistols greatly increase the threat of these weapons.
A grenade pistol can launch any of the following projectiles, which can also be used as thrown weapons (see page 158 of the Player's Handbook). At the DM's discression, grenade pistols might be capable of launching other objects, although items in flasks or bags are destroyed upon being fired. A grenade pistol requires 4 ounces of gunpowder to fire.
Bomb: This round gunpowder bomb must be lit before it is loaded into a grenade pistol. Lighting a bomb requires a move action in addition to the time it takes to load. While lighting a bomb, a charicter can decide how long he wants the fuse to be, choosing when it detonates from 1 to 5 rounds or upon impact if the weapon is immediately fired. This allows the grenade pistol's user to keep the weapon loaded for a time before fireing or cause the grenade to explode several rounds after it has been fired.
When the fuse expires, a bomb deals 2d6 points of fire damage to all creatures within 5 feet. Anyone caught within the blast radius can make a DC 15 Reflex save to take half damage. As with thrown weapons, a bomb may target either a creature or a specific grid intersection and deviates if it misses.
Bomb Casing: These containers are essentially weaker forms of normal bombs, the majority of their gunpowder replaced with a plugged empty hollow. If the user wishes, a wide variety of volitile chemicals or dangerous items can be placed within, allowing them to survive the blast of being fired.
Even though the explosion does no damage, a bomb casing must still be lit before it is loaded into a grenade pistol, the charge breaking the casing open and scattering its contents. Lighting a bomb casing requires a move action in addition to the time it takes to load. While lighting a bomb casing, a charicter can decide how long he wants the fuse to be, choosing when it detonates from 1 to 5 rounds or upon impact if the weapon is immediately fired. This allows the grenade pistol's user to keep the weapon loaded for a time before fireing or cause the grenade to explode several rounds after it has been fired.
Bomb casings are commonly filled with a flask of acid, a flask of holy water, a tanglefoot bag, a smokestick, or a thunderstone. Loading any of these (or similar) items ito a bomb casing requires a move action that provokes an attack of opportunity. Once loaded, these items (and items like them) are not damaged by being fired, and upon the bomb casing's fuse expiring, the small explosion disperses them just as if they had bee thrown. See each item's individual description for its exact effects.
A bomb casing can also be used as a delivery for some poisons. Casings can be filled with 5 uses of either a cotact or inhaled poison, each of which must be applied as a standard action and risk poisoning the charicter as normal. Once filled, the poisoned casing can be lit and fired as normal. Upon detonating, the poison is scattered in a 5-foot-radius splash from the point it landed, exposing all creatures in that area (see the effects of poison on page 297 of the Dungeon Master's Guide). Howvever, since the broad splash is a less than an optimal method of transfer and does not assure direct exposure, the DCs of Fortitude saves to resist these exploded poisons are decreased by -2. Poisons spread using bomb casings are used up after detonating and do not affect creatures on later rounds.
Canister: These light, cylindrical containers function much like bomb casings, only they contain no gunpowder. A cork at one end of the iron canister allows an item the size of a potion or folded scroll to be fired from a grenade pistol and land without damage. A canister may target either a creature or specific grid intersection, as if it were a thrown weapon, and deviates if it misses (see page 158 of the Player's Handbook). If the canister's target is a creature, the target may attempt to catch it, if it has a free hand, by makeing a sucessful DC 15 Dexterity check. If the target fails this Dexterity check, the canister deviates as if it had missed.

Pistol, Hilt
The most prolific of all combined weapons, hilt pistols are firearms built into another weapon. Nearly any weapon can have a pistol built into it. History provides examples of even whips and axes with attached guns. A hilt pistol allows a wielder to choose between attacking with either the melee weapon or the hilt pistol, without having to switch between weapons. A charicter with multiple attacks can even make a single ranged attack using the hilt pistol as part of a full attack action, without suffering the penalties for fighting with two weapons. A hilt pistol used in melee combat is still considered a ranged weapon and provokes attacks of opportunity. An enchantment bonus on the weapon the hilt pistol is attached to does not apply to the attached hilt pistol as well, although the pistol can be enchanted seperaitly.

Pistol, Holdout
Commonly used by gamblers, spies, and other professionals who need easily concealable firepower, holdout pistols are small and light enough to be carried without being noticed.
Due to there size, holdout pistols have a severely limited range, but charicters gain a +2 on Sleight of Hand checks made to conceal hilt pistols on their bodies (see page 81 of the Player's Handbook).

Pistol, Shield
One of the few forms of combined weapons that meld weapons and armor, shield pistols are firearms that run directly through a shield and can easilly be fired by its user. Any shield, except a buckler, can have a pistol built into it, usually protruding from the top or directly through the center. A shield pistol can be used to either make a ranged attack, or increase the damage of a shield bash. When used to make a ranged attack, the user can fire it like a pistol. When used with a shield bash, a successful attack deals the pistol damage in addition to the shield bash damage. The damage dealt by a shield pistol in a shield bash is multiplied using the shield bash's critical multiplyer on a critical hit. An enchantment bonus on a shield or shield spike does not apply to the attached shield pistol as well, although the pistol can be enchanted seperatly.

Pistol, Spear
One of several forms of combined weaponry, spear pistols merge the defensive capabilities of a spear with the destructive power of firearms. Any spear or similar piercing pole-arm can have a small pistol built into it, just below the blade. A spear pistol fires the first time a target is hit using the spear it is attached to, dealing additional damage. Since it does not have a normal trigger, a spear pistol cannot be fired as a ranged weapon. An enchantment bonus on the spear does not apply to the attached spear pistol as well, although the pistol can be enchanted separately.

Rifle
In contrast to the smooth-barreled musket, rifles have a series of ridges or troughs spiraling along the inside of their barrels, which spin the bullet as it is fired. This greatly improves range and accuracy, allowing troops to hit individual targets at long range, rather than relying on massed firepower. For this reason, they quickly became popular with snipers and irregular troops such as skirmishers who fought away from the main battle lines.
Rifles function essentially the same as muskets but they have considerably better range.

Rocket Launcher
Although not widespread, Chinese advances in missile technology throughout the twelfth century were considerable. Over the course a few centuries, rockets advanced from improvised melee weapons to, in one case, a multi-stage naval rocket capable of traveling almost a mile.
The rocket launcher presented here is a small, man-portable variety that can fire three different types of ammunition. As a delivery platform, it is relatively unsophisticated, consisting of little more than a reinforced and fireproofed metal tube. Firing a rocket launcher is a full-round action that provokes an attack of opportunity. The three types of rockets are:
Explosive: Explosive rockets are made by packing scrap metal around a core of gunpowder. These rockets can target either creatures or specific grid intersections and deviate if they miss, just as thrown weapons do (see page 158 of the Player's Handbook). When the rockets strike a target, the gunpowder charge is ignited, dealing 1d10 points of damage on a direct hit and 1d4 points of damage to every creature within 5-foot radius.
Incendiary: This is a container of alchemist's fire mounted on a small rocket. These rockets can target either creatures or specific grid intersections and deviate if they miss, just as thrown weapons do (see page 158 of the Player's Handbook). Upon hitting a target, an incendiary rocket is treated exactly as a thrown flask of alchimest's fire (see page 128 of the Player's Handbook).
Spear: By attaching small rockets to the front of a heavy metal spear, a new projectile is created with range and penitrating power far in excess of any muscle-powered javelin.


Gunpowder Weapons
Exotic Weapons Cost Damage (S/M)Critical Range Weght Type
Incriment

One-Handed melee
weapons
Pistol butt - 1d3/1d4 x2 - - Bludgeoning

Two-Handed melee
weapons
Rifle butt - 1d4/1d6 x2 - - Bludgeonong

One-handed ranged
weapons
Pistol* 250 gp 1d8/1d10 x3 50 Ft. 3 lb. Piercing
Pistol, dueling(2) 1,100 gp 1d8/1d10 x3 50 Ft. 3 lb. Piercing
Pistol, grenade 300 gp - - 40 Ft. 3 lb. -
Pistol, hilt +300 gp 1d8/1d10 x3 10 Ft. +2 lb. Piercing
Pistol, holdout 100 gp 1d6/1d8 x2 10 Ft. 1 lb. Piercing
Pistol, shield +300 gp 1d6/1d8 x2 10 Ft. +2 lb. Piercing
Pistol, spear +150 gp +1d6/1d8 - - +2 lb. Piercing

Two-handed ranged
weapons
Blunderbuss 200 gp 1d4/1d6 - special 10 lb. Piercing
Carbine 300 gp 1d10/1d12 x3 100 Ft. 7 lb. Piercing
Hand cannon 50 gp 1d8/1d10 x3 50 Ft. 15 lb. Piercing
Musket* 500 gp 1d10/1d12 x3 150 Ft. 10 lb Piercing
Rifle 600 gp 1d10/1d12 x3 200 Ft. 12 lb. Piercing
Rocket launcher 300 gp - - - 4 lb. -

Ammunition
Bullets (10) 3 gp - - - 2 lb. -
Grenade Pistol
Bomb* 150 gp 2d6 - 10 Ft.** 1 lb. -
Bomb casing 30 gp Special - 10 Ft.** 1 lb. -
Canister 20 gp - - 10 Ft.** 1 lb. -
Rocket launcher
Explosive 40 gp special - 80 Ft. 6 lb. -
Incendiary 30 gp special - 80 Ft. 5 lb. -
Spear 15 gp 1d6/1d8 x3 120 Ft. 4 lb. Piercing

*These items origionally appear in the Dungeon Master's Guide.
**Range incriment when thrown/


Weapon Attachments and Modifications
Historically, the often slow and dangerous task of reloading a firearm made traditional weapons seem more appealing. To overcome their weaknesses, several improvements were developed to increase the threat and usefulness of gunpowder weaponry.

Bayonet, Fixed
To allay the dificulties of loading and firing past an obtrusive blade, the fixed bayonet is a daggerlikr point with a curved elbow affixed directly to the muzzel of the firearm. Although they cannot be removed, fixed bayonets are fashioned in such a way that they don't impede the use or loading of the weapon.
A weapon augmented with a fixed bayonet can be used in melee, just as any other bayonet, but it does not take additional time to draw or affix, and does not impede the loading or firing of the weapon.

Bayonet, Plug
The first bayonets were little more than daggers, their hilts jammed into the barrels of firearms and generally used only on emergencies.
Plug bayonets can be attached to any firearm as a move action, but this prevents the weapon from being loaded or fired for as long as it remains attached. When fitted to a one-handed firearm, bayonets create a dagger, while bayonets on two-handed weapons are treated as shortspears.
A plug bayonet must be drawn like a weapon in addition to the time it takes to affix one to a firearm.

Bayonet, Ring
As gunpowder weapons became more common, the shortcomings of the plug bayonet became progressively more obvious. Many of these problems were solved by the introduction of a bayonet that fitted around the muzzel of the gun.
Ring bayonets function exactly as plug bayonets in combat, except as noted here. While a ring bayonet is in place, the weapon, the weapon may still be fired, but at a -2 penalty to attack rolls. Attempting to reload while a ring bayonet is fixed requires a full round action ai it is dificult to reload around the protruding blade.
A ring bayonet must be drawn like a weapon in addition to the time it takes to affix one to a firearm.

Bayonet, Spring
A spring-loaded hinge attached to a firearm's muzzle keeps these bayonets out of the way while firing and loading, yet still allow them to be deployed swiftly. With only a simple adjustment, these bayonete make a firearm melee ready in a moment.
Spring bayonets can be added to any firearm and can be set into place (or withdrawn) as a move action. As the blade extends above the muzzle of a firearm it can still be fired while the bayonet is fixed, although at a -2 penalty on attack rolls.

Breachloading
Although reliable, breachloading weaponswere not introduced until the later half of the nineteenth century. Individual craftsmen in your campagn might experiment with weapons that can be reloaded through a hatch near the base of the gun, a far easier and faster process than ramming shot down the barrel.
Breachloading can be added to any firearm, makeig it much easier to load than comparable bore-loading firearms. Weapons with breachloading that previously required a standard action to reload may be reloaded as a move action.

Code:
Weapon Attachments and Modifications
Type Cost Weght
Bayonet, fixed +15 gp. +2 lb.
Bayonet, plug 2 gp. 1 lb.
Bayonet, ring 2 gp. 1 lb.
Bayonet, spring +5 gp. +2 lb.
Breachloading +50 gp. -


Artillery
The discovery and use of gunpowder saw its first application in artillery and siege-worthy weaponry. Artillery weapons make use of many of the same rules as siege weapons (found on page 100 of the Dungeon Master's Guide).

Bombard
The ancestors of modern artillery, bombards look much like small, rounded cannons or mortars. Varying construction methods lent these weapons a wide variety of appearances, from a series of crude iron hoops to ornate shapes resembling dragons ad other monstrosities. Although inefficient and prone to spectacular malfunctions, bombards rapidly supplanted catapults as the dominent siege weapons due to their destructive power.
To fire a bombard, the crew chief makes a special check against DC 15 using only his base attack bonus, intelegence modifier, range incriment penalties, and any appropriate modifiers from the Catapult Attack Modifiers table on page 100 of the Dungeon Master's Guide. If the check succeeds, the cannon ball hits the square it was aimed at, dealing the indicated damage to any object or charicter in the square. Charicters who succeed on a DC 15 Reflex save takes half damage. Once a cannon ball hits a square, subsiquent shots hit the same square unless the bombard is reaimed or the wind changes direction or speed. Since no attack rolls are made, bombards cannot cause critical hits.
If a bombard misses, roll 1d8 to determine where it lands. This determines the misdirection of the shot, with 1 being back toward the bombard ad 2 through 8 continuing clockwise around the target square. Then, count 3 squares back for every range incriment of the attack.
Loading a Bombard requires a series of full-round actions. a DC 15 Profession (siege engineer) check is required to set the fuse and then another DC 15 Profession (siege engineer) check loads the powder charge. Finally, a DC 10 Strength check is required to load a cannonball into the bombard. It takes four full-round actions to reaim a bombard (multiple crew members can perform these actions in the same round, so it would take a crew of four only 1 round to reaim a bombard).
A bombard is a large object with a 10-foot space.

Field Gun
Although, iron cannons performed adeuately during sieges, their weght and delicate construction made it almost imposible to use them in combat. Bronze, on the other hand, was lighter and could be cast whole using techniques borrowed from medeval bellmakers. This allowed the construction of small, quickfiring cannons that could respond rapidly to fluid battlefield conditions.
Firing a loaded field gun is a simple act, requiring only a standard action (that provokes attacks of opportunity). Upon being fired, the field gun shoots a canonball in a 500-foot-long, 5-foot-wide straight line directly in front of it, affecting all creatures in that line. Creatures in this line are allowed a DC 15 Reflex save to take half damage. Field guns do not have a standard range incriment and cannot be fired farther than 500 feet. Since no attack rolls are made, field guns cannot make critical hits.
Loading a field gun requires a series of full-round actions. A DC 15 Profession (siege engineer) check is required to set the fuse and then another DC 15 Profession (siege engineer) check loads the powder charge. Finally a DC 8 Strength check is required to load a cannonball into a field gun. It takes two full-round actions to reaim a field gun (multiple crew members can perform these actions in the same round, so it would take a crew of two only 1 round to reaim a field gun).
A field gun is a Medium object with a 5-foot space.

Organ Gun
Organ guns saw limited use as anti-infantry weapons, displaced by grapeshot rounds fired by newer, more versitile cannons. These complex weapons look like a series of large rifles or small cannons, aranged in a horizontal row and capable of being fired at a rapid rate.
Firing a loaded organ gun reuire a full round action (that provokes attacks of opportunity). Upon being fired, the organ gun discharges a 10-foot-wide barrage in a 300-foot-long line directly in front of it. Creatures in this line are allowed a DC 20 Reflex save to take half damage. Organ guns do not have a standard range incriment and cannot be fired farther than 300 feet. Since no attack rolls are made, organ guns cannot cause critical hits.
Loading an organ gun requires six DC 10 Strength checks to load the cannon balls and a DC 20 Profession (siege engineer) check to set and bind the fuses. Reaiming an organ gun takes three full-round actions (multiple crew members can perform these actions in the same round, so it would take a crew of three only 1 round to reaim an organ gun).
An organ gun is a Large object with a 10-foot space.

Code:
Artillery
Artillery Cost Damage Critical Range Incriment Crew
Bombard 3,500 gp 10d6 - 200 Ft.(100 Ft minimum) 4
Field gun 2,500 gp 6d6 - Special 2
Organ gun 3,000 gp 4d6 - Special 3


Miscellaeous Items
Due to the versitility and power of gunpowder weapons, a wide variety of equipment swiftly appeared to aid and augment their use.

Gunman's Bandolier
A gunman's bandolier is a wide belt worn diagonally across the chest that developed as a replacement for the archer's quiver.
A gunman's bandolier has space for five items about the size of a potion, powderhorn, or bayonet. These items are readily available, allowing an item on a gunman's bandolier to be retrieved as a move action that does not provoke attacks of opportunity. A charicter may wear a maximum of two gunman's bandoliers at once, although the second holds only four items (a space is lost where on gunman's bandolier overlaps the other).

Eyesting Cylinder
Eyesting cylinders are fragile tubes filled with an airborne irritant that causes the eyes to fill with tears and reflexively close.
Eyesting cylinders are treated as thown splash weapons in that they may target creatures or specific grid intersections and can affect multiple creatures (see page 158 of the Player's Handbook). Upon striking its target, an eyesting cylinder breaks, filling the adjacent squares with a cloud of dust. Anyone caught or entering this area must make a DC 15 Fortitude save or be blinded for 1d6 rounds. A moderate or stronger wind dissipates the cloud in 1 round, otherwise the cloud dissipates in 4 rounds on its own.

Gunrest
Used by musketeers to keep their weapons level during long battles, gunrests look something like slender, two-pronged pitchforks.
Planting a gunrest firmly in the ground and taking aim requires a standard action but gives the user a +2 circumstance bonus on his attack roll when using a two-handed firearm for as long as he remains stationary. Gunrests cannot be used with one-handed firearms or other ranged weapons.

Powderhorn
These shoulder-strung horns or leather flasks are filled with 2 pounds of gunpowder. As a firearm requires 1 ounce of gunpowder every time it is reloaded, powderhorns contain eough gunpowder to fire 32 shots from most firearms. Drawing gunpowder from a powderhorn to reload a weapon is a free action.

Powder Keg
These small kegs hold 15 pounds of gunpowder. As a firearm requires 1 ounce of gunpowder every time it is reloaded, powder kegs contain enough gunpowder to fire 240 shots from most firearms. Powder kegs are not waterproof and gunpowder exposed to water cannot be used to fire a bullet.
Because powder kegs are considerably more awkward than powderhors, a move actio is required to draw an amount of gunpowder that can be used in loading a firearm. This is in addition to however long it normally takes to reload a firearm.

Springbox
Gunpowder was a potent battlefield weapon, but it proved more difficult to adapt to defensive purposes. Springboxes were one of the few passive defenses to utilize gunpowder, a simple precursor to the modern landmine that explodes when stepped on. These simple boxes are often covered in dirt or otherwise disguised to blend in with their surroundings.
Springbox: CR 1; mechanical; touch trigger; no reset; 20 ft. blast (2d6 fire, DC 20 save for half damage); Search DC 22; Disable Device DC 20. Market Price: 200 gp.

Whirligig
Although expensive and realitively easy to notice, whirligigs are short cylinders with several loaded muzzles attached to a rotating gear. Effective anti-personnel weapons, these items are essentially portable traps that can easilly be rigged to a tripwire or other trigger. When activated, theflat cylinder-shaped device spins around, effectively attacking all ceatures within 30 feet by spewing pistol shots in all directions.
Whirlygig: CR 2; mechanical; location trigger; manual reset; Atk +8 ranged (1d10/x3, bullets); multiple targets (all targets withi 30 ft.); Search DC 15; Disable Device DC 20. Market Price: 800 gp.

Code:
Miscellanious Items
Item Cost Weght
Bandolier 2 gp 1 lb.
Eyesting cylinder 30 gp 1 lb.
Gunrest 2 gp 5 lb.
Powderhorn* 35 gp 2 lb.
Powder keg* 250 gp 20 lb.
Springbox 200 gp 5 lb.
Whirlygig 800 gp 10 lb.

*These items origionally appeared in the Dungeon Master's Guide.
Lady Rolindin

03-28-06, 02:52 AM
ninja clan foundation
by ShadowShinobi
New Spell for arcane ninjas

Walking the Nightingale Floor
Transmutation
Sor/Wiz/Wuj 2, Asn 2
S,M
1 standard action
Personal
You
Duration 1 minute/ninja level or every 2 caster level

You gain a +20 bonus on Move Silently checks

Material components-A pair of padded shoes or boots
by ShadowShinobi
New Ninja Weapon: Chain Shuriken
Exotic Ranged

1d4 19-20/x2 10ft. 1lb. 3gp. Piercing

Chain Shurikens can make ranged trip attacks.

Even more ninja spells!

Hearing the Cherry Blossoms Fall
Transmutation
Sor/Wiz/Wuj 2, Asn 2
S, M, F
Casting Time-1 standard action
Range-Personal
Target-You
Duration-1 min/ninja lvl or ever 2 caster lvls

You gain a +20 bonus on listen checks.

Materials- A cherry blossom, which you must throw to the ground during casting.

Focus- A funnel


Embracing the Night
Transmutation[Darkness]
Sor/Wiz/Wuj 2, Asn 2
S, M, F
Casting Time-1 standard action
Range-Personal
Target-You
Duration-1 min/ninja lvl or ever 2 caster lvls

You fuse with your shadow or the very night, giving you a dark, insubstantial appearance, and granting you a +20 bonus on hide checks.

Materials-A piece of obsidian

Focus- Your own shadow in light. At night no focus is necessary.


Eyes of the Hunting Hawk
Transmutation
Sor/Wiz/Wuj 2, Asn 2
S, F
Casting Time-1 standard action
Range-Personal
Target-You
Duration-1 min/ninja lvl or ever 2 caster lvls

You gain a +20 bonus on spot and search checks .
Lady Rolindin

03-28-06, 02:54 AM
Half drow foundation
by legions of the Unknown
HALF-DROW RACIAL TRAITS


- Half-Drow are medium-sized
- Half-Drow base speed is 30 ft.
- Half-Drow get 60 ft. darkvision
- Half-Drow get low light vision
- Half-Drow if raised by the drow parent know drow sign
- Half-Drow get drow spell like abilities 1/per week (instead of 1/per day)
- +2 dex
- -2 con
- +2 int
- +2cha if female
- Half-Drow have Drow weapon prof.
- Half-Drow have spell resistance 6 + char lvl
- Half-Drow have +2 racial bonus to will saves vs. spells and spell like abilities.
- Languages
Automatic languages=Elven, Undercommon, and Common
Bonus languages=any
- favored class=any
- ECL adjust +2
by Drake Dragonslayer
Heart Asunder

This is a +3 Flaming/Frost Longsword.

It can only be weilded by those who have both Drow and High elf blood but can be carried by those who aren't.
Anyone who does not meet the requirements and tries to use the blade in combat, gains two negative levels that lasts for one day (DC 20 to remove). These will return if he ever picks up the weapon again.

The weapon has a semblence of intelligence and gives and emapthic message that it's holder must strive to bring unity between The Underdark and the surface world.
Lady Rolindin

03-28-06, 03:32 AM
spells of the woodland
http://www.wizards.com/default.asp?x=dnd/fw/20040710a
monsters of the woodlands
http://www.wizards.com/default.asp?x=dnd/fw/20040828a
magic items of the woodlands
http://www.wizards.com/default.asp?x=dnd/fw/20040919a
by dyne
Forest Elf
—+2 Wisdom, -2 Constitution
—Medium Size
—Base Land Speed 30 ft.
—Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
—Low-light vision.
—Weapon Proficiency: Forest Elves are automatically proficient with the longsword, longbow, composite longbow, shortbow, and composite shortbow.
—+2 racial bonus on Listen and Spot checks.
—+2 racial bonus on Survival checks in forests.
—+2 racial bonus on Hide and Move Silently checks in forests.
—-2 racial penalty on Charisma checks with creatures other than Elves.
—Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
—Favored Class: Druid.

by Aramar The BlackForest Bard
Alignment: Any Non-Lawful
Hit Die: d6

Class Skills:
The forest Bard's class skills (the the key abiltiy for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana, Geography, Nature; all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex),
Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str), and Tumble (Dex)

Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
1st: Bardic Music, Verdant Knowlege, fasinate, Gift of Nature
2nd
3rd: Inspire Nature's Courage +1
4th
5th
6th: Gift of Nature
7th
8th: Inspire Nature's Courage +2
9th: Suggestion
10th
11th
12th: Gift of Nature
13th
14th: Inspire Nature's Courage +3
15th: Song of Freedom
16th
17th
18th: Gift of Nature
19th
20th: Inspire Nature's Courage +4

Class Abilities

Spellcasting: A forest bard casts a small number of arcane spells, some of which are or resembel natureistic spells. As such, the Forest Bard knows the same amount of spells, but has one less spell slot per day per level. (Ex. While a 19th lvl. bard may cast 3 6th lvl spells per day, the Forest ard only casts 2.)
However, the Forest Bard may choose a clerical domain from he gains up to the 6th level spell. The domains he may choose from are: Animal, Plant, and Sun. (more may be allowed according the DM and campiagn options)
Having the abilitiy to cast out of domain replace the lost spell per day.

Verdent knowledge: While the forest bard may travel to somewhat less places than the average bard, he still collects a wellspring of knowlege from nature. This ability functions like the Draconic Knowledge feat, except that all possible DC deacrease are gone, to be replaces by the following: a DC decrease of -5 if the individual if a Drd, Rng, Brb, of forest bard. And a DC decrease of -5 if the character lives in the area.

Fasinate: As the original bardic abiltiy
Suggestion: As the original bardic abiltiy
Song of Freedom: As the original bardic ability, except for the following: Lvl 15, Perform Ranks 18, and it create the effects of the spell Freedom of Movement as well.
Inspire Nature's Courage: This works like the original bardic abiltiy, but it effects all animals, magical beasts, or plant creatures that can hear the Forest Bard.
Gift of Nature:
-Animal Companion: This functions like the Ranger abiitiy of the same name. Note that a Foest bard may have more than one animal companian.
-Wildshape: Only a Forest Bard of at least 6th level may choose this abiltiy. This functions like the 5th level druid abilitiy. A Forest bard may chose this ability multiple times, allowing an extra use per day each time, and the abiltiy to wildshape into large creature, and then a plant-like creature the third time this gift is chosen.
-Wild Empathy: As the Drd. ability of the same name.
-Woodland Stride: As the Drd. abilitiy of the same name.
-Resist Nature's Lure: A the Drd. abilitiy of the same name.
-Song of the Forest: grants and aditional domain
-Secret of the Fey: +2 bonus on Move Silently, Swim, or Spot checks. Also grants knowledge of the Sylvan language.
-Secret of Nature: metamagic feat

by baerdith

The Forest Bard
Alignment: Any neutral.
Hit Die: d6.

Class Skills:
The forest bard’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Survival (Wis), and Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features:
Languages: The Forest Bard must take up tutelege with a Druid sometime before he reaches 3rd level. At this time he picks up the Druidic language. The Forest Bard also gains bonus languages at levels 6, 10, 14, 17 and 19. These must all be in the languages of the forest(ie: Slyvan, Fey, Satyr, Centaur, or animal).

Weapon and Armor Proficiency: A forest bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. They are proficient with light armor and shields (except tower shields) and can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, if wearing medium or heavy armor or using a shield they incur a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass forest bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.


Spells Known: +2 per bard level, replace all Summon Monster spells with Summon Nature's Ally spells
Add the following to the Bard list:
Create Water, Purify Food and Drink, Charm Animal, Easy Trail, Faerie Fire, Goodberry, Speak with Animals, Animal Messenger, Embrace the Wild, Hold Animal, Tree Shape, Wood Shape, Dominate Animal, Speak with Plants, Stone Shape, Animal Growth, Spike Stones, Commune With Nature, Hallow, UnHallow, Find the Path, Stone Tell.

Spells per day: As Bard +1 spell for each spell level 0-6.

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a forest bard can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a forest bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge: A forest bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. At least 5 ranks in Knowledge Nature gives a +2 bonus on the check.Usually this knowledge is limited to a forest, but most forest bards have a store of ancient tales and can pull obscure historical facts almost out of the air. (If the forest bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.


1st Level Bardic Music, Bardic Knowledge, Wild Empathy, Nature Sense
2nd Counter Song, Fascinate, Animal Companion
3rd Inspire Courage +1, Bonus language: Druidic
4th Bonus Feat: Green Ear
5th Inspire competence, Woodland stride
6th Trackless Step , Bonus language
7th Suggestion, Resist nature’s lure
8th Wild shape (1/day)
9th Bonus Feat: Jack of All Trades
10th Bonus language
11th Inspire Courage +2
12th Song of Freedom
13th Inspire greatness
14th Bonus Feat: Obscure Lore, Bonus language
15th Song of Arcane Power (Sublime Chord ability)
16th Inspire Courage +3
17th Bonus language
18th Mass Suggestion
19th Bonus language
20th Bonus Feat: Chant of Fortitude
Lady Rolindin

03-28-06, 03:38 AM
Tenzhi
The Driak (medium dragon)

Hit Dice: 5d12+10 (28 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+9
Attack: 1 Bite +9 melee (1d8+4)
Full Attack: 1 Bite +9 melee (1d8+4) and 2 claws +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon
Special Qualities: Damage reduction 5/cold iron, tree dependent
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 19, Dex 12, Con 15, Int 6, Wis 15, Cha 7
Skills: Spot +9, Listen +8, Climb +9, Hide +6, Move Silently +6
Feats: Improved Initiative, Alertness
Environment: Temperate forests
Organization: Solitary
Challenge Rating:
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6 HD (Medium), 7-9 HD (Large)
Level Adjustment: --

Not all tree spirits are pretty little pictures of sylvanesque grace and beauty. There are those that are a bit primordial in nature, with jaws that bite and claws that catch. The driak is such a creature.

Living deep in the heart of the forest, the rarely-encountered driak is a serpentine, dragon-like creature. It is covered in polished, wooden scales from its toothy maw to the tip of its whip-like tail. Older driak tend to have moss, lichen, and tree fungi of various sorts growing on their bodies.

Combat: The driak is a hunter, preferring to attack its prey from ambush. Such attacks are generally territorial in nature, as the driak draws nourishment from its tree. It will occasionally supplement its diet with raw meat and insects, sharing such nourishment in turn with its tree.

Breath Weapon (Su): A driak has two types of breath weapon - a 30' long cone of thorns and needles that does 2d4 points of piercing damage, and a cone of poisonous leaves 30' long. Creatures caught in the cone of leaves take no damage but are afflicted with the condition irritated for 1d4 days if they fail a Fortitude saving throw (DC 14). Irritated is a condition of general discomfort which causes the afflicted creature to take a -1 penalty on all attack rolls and skill checks.
Tree Dependent (Su): Each driak is mystically bound to a single, enormous hardwood tree and must never stray more than 500 yards from it. Any who do become ill and die within 4d6 hours. A driak’s tree does not radiate magic.

sumited by Sssargoth
Lupin
by Mike McArtor
Dragon 325 November 2004

Lupins exist at the crux of a duality, torn constantly between two mythological beginings. Most of these dog-headed humanoids rarely ponder the subject, living their lives in the comfort of their individual families, saving such speculation for the quiet times of their inferm years.However, nonlupin sages and historians (with lupin input) frequently consider and debate this issue.
Although most people consider the debate purely academic, lupin spiritual leaders actively argue two versions of their creation. The origional and most popular creation story comes down from their ancient oral tradition, marking lupins as decendants of werewolves who rejected the chaos of their monthly murderous sprees. Proponents of this theory point to the uncanny ability of lupins to sniff out werewolves as well as the obveous physical similarities. The newer origin theory, origionally proposed by the lupin sage Hector Roff, argues that the fanatic enmity between lycanthropes ad lupins comes from stresses placed upon lupins by other races. Followers of his theory, called Hectorites, propose that their race came from a union of humans and gnolls, and that early lupins became famed werewolf hunters to prove to fearful human neghbors that they indeed were not werewolves themselves. Most lupins consider this theory preposterous, although the younger generations seem to favor this less idealistic belief.
Regardless of their origin, lupins have always had a tie to werewoves. The day after a lupin child proves itsself weaned by eating solid foods, the village werewolf hunters, called hruffs, begin teaching it the basics of killing lycanthropes. This day, known as the child's Moonset, is only the first rite of passage for a lupin. At puberty, lupins undergo another rite, called ro'rutoo (for boys) or ro'rutah (for girls). The exact rite varies from tribe to tribe, but it typcally includes spending a night on the grasslands with only a mount as company. Succeeding at this rite makes the young lupin an official member of the tribe, and allows him to venture with an eldar to a White Howl. Once a lupin's muzzel and head hair begin to whiten (a natural change for the race that comes with age) he passes through one final rite composed of fasting and intese meditation. At the conclusion of this rite, the old lupin is recognised as an elder and becomes eligible for the greatest of honors: to represent the tribe in a White Howel.
Lupins live in tribes consistig of three to twelve packs, and each pack two to ten adults (and several pups). Lupin tribes practice strict egalitarian democracy and usually operate without a leader (although elders in the tribe can often sway the votes of the younger members). Once per year, the tribe selects a spokesperson among the packs' elders as a representative. This individual cannot hold the post for longer than a year and cannot be selected again until an elder from every other pack in the tribe has acted as spokesperson. The selected elder (and retinue of unwed youths) then travels to a gathering of other spokesperson lupins from nearby tribes. This gathering, the White Howel, acts as both a meeting for important discussions among the elders as well as a chance for youg lupins to find mates from outside the tribe. A White Howel often degenerates into a celebration that lasts for up to three weeks.
The lupin's semi-nomadic life centers upon villages composed of wooden longhouses built in a radial pattern surrouding a community space. In the middle of this space, the lupins maintain a continuous flame known as a bg'tyr. Even when the tribe moves from its village to wander the relatively dry plains for the three months of summer, the tribe's bg'tyr continues to burn inside a copper-lined cedar bowl. The task of keeping the bg'tyr lit falls upon a group of lupin girls too young to bear children - one such pup from each pack within the tribe. These girls, known as bg'tyr mates, often grow to prominence within the community in adulthood.
Many lupin tribes consider the week of the full moon an important religious time. During the three days when the moon is brightest, hruffs from nearby villages join to form hunting packs known as ah'flir. These ah'flir packs have the specific purpose of hunting down and killing as many werewolves and other lycanthropes as possible.
Personality: All lupins consider trust and loyalty the hallmarks of responsible social behavior. They generally work for the wellbeing of their community, wether a tribe, a multiracial druidic circle, or an adventuring group. A lupin always knows his duty, ad he rarely relinquishes it without good cause. Dedicated and patient, lupins excel at tasks that might require long periods of waiting, and as such make exceptional trackers, vintners, and hunters.
Lupins enjoy social interactions, and despise being alone. They make friends easily, and they enjoy crowds (although not necessarily at the center of attention). Perhaps because they give their friendship and loyalty so easily, lupins hold strong grudges against those who betray their trust. Many former business partners or adventuring companies have died at the hands of lupins who felt taken advantage of or decieved.
Physical Description: Built like humans with the heads of dogs, many creatures mistake lupins for gnolls or werewolves from a distance. A short coat of fur covers a lupin from head to toe, while longer, silkier hair (much like a human's) grow from the top of their heads. A lupin's body fur tends to be monochromatic, ranging from a light grey through all the shades of brown to black, with occasional lupins sporting coats of brick red or golden yellow. Extrordinarily rare white-coated lupins do exist, but few nonlupins ever see them. Many lupins have a lighter shade of their body fur on their muzzle, ears, and around their eyes, while their head hair tends twards slightly darker shades. White muzzle fur and head hair mark lupin elders.
Thick leathery skin covers the palms of lupin hands and the soles of their feet, and they usually keep their clawlike fingernails and toenails cut short. Lupins have short, nonprehensile tails that they sometimes have difficulty controling (especially when anxious or excited).
Relations: As social and gregarious creatures, lupins get along well with virtually all races. Only gnolls, goblinoids, and werewolves need fear inhospitable treatment from them. Lupins consider dwarves and half-orcs smelly and less desireable as compaions or guests than elves, or halflings. The musky scent of gnomes and humans also often agitate lupins' sensitive noses, but not to the extent that they avoid those races. Regardless, the metal goods that dwarves and gnomes often bring to lupin lands buy such guests lavish accomidations and sincere (if sometimes forced) invitations to return. For their part, dwarves enjoy the steadieness and patience of lupins, while elves favor their gregarious natures and love of wild places. Lupins don't care for cities and prefer settlements no larger than a small town.
Alignment: Their strong beliefs in community, loyalty, and trust mark lupins as highly lawful creatures. Generosity and pity for the poor also define the race, but lupins also tend to hold grudges and refuse aid to those who have wronged them in the past. Thus, many lupins are either lawful good or lawful neutral. Only rare exceptions become chaotic or evil.
Lupin Lands: Lupins tend to live within thick forests near open grasslands. Some ride fast horses or dire wolves across the steppes to bring down deer, antilope, and elk while others stay nearer their longhouses to fish or pick berries and nuts. Lupins warily watch anyone who enters the lands they consider theirs but usually allow other races to move through their territory unmolested. They actively make war against goblinoids and gnolls who venture too close to the vast swaths of territory they travel.
Religion: Like many other races, lupins have a pantheon of godlike beings to who they pay homage. They call their deities Saints, which consist of lupins who achieved immortal greatness. Saint Renard, the chief lupin deity, represents what Palor does to humans. Lupins respect their deities and treat them as firsts among equals, but they neither fear nor worship those in their patheon. They find temples and organized worship fascinating, if a little silly, and rarely give more thought to their deities than a simple thanks whe they bed down for the night.
Language: Lupins speak thickly accented common among nonlupin visitors. When among their own kind, they speak Lupin, a visual as well as verbal language consisting of words as well as growls, barks, and subtile shifts of the body. The Lupin language has no "s," as lupins' long muzzles make it difficult for them to create the sound. Many of their words have only one or two syllables, and begin with hard consonants. The language also tends to use the short "o" and short "u" sounds and ends many of its words with a hard 'f.'
Names: Lupins usually present their young with two given names combined with a hyphen when written: one name from the father (usually one of his parents' names) and one name from the mother (usually one of her parents' names). Thus, a male pup whose grandfathers are Lab-Crott and Hector-Roff might get the names Hector-Lab or Roff-Cott. The parents usually choose which name comes first based purely on how the two names sound together. Female names make more use of "a" sounds and often end with a vowel or a trailing "n" sound.
Male Names: Crott, Hector, Lab, Mattaff, Renard, Roff, Turff.
Female Names: Arann, Carra, Fikenn, Loffa, Jakka, Rottie, Warra.
Adventurers: Lupins adventure for many of the the same reasons as rangers or druids of any race. They excell as hunters and trackers, and tend to leave their tribes as outcasts or as youths caught in wanderlust. Lupins put aside their fears and desire to stay with their tribe in order to hunt werewolves. In a land or world infested with lycanthropes, lupins stand on the front lines and often wage personal wars against these hated shapeshifters.
Lupin Racial Traits
Monsterous Humanoid: As monsterous humanoids, lupins are immune to spells like charm person and hold person.
Medium: As medium creatures, lupins have no special bonuses or penalties due to size.
Lupin base land speed is 30 feet
Darkvision: Lupins can see in the dark up to 60 Feet. Darkvision is black and white only, but it is otherwise like normal sight, and lupins can function just fine with no light at all.
Acute sense of smell: In many ways, a lupin's acute sense of smell works like the scent ability, but without the automatic nature of scent. A lupin's nose allows it to locate and identify certin races and creatures by their smell, and to aid it in tracking.
-A lupin automatically gets to attempt a DC 10 Wisdom check to detect a lycanthrope within 30 feet, regardless of what form the creature takes. If the lycanthrope is down-wind, the range at which a lupin can detect it is doubled. If it is upwind, the distance is halved.
-A lupin has a better ability to detect and distinguish the scents of creatures than a human. This gives the lupin a +5 racial bonus on Spot checks made to oppose a known individual's Disguise check if the individual comes within 5 feet.
-A lupin within 5 feet of an invisible or hidden creature is entitled to a DC20 Wisdom check to pinpoint that creature.
-A lupin gets a +2 racial bonus on all Survival checks made to follow tracks. Lupin's can't track by smell alone, but the olfactory clues they find aid their tracking technique.
Lupins suffer a -2 penalty on all saving throws against attacks based on odor (such as a stinking cloud spell or a ghast's stench).
Expert Rider: Lupins always consider Ride a class skill, and they gain a +2 bonus on all Ride checks. Lupins rely on strong mounts while making their yearly nomadic movements, and even settled lupins purchase a horse as soon as they can.
+1 bonus on attack rolls and damage rolls against werewolves. As soon as they are weaned, lupins begin learning techniques to fight their ancient foes.
+2 bonus on Listen checks: Lupins have a keen sense of hearing.
Automatic Languages: Common and Lupin. Bonus Languages: Elven, Gnoll, Gnome, Goblin, Halfling, and Sylvan. Lupins tend to learn the languages of both their enemies and their friends.
Favored Class: Ranger. A multiclass lupin's ranger class does not count when determinig whether he takes an experience point penalty for multiclassing (see XP for multiclass characters on page 60 of the Player's Handbook). The lupin's keen senses make them natural trackers. Lupin rangers may choose humanoid (shapechanger) as a favored enemy.
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submitted by Lady rolindin
This is from Dragon August 2003
Roles of the Wild by Rich Redman
As a class id Dunfeons & Dragons, the ranger clearly has his roots in Aragoen fromm J. R. R Tolkien's Lord of the Rings, the class has grown. NOw it has a life of its own, and no edition of D&D would be complete witout it.
Rangers are peotectors of the wilderness. Although the class description given in the players handbook mentions forests, rangers are found in every type of terrain, including the underdark and beneath the seas.
Rangers are hunters, scouts, pathfinders, trackers, and explorers. While they lack a fighters feata, a paladins divine powers, or a barbarians rage, rangers have their own combat styles and a canny ability to use terrain to their best advantage, Of all the classes, only rogues can even hope to match the scouting abilities of the ranger.

Skill Points: a mighty 6+ Int modifier sets the ranger above barbarians, druids, and monks. Animal empathy is no longer a skill, and intutit Direction is gone as well, but rangers now get Knowledge (dungeoneering) as class skills and Knowledge (geography).

Ranger Backgrounds
Rangers are self-sufficient characters that work with other rangers and individuals from other claees because they see a need to do so. As a resulty, they have no particular bias for law or chaos. some rangers prefer hierarchical oeganizations, rules, and teamwork. Others perfer to use their own initiative and work primarily alone. Rangers are usally from rural environments (but see urban Rangers below). These communities are not as wild or isolated as barbarian communities, but they are mich closer to and part of the natural world than coties. Rangers generally grow up aware of nature's rich, complex web of life alongside that of civilization.

Urban Rangers
There are those whose keen sense and combat skills kead them down a path similar to that of traditional rangers, but they roam the mean streets of the city rather than the wilderness. These characters are likely to br officers of the watch, bounty hunters, or spies.
To play an urban ranger, use the rules from the ranger class description in chapter 3 of the Player's Handbook. Every rule mentioned there also applies to an urban ranger. With your dm's permission, however, you can adopt a few modifications desgned to make your character more effective in an urban environment:
Change class skills by swapping Knowledge (geography) for Knowledge (local), and Knowledge (nature) for gater information.
Trade the track feat for the stealthy feat.
Take an organization or culture rather than a creature type as a favored enemy. for example, you might choose the nameless Legion, which would allow you to use your favored enemy bpnuses against mercenaries who belong to that organizatiopn, but not to other mercenaries. Be sure to make such choices in concert with your dm or you could end up with a favored enemy you never encounter.
Swap out a few ranger spells for bard spells of equal level. some trades to be consider include detect snares and pits for detect secret doorsm, speak with plants for detect thoughts, plant growth for phantom steed and tree stride for dimension door. You might want to see if your dm will allow trades from different class lists as well, but don't expect to get chain lighting out of it.

Class combos
the revision makes it less likely that any class will "cherry Pick" other classes, only taking the first level for its benefits. Instead, characters are likly to continue multiclassing for extended periods because the combinations fit the players vision of the character. Paladins and monks, because of tgier restrictions on multiclassing are least likely to make class combos, and arn't covered here.

Ranger/Bard
The ranger and bard are similar in sererval ways. There is very little difference in their average hit points. Both get the same number of skill points ar each level. They even have skills in common. Rangers have a more favorable attack bonus progression and a more favorable fortitude saving throw progression. Bards have a more favorable will save orogression and begin casting spells sooner. With their combined access to hide and move silently and their very high reflex saving throw bonuses, these characters often make excellent scouts, returning to the party with news of what lies ahead, bardic knowledge related to the threat, and some ideas on hpw their abilities can enhance the rest of the party while dealing wit it.
Gnomes are more likely to favor this combination than any other race. Because they treat gnome hooked hammers as martial weaponsm gnome ranger/bard are slightly more likely to take the melee combat style
hd d8 skill points(6+int)*4 (after 6+int)
Character Choices
these characters spend skill points from both classes on climb(str). concentration (con), hide (dex), and move silently (dex0. additional ranger skill points are spent on ride and survival. Addotional bard skill points are spent on perform and knowledge (history) untill thr character has 5 ranks in the latter for the boost it gives to bardic knowledge checks. they divide remainingf skill points between knowledge (dungeoneering), knowledge (geography), and knowledge (nature) over ensuing levels.
Because of their light armor and lower average hiy points, characters using this combination often pursue the ranged combat style. They rarely choose constructs, elmentals, plants, or undead as favored enemies, but otherwise display a wide variety of choices. small characters choosing this combination most often seek animal companions they can ride and that are capable of defending the character. Bigger characters seek animal companions with strong fughting abilities.

Bard/ Ranger

(1 Level) (2 Bab) (3Fort) (4Ref) (5Will) (6 abilities and (recommended feats)
1 brd1 +0 +0 +2 +2 6 Bardic misic, bardic,knowledge, Counter song, fascnate, inspire courage +1, 0 level bard spells, feat(dodge)
2 brd1/rgn1 +1 +2 +4 +2 1st favored enemy, track, wild empathy
3 brd2/rgn1 +2 +2 +5 +3 1st level bard spells, feat (point blank shot)
4 brd3/rgn2 +3 +3 +6 +3 combat style (ranged), ability increase
5 brd3/rgn2 +4 +4 +6 +3 inspire competence
6 brd3/rgn3 +5 +4 +6 +4 endurance, feat (precise shot)
7 brd4/rgn3 +6 +4 +7 +5 2nd level bard spells
8 brd4/rgn4 +7 +5 +8 +5 animal companion, 1st level ranger spells
9 brd5/rgn4 +7 +5 +8 +5 feat (mobility)
10 brd5/rgn5 +8 +5 +8 +5 2nd favored enemy
11 brd6/rgn5 +9 +6 +9 +6 suggestion
12 brd6/rgn6 +10 +7 +10 +7 improved combat style, feat (shot on the run)
13 brd7/rgn6 +11 +7 +10 +7 3rd level bard spells
14 brd7/rgn7 +12 +7 +10 +7 woodland stride
15 brd8/rgn7 +13 +7 +11 +8 inspire courage +2, feat (far shot)
16 brd8/rgn8 +14 +8 +12 +8 swift tracker, 2nd level ranger spells
17 brd9/rgn8 +14 +9 +12 +8 inspire greatness
18 brd9/rgn9 +15 +9 +12 +9 evasion, feat (spring attack)
19 brd10/rgn9 +16 +9 +13 +10 4th level bard spells
20 brd10/rgn10 +17 +10 +14 +10 3rd favored enemy

Ranger/ cleric
the ranger/cleric makes a solid undead hunter, choosing undead as his favored enemy and combined favored enemy bonuses with feats like two weapon defense and favored power attact. His high fortitude and will saving throw bonuses prepare him to succeed at saving throws invoked by undead abilities. Even more than druids or paladins, this combination makes a fine secondary healer for a party.
this combination offers an excellent fortitude saving throw bonus with good reflex and will saving throw bonuses, access to spells and the ability to turn or rebuke undead. such characters bas attack bonus progressions are slow compared to a single class ranger and never get a cleric high level spells or a rangers high level abilities. They benefit from a rangers broad weapon proficiencies, but not from the clerics access to heaver armor. Fortunately, their hit points equal either a single class cleric or a single class ranger.

character choices
Characters choosing this combination use skill points from both classes to buy ranks in heal. Additional cleric skill points also go into knowledge (religion)(int) for the boost it gives to attempts to turn or rebuke undead. Additional ranger skill points go into concentration, handle animal (cha), knowledge (nature) (int), survival (wisd), and eother knowledge (dungeoneering)(int) or knowledge (geography)(int).
the ranger/ cleric often chooses undead as its favored enemy and repeats that choice at 5th and 10th level to increase the bonuses. Characters are evenly divided on which combat style is best, since composite longbiws do as much damage as most one=handed melee weapons and undead ignore critical hits. they choose feats that support their combat style, and also take self-sufficient. The example progression on page 61 follows the melee combat style, and often chooses a light spiked shield as its off-hand weapon. Anomal companions that can dish out large amounts of melee damage are often favored by this class, particularly bears and lions.
When choosing spells, characters with this combination prefer spells that aren't opposed by spell resistance since they will never have the caster level of a single class cleric. spells that affect the caster or casters allies are favored, particularly those with instantaneous durations since they are unaffected by caster level. Strong domain choices include air, death, destruction, evil, fire, good, healing, knowledge, magic, plant, peotection, strength, sun, travel,trickery, and war. Mostcommon are healing, protection, strenght, or war.

cleric /ranger

level class levels(1) bab(2) fort(3) ref (4) will(5) abilities and (recommended feats)(6)
1 clr +0 +2 +0 turn or rebuke undead, o level cleric spells feat (dodge)
2 clr1/rgn1 +1 +4 +2 +2 1st favored enemy, track, wild empathy feat
3 clr2/rgn1 +3 +5 +2 +3 feat(mobility)
4 clr2/rgn2 +3 +6 +3 +3 combat style (melee)
5 clr3/rgn2 +4 +6 +4 +3 2nd level cleric spels
6 clr3/rgn3 +5 +6 +4 +4 endurance, feat (two weapon defence)
7 clr4/rgn3 +6 +7 +4 +5
8 clr4/rgn4 +7 +8 +5 +5 animal companion, 1st level ranger spells
9 clr5/rgn4 +7 +8 +5 +5 3rd level cleric spells, feat (improved favored enemy)
10 clr5/rgn5 +8 +8 +5 +5 2nd favored enemy
11 clr6/rgn5 +9 +9 +6 +6
12 clr6/rgn6 +10 +10 +7 +7 improved combat style, feat (spring attack)
13 clr7/rgn6 +11 +10 +7 +7 4th level cleric spells
14 clr7/rgn7 +12 +10 +7 +7 woodland stride
15 clr 8/ rgn7 +13 +11 +7 +8 feat (power attack)
16clr8/rgn8 +14 +12 +8 +8 swift tracker, 2nd level ranger
17 clr8/rgn8 +14 +12 +9 +9 5th level cleric spells
18 clr9/rgn9 +15 +12 +9 +9 evasion, feat (favored power attack)
19 clr10/rgn9 +16 +13 +9 +10
20 clr10/rgn10 +17 +14 +10 +10 3rd favored enemy

Ranger/Druid
Where barbarian/ druid ebodies natures fury unleashed, the ranger druid demonstrates the cunning of nature's wiliest hunters and natures infinite patience. with a broad selection of spells, they typically take natural spell so they can cast while in wild shape. The ranger gives up some skill points and base attack bonuses progression, but gains druid spells and loses no hit points. the combunation gets both druid and ranger spells, but also has some overlapping abiliters that do not stack (wild empathy and woodland stride).
fortunately, a druids animal companion ability an a rangers animal companion ability stack for the purposes of determining the power of an animal companion. the druid class cannot use metal armor, but this suits the rangers combat style restriction on armor.

Character choices
characters who pursue this class combination generally focys their skill points on concentration, knowledge (nature), and survival. Additional druid skill points go to spellcraft (int). additional ranger skill points go tp hide (dex), move silently (dex), and either knowledge (dungeoneering) (int9 or knowledge (geography (int). the druid/ranger is most comfortable in the grwat outdoors and prefers the ranged combat style and the feats that support it for their lethality at distances. Their favored enemies are often some type of humanoid or gaints. Dwarfs and gnomes who follow this combination prefer gaints as their favored enemy, enhancing racial benefits against those foes. Covering long distances is important ti thes characters, so they most often choose riding animals appropriate to their size as animal companions


level bab(1) for (2) ref (3) will(4) abilities and (recommended feats)(5)
1 rgn +1 +2 +2 +0 1st favored enemy, track, woild empathy feat (dodge)
2 rgn1/drd1 +1 +4 +2 +2 animal companion, natural sense, wild em[pathy, 0level and 1st level druid spells
3 rgn2/drd1 +2 +5 +3 +2 combat style, feat (mobility)
4 rgn2/drd2 +3 +6 +3 +3 woodlandstride
5 rgn3/drd2 +4 +6 +3 +4 endurance
6 rgn3/drd3 +5 +6 +4 +4 trackless step. 2nd level druid spells feat (point blank shot)
7 rgn4/drd3 +6 +7 +5 +4 1st level ranger spells
8 rgn4/drd4 +7 +8 +5 +5 resist natures lure
9 rgn5/drd4 +8 +8 +5 +5 2nd favored enem, feat (shot on the run)
10 rgn5/drd5 +8 +8 +5 +5 wild shape(1/day) 3rd level druis spells
11 rgn 6/drd5 +9 +9 +6 +6 improved combat style
12 rgn6/drd6 +10 +10 +7 +7 wild shape(2/day), feat(natural sepll)
13 rgn7/drd6 +11 +10 +7 +7
14 rgn7/drd7 +12 +10 +7 +7 wild shape(3/day). 4th level druid spells
15 rgn8/drd7 +13 +11 +8 +7 swift tracker, 2nd level ranger spells, feat (mounted combat)
16 rgn8/drd8 +14 +12 +8 +8 wild shape large
17 rgn9/drd8 +15 +12 +8 +9 evasion
18 rgn9/drd9 +15 +12 +9 +9 venom imminity, 5th level driud spells, feat (mounterd arachery)
19 rgn10/drd9 +16 +13 +10 +9 3rd favored enemy
20 rgn10/drd10 +17 +14 +10 +10 wold shape (4/day)

Ranger/Fighter
the ranger fighteris a combination for characters who care more for combat prowess than for spellcasting or animal companions. this class combination essentially trades skill points for feats. characters that pursue this combination will never be as skilled as other rangers, but they will possess significantly more feats. combined woth the rangers combat stlye, this makes for a deadly combatant.
while they can be stealthier than fighters, they aren't as stealthy as single-class rangers. their srtrenght lies in the fact that very few obstacles represent more than a delat to them ,as what they can't climb or jump over, they can swim across. the fighter class provides additional hit points, as well as fughter bonus feats. of all the races, dwarfs are the most likely to pursue this combination. dwarf ranger/fighters typically mate the melee combat style with the dwarfven urgrosh or with a shield and dwarven waraxe.
character choices
this class combination usally spends fighters skoll points on climb (str) and swim (str). ranger skill points go to hide (dex), survival (wis), and either knowledge (dungeoneering) (int), knowledge (geography (int), or knowledge (nature) (int).
in order to take advantage of the rangers combat stylem, these characters cannot take advantage of the fighters proficiency with all forms of armor. the two classes are equally proficient with weapons. the slight edge in hit points given by the fighters larger hit die means this combination is more likely to follow the melee combat style. no favored enemy is more commonly chosen than another. the ranger/fighter favored animals are often flying creatures, as many others cannot handle the rugged terrain this combination travels.
fighter /ranger

level bab (1) fort (2) ref (3) will (4) ablitities and (recommended feats) (5)

1 ftr +1 +2 +0 +0 feat(ironwill), bonus feat (combat expertise)
2 ftr1/rgn1 +2 +4 +2 +0 1st favored enemy, track, wild empathy
3 ftr2/rgn1 +3 +5 +2 +0 feat (power attack), bonus feat (improved disarm)
4 ftr2/rgn2 +4 +6 +3 +0 combat stlyle
5 ftr3/rgn2 +5 +6 +4 +1
6 ftr3/rgn3 +6 +6 +4 +2 endurance, feat (weapon focus)
7 ftr4/rgn3 +7 +7 +4 +2 bonus feat (weapon specialization)
8 ftr4/rgn4 +8 +8 +5 +2 anamal companion, 1st level ranger spells
9 ftr5/rgn4 +9 +8 +5 +2 feat (cleave)
10 ftr5/rgn5 +10 +8 +5 +2 2nd favored enemy
11 ftr6/rgn5 +11 +9 +6 +3 bonus feat (great cleave)
12 ftr6/rgn6 +12 +10 +7 +4 improved combat style, feat (two weapon defense)
13 ftr7/rgn6 +13 +10 +7 +4
14 ftr7/rgn7 +14 +10 +7 +4 woodland stride
15 ftr8/rgn7 +15 +11 +7 +4 feat(greater weapon focus) bonus feat (improved sunder)
16 ftr8/rgn8 +16 +12 +8 +4 swift tracker. 2nd levl ranger spells
17 ftr9/rgn8 +17 +12 +9 +5
18 ftr9/rgn9 +18 +12 +9 +6 evasion, feat (diehard)
19 ftr10/rgn9 +19 +13 +9 +6 bonus feat (combat reflexes)
20 ftr10/rgn10 +20 +14 +10 +6 3rd favored enemy

Ranger/ Rogue
the ranger /rouge is second in comabt prowess only to the ranger/fighter and has the potentail to inflict a great deal more damage thanks to sneak attack damage and the two classes shared expertise in steath. ranger/rogues give monsters nightmares. this combination puts the ranger in the odd position of being the class that reduces the characters skill points. overall the combination gets more hit points than a single-class rogue and more skill points than a single-class ranger. it has good fortitude saving throw bonuses, very good reflex saving throw bonuses, and access to ranger weapons. the ranger limitation to light armor is no drawback for the rogue, who wants light armor to avoid armor penalities. this nimble, stealthy combination makes for an excellent hunter and scout.

Character choices
characters pursuing this combination focus on stealth, specifically hide (dex) and move silently (dex), spending skill points from both classes on those skills. Additional rogue skill points go to climb (str), jump (str), listen (wis), spot (wis), tumble (dex), use magic device (cha), and use rpoe (dex). additional ranger skill points go to knowledge (dungeoneeriong) (int), knowledge (geopraphy ) (int), knowledge (nature) (int) and survival (wisd).
because of the combination's relatively low hit points, most characters pursuing it follow the ranged combat style and chooose feats to accent that. most characters do not choose constructs, elementals, plants, or undead as favored enemies since these are uneffa=ected by the ranger/ rogue sneak attack daMAGE. ANIMAL COMPANIONS ARE OFTEN FLYING (for thier scouting abilities), or feline (for thier stealth).

ranger rouge


level bab(1) fort (2) ref (3) will (4) abilities and (recommended feats) (5)
1 rgn1 +1 +2 +2 +0 1st favored enemy, track, wild empathy, feat (iron will),
2 rgn1/rog1 +1 +2 +4 +0 sneak attack +d6, trapfinding
3 rgn2/rog1 +2 +3 +5 +0 combat style, feat (point blank shot)
4 rgn2/rog2 +3 +3 +6 +0 evasion
5 rgn3/rog2 +4 +3+6 +2 endurance
6 rgn3/rog3 +5 +4 +6 +2 sneak attack+2d6, trapsense +1 feat (precise shot)
7 rgn4.rog3 +6 +5 +7 +2 animal companion, ist level ranger spells
8 rgn4/rog4 +7 +5 +8 +2 uncannu dodge
9 rgn5/rog4 +8 +5 +8 +2 2nd favored enemy, feat (dodge)
10 rgn5/rog5 +8 +5 +8 +2 sneak attack +3d6
11 rgn6/rof5 +9 +6 +9 +3 improved comabt style
12 rgn6/rog6 +10 +7 +10 +4 trap sense, feat (moblilty)
13 rgn7/rog6 +11 +7 +10 +4 woodland stride
14 rgn7/rog7 +12 +7 +10 +4 sneak attack +4 d6
15 rgn8/rpg7 +13 +8 +11 +4 swift tracker. 2nd level ranger spells, feat shot on the run)
16 rgn8, rog8 +14 +8 +12 +4 improved uncanny dodge
17 rgn9/rog8 +15 +8 +12 +5
18 rgn9/rog9 +15 +9 +12 +6 sneak attack+5d6, trap sense +3., feat (stealthy)
19 rgn10/rog9 +16 +10 +13 +6 3rd favored enemy
20 rgn10/rog10 +17 +10 +14 +6 rouge special ability

Ranger/Sorcerer and ranger/Wizard
the ranger/sorcerer or ranger/ wizard not only has a broad selection of spells, he knows which ones are most likely to give him and his party, an advantage over any particular opponent. this character can sneak into an enemy camp and unlease a silent fireball before the enemy knows he's there. while this character shoundn't be the primary fughter or the aecane spellcaster for his party, he does provide useful flexibility and a wide range of options. the list of advantagws the srocerer or wizard class gives to the ranger class is simple; arcane spells and a more favorable will saving throw bonus orogression. the ranger sacriices hit points, skill points, and base attack bonus progression for these two advantages. in addition, he suffers an arcane spell failer chance when wearing armor. fortunately, since the ranger wears kight armor anyway, this chance is faurly small( many learn mage armor and sheild ans use those instead of conventional armor). in addition, characters pursuing this combination typically follow the ranged combat style, since somatic componets require a free hand and that puts a crimp in the melle combat style. sorcerers also get familiars, and those magical beasts have sufficent intelligence and communication skills to enhance the rangers already impressive scouting abilites.
character ChoicesRangers, sorcerers and wizards share concentration (con), craft (int0, nad profession (wis0 as class skills. characters pursuing this combination typically spend sorcerer skill points on concentration and spell craft (int). they typically spend ranger skill points on concentration, handle animal, (cha), hide (dex), move silently (dex), survival (wis), and either knowledge (dungeoneering )(int), knowledge (geographt (iny), or knowledge (nature) (int). most orefer bats, hawks, owls, or ravens for their familiars, because flying familiars make excellent scouts. a few however, prefer cats for improvment to the master's stealth. almost all choose animal companions for the animals melle fighting ability, using that animal as a guarding. most prefer the largers animal they can acquire, taking cover behind it whenever possible. those with cats as familiars often choose big cats as companions. most characters pursuing this occupation choose one or more kinds of outsiders as their favored enemy.
ranger/sorcerer and ranger /wizard

level bab (1) fort (2) ref(3) will (4) abilities and (recommended feats)(5)
1 rgn1 +1 +2 +2 +0 1st favored enemy, track, wold empathy, feat (dodge),
2 rgn1/w1 or s1 +1 +2 +2 +2 summon familiar, scroll scribe
3 rgn2 w1 or s 1 +2 +3 +3 +2 combat stlye, feat
4 rgn2 w2 or s2 +3 +3 +3 +3
5 rgn3/w2 or s2 +4 +3 +3 +4 endurance
6 rgn3/w3 or s3 +4 +4 +4 +4 feat (mobility)
7 rgn4/w3 or s3 +5 +5 +4 +4 animal companion, 1st level ranger spells
8 rgn4/w4 or s4 +6 +5 +5 +5
9 rgn5/ w4 or s4 +7 +5 +5 +5 2nd favored enemy, feat (point blank shot)
10 rgn5/w5 or s5 +7 +5 +5 +5
11 rgn6/w5 or s5 +8 +6 +6 +6 improved combay style
12 rgn6/w6 or s6 +9 +7 +7 +7 feat (arcane srike)
13rgn7/w6 or s6 +10 +7 +7 +7 woodland stride
14 rgn7/w7 or s7 +10 +7 +7 +7
15 rgnrgn8/w7 or s7 +11 +8 +8 +7 swift tracker, 2nd levl ranger spells, feat (shot on the run)
16 rgn8/w8/s8 +12 +8 +8 +8
17 rgn9/s8 or w8 +13 +8 +8 +9 evasion
18 rgn9/w9 or s9 +13 +9 +9 +9 feat (precise shot)
19 rgn10/w9 or s9 +14 +10 +10 +9 3rd favored enemy
20 rgn 10/w1o0 or s10 +15 +10 +10 +10


feats:
Aracne strike (general)
you can channel arcane energy into your melle attacks.
prerequisites; ablility to cast arcane spells, bab +4
benefit: as a free action usable once per round, you may sacrifice one of your arcane spells for the day to grant benefitsto your next melee or ranged attack. for each level of the spell sacrificed, you gian a +2 bonus to hit and deal an extra +d6 points of damage. the bonus you gain to hit cannot exceed your base attack bonus, but if you sacrifice a spell of such a level that the bonus to hit exceeds your base attack, you still gain the normal extra damage due to the spell level. yhis feat is a supernatural ability.

favored power attack (general)
You are able to inflict more damage on your hated enemies.
Prerequists; power attact, bab +4, favored enemy
benefit; chose one pf ypour favored enemies. when you use the power attack feat that favored enemy, you masy subtract a number from your melee attack rolls and add twice that number to your melee damage rolls. if you are using a two handed weapon, add 3 times the number. the normal restrictions of the power attack feat allpy.

improvrd favored enemy
you know how to hit your favored where it hurts.
prerequistes; bab +5, at least one favored enemy.
benefit; chose one of your favored enemies, you deal an additional +2 points of damage to that favored enemy. this stacks with the rangers existing favored enemy bonus.
Lady Rolindin

03-28-06, 03:43 AM
Children of the Planes
by DolArrah
Rod of Otherworldly Vigil



A favored gift from creatures, like the planetouched, to their favored mortals, this rod is a symbol that you are liked by the creatures of another plane. It appears at first sight to be a long slender stick, perfectly crafted, almost the size of a staff. It is made of a wood that is unknown to mortals, but, on closer examination, you can feel the power radiating off of this otherworldly gift.
Only one mortal may use this rod, and the creator can designate the recipient of the powers that are hidden inside the wand. As long as the rod is held by its owner, that person, as long as they are not an outsider, and undead, an aberration, a planetouched, elemental, fey, or any other creature the DM rules (like a creature with the extraplanar subtype), may get a +2 bonus on any stat as long as they are holding the rod. In addition, they may use the rod to, once per day, gain a +10 bonus on any two skills with the same key ability as the bonus on your ability score. Once chosen, it can never be changed.

None; CR 14; Craft Rod, Creator must be a planetouched, aberration, outsider, elemental, fey, or undead. Cost 24,000

Armor of Mithral Fluidity



Created by the elementals of air, this suit of armor feels feather-light and its interlocking chains appear completely natural, as if the armor just grew into its form. This +2 reflecting, cold resistance, slick Mithral Chain Shirt has many bonuses, aside those given by the Mithral. It ways only 10 pounds, has no arcane spell failure, has a +6 max dexterity bonus and no armor check penalty. It can be worn under any clothing, without revealing what it is. The wearer can fly 3/day.

Overwhelming Transmutation; CR 20; Craft Magic Arms and Armor, creator must come from the Elemental Plane of Air or they must have some affinity to it, like a half-elemental, or an elemental savant, resist energy, spell turning, grease, and fly; Price 1,080,056,000.

Rocky Tomb

Spoiler:
Rocky Tomb
Transmutation [Earth]
Level: Cleric 8, Druid 7. Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Target: All creatures in 30 ft.
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

A favorite spell of the creatures of the earth, this powerful piece of magic forces the ground to sculpt around your enemies forms, suffocating and crushing them. Each enemy within 30 ft. who are within five feet of the ground must make a strength check DC 18+ the casters key ability modifier. Small creatures take a -2 penalty on their save, while Large creatures get a +2 bonus. Huge creatures get a +4 bonus, Gargantuan creatures receive a +6 bonus, and, finally, colossal creatures make their save with a +8 bonus. If it succeeds, they break free of the ground. If it fails, the creature is stuck, unable to move. In addition, they take 2d6 damage every round they are trapped and they suffocate (see Page 304 of the Dungeon Masters Guide). Every round, the entrapped creatures make another save, with a -2 penalty, while any free creatures make the save again. All penalties and bonuses stack.

Fires of the Damned


Evocation [Fire, Evil]
Level: Cleric 5, Druid 5, Sor/Wiz 6
Components: V, S, M
Range: 30 ft.
Area: 5ft.x10ft.x 30 ft. line
Duration: Instantaneous + 2 rounds/level (see text)
Saving Throw: Reflex half, Will negates (see text)
Spell Resistance: Yes

This foul spell was taught to the demons favorite servants. It summons a line of fire from the casters hand, dealing 1d6 damage per level (max 15d6) to all in a line. With a reflex save, the spell deals half damage. In addition, the ground below is molten, trapping everyone who doesn’t make another reflex save in molten lava, dealing 1d4 damage a round to everyone trapped. This lasts 2 rounds per level. Anyone who dies by this spell rises as a zombie under the casters control, as the animate dead spell. You can still not control more undead than normal.
Material Component: An onyx worth 100 gold pieces, for all the dead combined. The gems become worthless.
Lady Rolindin

03-28-06, 05:44 PM
http://boards1.wizards.com/showthread.php?t=226368
The counsel of Archmages Library 1Aramar the Blacks's Entry

Aramar's Mental Arena
Conjuration
Level: Brd 4, Clr 5, Drd 6, Pal 2, Ranger 3, Sor/Wiz 5
Components: V,S,F
Casting Time: 1 round
Range: 30 ft.
Target: one creature/5 levels
Duration: 1 round; see text
Saving Throw: Will negates

This spell is a test of ones mental ability. When cast, the caster takes the target into a mental arena, where they fight. Note that if the target makes a succesful will save, the spell ends and the caster takes damage equal to the target's wisdom score. If the spell succeeds, then the two compare mental ability scores. Whomever has the largest number of higher scores winns. (Inthe case that the scores are equal, d20's are rolled against each other) The loser takes a number of damage to each mental score equal to the modifier of the opponent's opposing score. For example, two a fighting in the mental arena. Mage A has the following scores: Int 18, Wis 13, Cha 15. Mage B has these scores: Int 15, Wis 13, Cha 17. Mage A wins intelligence, while mage B wins Charisma. Because Wisdom is a tie, they roll opposing d20's. Mage A rolls a 13 against Mage B's 5, so Mage A wins. Mage B takes 4 Intelligence damage, 1 Wisdom damage, and 2 Charisma damage.

Taking on more than one person is a tricky task that only the most confident and powerful attempt. When attacking two or more, there are two options: You can take on them all at once, and split your scores among them (however you wish), or you can take on one first, and then the others. The danger with the second option is that for every other person attacked,you take a temporary cumunlitive -2 to your ability scores(which return 24 hours after the spell ends), and for each other person attacked, the spell lasts another partial action span of time. (taking on 4 other would result in the spell lasting 3 full rounds)

Focus: Something precious to the wielder, often a device of precious metal or a favored weapon. (Holy symbol's work as well)


[B]Aramek's Entry
Paintball
Transmutation
Level: Sor/Wiz 0, Clr 0
Components: V, S
Casting Time: 1 standard action
Range: Close (30ft)
Effect: 1 target or surface.
Duration: 10 min per caster level.
Saving Throw: None
Spell Resistance: No

This spell, will colour a 10' x 10' area. The colour is determined by the caster while casting. Only single colours may be attained.

The target struck will be turned solid (the colour chosen).

This is mainly used for casters expecting houseguests. A few paintballs and all the walls/furnature/floors look like a new, fresh coat of colour.


Baerdith's Entry
Tazer
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (20 ft. + 10 ft./level) 'Ray attack'
Targets: Up to three creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex save for 1/2 - 1/4 if wearing metal armor
Spell Resistance: Yes

An electric jolt shoots forth from your fingertips and strikes its targets, dealing 1d6+1 points of electrical damage per caster level (maximum 14d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is carring more than 5 pounds of metal. Additionally each jolt delivers +2 damage to those carrying more than 5 pounds of metal. At 6th level the spell focuses on one target, every four caster levels another target can be added. At the casters option all jolts can also target just one being. If more than two targets are possible, the caster can choose to wait a round before releasing the next jolt.


Bahamut_0's Entry

Feradon's Force Bomb
Evocation (Sonic)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 full round action
Range: 1000ft (+20ft/level)
Area: 40ft radius (see text)
Duration: Instantaneous
Saving Throw: Immediate blast: none, remaining area: reflex halves (see text)
Spell Resistance: Yes

A powerful ranged spell developed by the wizard Feradon of Cormyr. Feradon's Force Bomb requires a full round of concentration to cast, after which a blue sphere, 3 foot in diameter, appears in front of the caster and shoots off towards the target area.

Once it hits, the bomb explodes in a surge of wind and energy. Those caught in the immediate blast area (10 foot radius) suffer 15d6 damage with no save. Everyone caught in the remaining area of effect (40 foot radius) suffer 10d6 damage, with a reflex save halving the damage.


BlaineTog's Entry

Blaine’s Rejunction
Transmutation
Level: Sor/Wiz 9
Components: V
Casting Time: See text
Range: Close (25 ft. + 5 ft./ level)
Target: See text
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No

This powerful spell is the only known guaranteed counter against the terrifying effects of the Mage’s Disjunction spell. It can be used to counterspell Mage’s Disjunction as a free action useable even on another’s turn (so the caster of this spell needn’t ready an action to counterspell. He or she merely casts this spell and, even on another’s turn, the casting of Mage’s Disjunction is countered). This spell has greater uses, however.

If Blaine’s Rejunction is cast on an item that was once magical but has been disjoined by Mage’s Disjunction, then the powers of that item are restored if the caster succeeds on an opposed caster level check versus the caster of the Mages disjunction spell. This function carries a standard action casting time.


Dantedarkstar's Entry

Seal Magic
Abjuration
Level: Sor/Wiz 7, Clr 8
Components: S, V
Casting Time: 1 action
Range: Close (25ft + 5ft/2 levels)
Target: Single creature or magic item
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

A circle of glowing, purple runes appear around the target for a brief moment when the spell comes into effect. If target creature fails saving throw, it cannot cast any spells or use spell-like abilities, as long as Seal Magic is in effect. If the creature attempts to cast spell or use spell-like ability, then the attempt fails, but the spell slot or ability use per day is not used up. However, the creature still has spells and spell-like abilities. It means that it can use spell completion or spell trigger items without problems, and doesn't lose benefits of any feats, items or abilities that require spellcasting or spell-like abilities.

If targeted against magical item, the item powers are sealed, and it cannot produce spell effects just like a creature cannot use spell-like abilities. It retains all of it's own properties, like enhancement bonus and such. Only the ability to produce spell effects are blocked. Note that many items can produce effects that are not spell effects, such as flaming property of a weapon, or even teleportation from Boots of teleportation. Effectively, this spell is only useful against scrolls, wands, staves and similiar items that do produce actual spell effects, but not against items that just happen to function like a spell.

This spell cannot be dispelled by Dispel Magic, Greater Dispel Magic or Break Enchantment. Only Limited Wish, Wish, Miracle and Mordekainen's Disjunction can end this spell. Remove Curse cast by caster of level no lower than the caster of Seal Magic can also lift the spell effect.


Elessar's Entry

Websling
Transmutation
Level: Sor/Wiz 3
Components: S, F
Casting Time: 1 standard action
Range: Personal
Duration: 10 minutes/caster level
Saving Throw: None
Spell Resistance: No

For the duration of the spell, the caster may shoot ropelike webs from his wrists (or similar appendages if no hands exist). The strands are adhesive and anchor onto any solid form (wood, metal, stone, ice, glass) or creature. The strands reach out to 60 ft. + 1 ft./caster level. A successful ranged touch attack entangles a creature of Large size or smaller. Attacking an entangled creature doesn't cause you to become entangled.

The webs have hardness 10 and 10 hp. An entangled creature may free itself with a successful DC 20 Str check or DC 25 Escape Artist check.

Other than the entangling ability, the webs can be use like ropes, attaching to surfaces without the need of a Use Rope check. All other Use Rope checks used in conjunction with the webs gain a +2 circumstance bonus. The ropes automatically detach from the wrists of the caster when they reach maximum range, or when the caster wishes them to. Web strands dissolve 2 hours after their individual creation (regardless of whether the spell has expired or not.)

The strands of a websling spell are flammable, like those of a web spell.

Focus: Two steel wristbands, worn by the caster.


Frozen Diamond’s Entry

Electric Storm
Evocation [Electricty]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 40 ft./level
Area: 60 ft radius.
Duration: Concentration, max 1 round/caster level
Saving Throw: Yes
Spell Resistance: Yes

Creates a "cloud" of lightning that causes 1d6/level (Max 25) of electricity damage to anything caught inside it.
Once created, the storm cannot be moved, but will end if the concentration does.


Master of Sarcasm's Entry
Quicksand
Transmutation
Level: Drd 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: 10-ft-radius burst (see text)
Duration: Concentration up to 1 minute/level (D)
Saving Throw: No (Reflex, see text)
Spell Resistance: No

This spell turns an area of natural (stone, dirt, clay, sand, wood, etc.) solid ground into a deep mass of loose sand mixed with water.

All creatures who are within the spell's area upon its casting or who enter the spell's area during its duration must succeed at a Reflex save or be buried and stuck within the quicksand. On a successful save, the creature moves at one quarter of its speed through the quicksand and receives a -1 penaltyon all Dexterity-based checks and Reflex saves. On a failed save, the creature becomes buried and lodged in the quicksand, and is unable to move, attack, or cast spells for 1 round.

At the end of the 1 round, a Dexterity check (same DC as initial Reflex save) is needed for the creature to free itself of the quicksand. If this Dex check is successful, the creature then suffers only the effects listed above for a successful inital save. A failed Dex check, however, results in the creature remaining partially stuck in the quicksand, causing the creature to move at one tenth its speed, and receive a -2 on all Dex-based checks and saves. This penalty DOES NOT stack with the -1 for simply being in the quicksand.

A creature who is still partially buried may attempt to pull itself free once per round as the move-equivalent action, making a Dex check against the same DC as the initial Reflex save. Alternatively, a creature who reaches the edge of the spell's area may automatically climb out.

Should a creature be in the quicksand when the spell expires, it takes damage as the ground around it solidifies once more. A creature partially or wholly buried takes 1d8 damage, while creatures who are not buried receive 1d3 damage. A creature who is stuck in the quicksand is pushed out of the quicksand onto the solid ground directly above where they were buried, as opposed to remaining trapped in the ground.

Arcane Material Components: Several pinches of sand and several drops of water


Madauzi's Entry

Mazaudi's Elemental Blast
Conjuration
Level: Sor/wiz 8th, Druid 7th, Clr 8th
Components: V,S,M
Casting Time: 1 standard action
Range: medium (100ft +10ft/level
Duration: instanteous
Save throw: Half and see text
Spell resistance: none

Mazaudi first created this spell to battle creatures with high SR.
When cast the spellcaster picks a point within the spells range to create a tiny gate into one of the elemental planes of the casters choice. When this gate is created it sucks all elemental energy and/or matter from the chosen plane into the plane the caster is in at the time of the casting. The gate is oriented in the direction the caster desires and projects the elemental energy in a 60' cone. Since this energy is directly from a planar source and not magical in nature this spell overcomes SR.
Some of the effects of the spell are...

Fire: 3d10+1d10 per 2 levels and has a chance to ignite all flamable items caught in the cone. Ref save for half.

Water: 1d10 per 2 levels (ref. for half)and victems are washed away to the edge of the cone unless a fort save is made otherwise they are knocked prone

Air: Victems are launched out to the edge of the cone area and take 1d6 pts of damage for each 10' travelled. This is considered falling damage and if a fort save is made they take half damage and are knocked prone. If the orientation is placed above the target the persons in the area take 3d6 damage and they are knocked prone. If orientation is placed under the target the targets just take normal falling damage or are knocked prone if Ref save is made.

Earth: Victems are crushed for 3d10+1d10 per 2 levels ref save for half. If the Ref. save fails they are considered buried and they must make a Fort save each round to dig themselves out. If they do not dig themselves out in time the target(s) may suffocate.

Material component: Fire=flint Air=feather water=fish scale earth=polished stone.


Look Within My Mind’s Entry
Mage Tunnel
Conjuration (Teleportation)
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous or concentration (up to 1 round/level); see text
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates a gate through which travel is possible. The caster may have the Mage tunnel appear anywhere with the range and open a similar Mage tunnel at any other destination you have been or have a connection to.

Another special function of this spell is that the caster can modify the spell so that anyone standing with 10 feet of the portal is sucked through to the other end. A will saving throw negates this, although anyone may freely travel through even if they have saved. Creatures at the opposite end of a Mage tunnel must also make a will save, although they take a –4 penalty, as the appearance of the tunnel is often a surprise, although in some cases it might not be.

This spell does not acess the astral plane in anyway, instead, folding physical space to create the tunnel. It can be cast on any plane, even if it is not connected to the astral plane.

Material Component: A length of copper tubing engraved with silver runes costing 50gp.


Sculyblast's Entry

Bring Honor to these Souls
Enchantment
Level: Sor/Wiz 3
Components: V,S,F
Casting Time: 1 full round
Range: 6 by 6ft.
Target: See text
Duration: See text
Saving Throw: Will negates

Bring honour to these Souls is a spell that forces the targets to act with honour for a bellowed called time. my thought on acts with honour is: a person/creature that acts with honour views several act beneath him, acts like, stealing, sneak attacking, killing someone without reason.. only in a real battle, etc

The effects last for one day and the effected targets are gathered a total of 2hd/casterlevel (max 25Hd) standing in the 6 by 6ft. square of range
or it lasts for three days but the effected Targets are gathered a total of 1hd/casterlevel (max 10hd)

Focus: A Metal of Honour or any other objet, that the caster received by succeeding a task with honour.


The Simbul's Entry

Laeral’s Dweomer Transference
Transmutation
Level: Sor/Wiz 7,
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: a Magic Item
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell allows the caster to absorb the magical properties of a worn magic item, allowing her to enjoy the constant benefits of wearing it without the actual item being present upon her or occupying an item slot. Upon the successful casting of this spell the magic item affected crumbles to dust, having lost all magical properties.

In order for an item to be effected by this spell it must be one whose magical effects are continuous, and be an item which is normally worn upon the caster’s person, such as a Ring, Amulet, Cloak, pair of boots or bracers, etc. Laeral’s Dweomer Transference cannot affect items whose magical properties are invoked by Spell Complettion, Spell Trigger, Use Activation, or a Command Word, nor can it affect items which draw upon charges, uses per day, or which are single use items such as Scrolls or Potions, nor can it affect an item whose magical effects do not target or specifically affect the wearer.

A targeted Dispel Magic spell or similar effect causes this spell, and the associated benefits of the targeted magic item, to be suppressed for 1d4 rounds if the Dispelling caster succeeds at an opposed caster level check, and a Mordenkainen’s Disjunction spell or similar effect permanently banishes it in the same fashion as it disjoins normal magic items it if the caster of Laeral’s Dweomer Transference fails her Will saving throw.

Material Components: Dust from a handful of crushed diamonds, whose combined value is equal to or greater than twice the normal market price of the targeted item.

XP cost: Twice the amount of XP normally required for crafting the targeted item.


Wolf_mage's Entry
Aeolus's Sheltering Winds
Conjuration
Level: Sor/Wiz 4, Drd 4
Components: V, S, F
Casting Time: 1 action
Area: 5 ft. radius circle centered on caster
Duration: 1 round/level
Saving Throw: None

With a few gestures and a command word, you cause a flurry of winds to rise up around you, spinning rapidly. You are essentially in the eye of a hurricane for 1 round/level. The winds follow you if you move.

The winds give you a +10 Wind bonus to AC against ranged attacks and a +4 Wind bonus against melee attacks. They also prevent you from attacking effectively with a ranged weapon — an attempt results in the weapon flying out in a random direction. Whenever someone makes a melee attack through the winds, whether it be you or an enemy, that person must make a Reflex save (DC 14 + caster level) to avoid letting the winds rip the weapon out of his or her hands.

Attempting to cast a spell with a somatic component or a spell from a scroll has a 50% chance of failure while affected be Aeolus's Sheltering Winds, as the winds might disrupt your hand movements or tear the scroll.

You may choose to have winds fast enough to howl loudly. This prevents anyone within 5ft./caster level of the winds from casting a spell with a vocal component. This also prevents you from casting almost any spells, as the winds are too fast for proper hand movements and too loud for vocals. Silent, still spells may still be cast as normal, but you must succeed at a Concentration check (DC 14 + caster level) or lose the spell nonetheless.

Focus: A piece of coral worth 100 gp.


Zollex's Entry

Arc of Electricity
Evocation [Electricity]
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: See below
Range: 50 ft.
Area: Circle with a 5-foot diameter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

You begin gathering massive ammounts of static electricity in your hands. You may charge your hands for up to five rounds, but may discharge it as a standard action at any time. If the charge is held for more than five rounds, it is discharged into the ground and the spell fails. The caster must maintain concentration and cannot take any action but move while casting the spell. The effect depends on how long the charge is held.

One round: The spell deals 5d6 damage to any creatures within the area of effect.

Two rounds: The spell deals 10d6 damage to any creatures
and melts any metal objects with a low melting point (such as gold, lead, copper, silver, or bronze) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be stunned for 1d4 rounds. Any combustible materials within the area of effect are ignited.

Three rounds: The spell deals 15d6 damage to any creatures and melts any metal objects (apart from mithral, adamantine, and other special metals) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be stunned for 2d4 rounds. Any combustible materials within the area of effect are ignited.

Four rounds: The spell deals 20d6 damage to creatures and melts any metal objects (apart from mithral, adamantine, and other special metals) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be blinded for 1d4 rounds. Any combustible materials within the area of effect are ignited.

Five rounds: The spell deals 25d6 damage to creatures and melts any metal objects within the area of effect. Any creatures within the area of effect must make a Fortitude save or die. Creatures that do not die from the death effect or damage are blinded for 1d4 rounds. Any combustible materials within the area of effect are ignited.

Material components: A golden pendant in the shape of a lightning bolt (worth at least 500 GP) that the caster holds while casting the spell.


Dantedarkstar's feats
Arcane feats
Arcane feats are special sort of feats. They require that you are arcane spellcaster, and allow to burn arcane spell slots to produce some effects. You can only use arcane feats with arcane spell slots, and only if you are arcane spellcaster.
All abilities granted by arcane feats' are supernatural abilities.

-----

Arcane Fire [Arcane]
Prerequisites: Ability to cast 7th level arcane spells from Evocation school, Concentration 16 ranks
Benefit: As a standard action, you may sacrifice a prepared spell or spell slot to produce a bolt of raw magical power. It has range of 400ft and deals 1d6 damage, plus 1d6 damage per level of the slot sacrificed.
Special: If you have also Arcane Fire Archmage class feature, the damage total is increased by 1d6, for a total of 1d6 + 1d6 per archmage class level + 1d6 per level of the slot sacrificed.
This one is quite carbon copy of one of Archmage's High Arcana, but doesn't get better with level.

Improved Arcane Fire [Arcane, Epic]
Prerequisites: Arcane Fire class abilitiy or Arcane Fire arcane feat
Benefit: Increases damage of Arcane Fire by +2d6, and range by 80ft.
Special: You can take it multiple times and it stacks.
To make Arcane Fire perhaps more useful at epics.

Rapid Arcane Fire [Arcane, Epic]
Prerequisites: Arcane Fire class ability or Arcane Fire arcane feat, Improved Arcane Fire, BAB +16, Concentration 24 ranks, Point Blank Shot, Rapid Shot
Benefit: You may use Arcane Fire ability as an attack action, rather than a standard action. This allows multiple iterative attacks in full attack action, and use in conjunction with abilities and feats like Shot on the Run.
To really make Arcane Fire useful.

Spell Immunity [Arcane]
Prerequisites: Ability to cast 2st level arcane spells from Abjuration school, Spellcraft 7 ranks
Benefit: You may sacrifice a prepared spell to bestow unbeatable SR against that particular spell to touched creature or yourself. It lasts for a number of rounds equal to your spellcasting ability modifier. If you are able to cast spells without preparation, you may sacrifice a spell slot to gain unbeatable SR against any single chosen spell you are able to spontaneously cast. Using Spell Immunity is a standard action.
Since arcane casters know how to manipulate magic, they could raise a ward that provides protection against one spell they actually know.

Arcane Might [Arcane]
Prerequisites: Ability to cast arcane spells
Benefit: You may sacrifice a prepared spell or spell slot to gain an enhancement bonus to caster level equal to the level of the spell sacrificed for 1 round. Using Arcane Might is a free action.
Divine Might type feat, but for arcane users. Get over the cleric's Bead of Karma and actually be a better spellcaster. You have paid for that with HD, saves and many other things.

Drain Spell [Arcane]
Prerequisites: Ability to cast 7th level arcane spells, Spellcraft 15 ranks
Benefit: As a standard action, you may sacrifice a prepared spell or spell slot to wipe a prepared spell or a spell slot from other caster. Wiped spell or spell slot counts as used up, so target cannot prepare a new spell in it until a rest as normal.
Against spellcaster that prepares spells, you may try to wipe spells at random, or target specific spells prepared. If you try at random, you wipe one randomly chosen prepared spell from highest level available, but not higher than level of the spell or spell slot sacrificed to use this ability (all metamagics are taken into account in this case; it's the slot level, not spell level that counts). If you target specific spell, name a single spell of level no higher than the level of the spell slot sacrificed. If target has this spell prepared, it is wiped out. If target has multiple instances memorized, one occupying the highest slot, chosen at random, is wiped out. If the target doesn't have this spell prepared, nothing happens. In case of wiping specific spell, no metamagic modifications are taken into account.
Against spellcaster that casts spells spontaneously, you may only wipe spell slots at random, affecting one highest spell slots available, not higher than the level of the spell slot sacrificed to use this ability.
An interesting means of preventing enemy from hurting you with his spells. If you are familiar with his tactics and can guess well what surprises he prepared, you may really screw him.

Spontaneous Metamagic [Arcane]
Prerequisites: Ability to cast 3rd level arcane spells with preparation, Spellcraft 9 ranks, any Metamagic feat
Benefit: You may sacrifice a prepared spell, to cast lower or equal level prepared spell affected by metamagics. You may spontaneously apply any known metamagics to the spell you cast, provided that total, metamagic modified level don't exceed the level of the spell slot sacrificed. If the spell you are casting has already applied some metamagics, they can be modified. Casting time is increased, as if you were applying metamagics to spells cast spontaneously, and therefore Quicken Spell cannot be applied using this feat. Both the spell slot sacrificed and spell cast are used up. Using this ability is a free action in itself, but casting the metamagicked spell is not.
Not strong, but made for versatility (possible) rather than power.


eldren's iterative casting
Iterative Casting:
Regarding magic... I posted this at one point, I believe in this thread, but I've thought about it since, and I think this is a perfect place to bring it up again for some fresh perspectives. It's a concept I use in my campaign called "Iterative Casting". It never made sense to me that the warrior types learned to be so efficient, as a result of experience in their fields, with their weapon attacks that they start getting more attacks a round, but Wizards, Clerics, Druids and Sorcerors (the primary casting classes) never learned to be more efficient with their own spellcasting without using feats (such as "Quicken Spell"). So I came up with the Iterative Casting system, and I use it in my campaign. It seems to work reasonably well, and isn't overpowering that I've yet seen.

Here's the concept: From 10th class level (and it has to be a primary caster class, i.e., Wizard, Sorceror, Cleric or Druid; the secondary casting classes of Paladin, Ranger and Bard don't receive this) onward, primary casters can get off up to two spells a round. The way it works is they can cast any two spells whose total levels don't exceed the highest-level spell they're capable of casting. So if you had a 10th level Wizard capable of casting 5th level spells, that Wizard could instead cast a 2nd level spell and a 3rd level spell. Or they could cast a 4th level spell and a 1st level spell. Or they could simply cast a 5th level spell.

The limitations on this, aside from the level requirement and class requirement of being a primary casting class, are that if you ever cast, in any given round, the highest-level spell you're capable of casting (in the above example, a 5th level spell), you can't then cast another spell that round unless you're making use of a magical item or the "Quicken Spell" feat. As well, this ability does not work with "Quicken Spell". If you use "Quicken Spell", you can't use Iterative Casting; the benefit of "Quicken Spell" is that you don't suffer the limitation of both spells having to add up to your highest-level castable spell. You can cast any two spells of levels that you're capable of quickening. But with Iterative Casting, you can cast two spells (only) of any combination when their levels equal your highest-level castable spell.

Example: Delegond Fortrius, Archmage Extraordinaire, is faced with a powerful group of mind flayers intent on devouring his brain. He could use a quickened spell with a regular spell, but in this instance, the highest-level spell he can quicken is a 5th level spell, and that doesn't suit his purposes. So instead, he chooses to bust off with the 8th level spell Horrid Wilting, catching the mind flayers in the area of effect. He follows this up with Magic Missile to nail the leader of the mind flayer posse, and hopes enough of them are weakened or dead afterward that he'll have a hope of escaping. The highest level spell he's capable of casting is a 9th level spell, so the total spell levels of the two spells he's just cast add up to 9, and he's fine.

They can never cast more than two spells in a round with Iterative Casting. Iterative Casting, likewise, will not work if the Wizard or Sorceror is making use of a Metamagic Rod of Quickening. You either cast with metamagic feats, or you cast with Iterative Casting. You don't get both. In other words, you're never going to get off more than two spells a round, no matter how you look at it.

As well, Iteratively Casting imposes a -2 penalty on save DCs against both spells, and a -1 penalty to your caster level check for purposes of getting past Spell Resistance. This is to simulate the fact that because the caster is concentrating on mainting the power of two spells at once, so they're both successfully cast, they just aren't able to put as much power or force of will behind them.
Lady Rolindin

03-28-06, 05:52 PM
Council Library Version 2.0
Raven Dark's...

FROST by Raven Dark
Transmutation [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One creature, object, or a 20-ft. radius
Duration: 1 round/level (D) or Instantaneous
Saving Throw: See text
Spell Resistance: No (see text)

A frost spell covers a solid surface with a layer of slippery wet frost. Any creature in the area when the spell is cast suffers from 1d4 cold damage per round and must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of frost at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a slippery ice coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the slippery item. A creature wearing frosted armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin, but also suffers from 1d4 points of cold damage per round in which she continues to wear said armor or clothing. This cold damage also applies to any creature wielding a similarly frosted item.

Alternatively, this spell can be targeted against a single creature directly as an instantaneous effect. Doing so deals 1d4 points of cold damage per level (maximum 10d4) to the target. Creatures targeted directly in this manner are allowed Fortitude saves for half damage and Spell Resistance if they have it.

Material Component: A bit of pork rind or butter that is or was once frozen.

Raven Dark's...

GRAVITY WELL by Raven Dark
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

Gravity Well creates an invisible force in the area that temporarily changes the properties of gravity. It causes gravity to bend and twist erratically. Any creatures or unattended objects caught within the area take 1d6 points of damage per caster level (maximum 10d6) as their physical mass is radically altered and then reformed. Oozes, incorporeal creatures, and swarms are immune to this spell.

Raven Dark's...

FREEZE by Raven Dark
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes

A thin, blue ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of cold damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is frozen solid, leaving behind only a dead ice sculpture that shatters at the slightest touch. A frozen creature’s equipment is unaffected.

When used against an object, the ray simply freezes and then shatters as much as one 10-foot cube of nonliving matter. Thus, the spell freezes only part of any very large object or structure targeted.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of cold damage and suffering as if under the effects of a slow spell for one minute. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely frozen and generally shatters shortly thereafter.

The resulting ice fragments from a shattered target last for one minute unless kept from melting and take up an area equal to the size of the creature’s facing and natural reach or a 10-foot by 10-foot square (such as that from a frozen object or portion there of). Anyone walking through an area with ice fragments suffers the same effects as a creature walking over caltrops.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

Material Component: A bit of snow or a drop of liquid that was once frozen.


Raven Dark's...

DRAGOON'S STATIC BARRIER by Raven Dark
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal (see text)
Target: You (see text)
Duration: 1 round/level (D) (see text)
Saving Throw: None

This spell wreathes your body in static electricity giving you a modicum of defense and offense.

When casting this spell you appear to charge up with static electricity, your hair straightens and becomes spiked while electrical sparks begin to leap back and forth from the strands. You shed no heat and give light equal to only half the illumination of a normal torch (10 feet). The color of the sparks can be any color of your choosing at the time of casting.

Any creature striking you with its body or manufactured weapons deals normal damage to you, but they also takes 1d6 electricity damage +1 point per caster level (maximum +20) in the process. If a creature has spell resistance, it applies to this damage as well as to that of the electrical discharges (see below). Spell resistance only need be checked once per casting of this spell. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way unless their weapon conducts electricity (such as a metal halved weapon).

You only take half damage from electricity-based attacks. If that attack allows a Reflex save for half damage, you take no damage on a successful save.

In addition to defending yourself from attackers, this spell also allows you to set off electrical discharges to shock enemies. This requires a ranged touch attack that deals 1d4 electricity damage + 1 point per 2 caster levels (maximum 1d4+10). Electrical discharges have a maximum range of 10 feet and can be used as an attack action starting on the turn in which you cast this spell. If your opponent is wearing metal armor and/or large quantities of metal (like that of breastplate or heavier armors) no attack roll is necessary to hit your target. Fire Shield cannot be used simultaneously with this spell.

Arcane Material Component: A small electrical conductor.



Raven Dark's...
DRAGOON’S DISCHARGING BOLT
Conjuration (Creation) [Electricity]
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One bolt of sparkling electricity
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: Yes

A magical bolt of sparkling electricity springs forth from your hand and speeds to its target. You must succeed at a ranged touch attack to hit your target. The magical bolt sticks to the target and deals 2d4 points of electricity damage. For every three caster levels (to a maximum of 18th), the sparkling bolt lasts for another round, dealing another 2d4 points of electricity damage in that round. The bolt may be removed by anyone as a move-equivalent action, but doing so causes all of its remaining damage to shock the creature removing it. Thus, if the bolt had four rounds left and someone tried to remove it from the subject they would take 8d4 points of electricity damage (no save) and the bolt would be no more.

Material Component: Powdered iron dust.
Focus: A crossbow bolt.

Raven Dark's...
DRAGOON’S DANCING SPARKLE by Raven Dark
Evocation [Electricity]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3-ft.-radius sphere
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes

A sparkling globe of electricity rolls in whichever direction you point and shocks those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. The sparkling globe rolls over barriers less than 4 feet tall such as furniture and low walls. It illuminates the same area as a torch would.

The globe moves as long as you actively direct it (a move-equivalent action for you); otherwise, it merely stays at rest and sparkles. The sphere is completely made of electricity and so does not cause damage except by its shock. It cannot push aside unwilling creatures or batter down large obstacles. The globe winks out if it exceeds the spell’s range.

Material Component: A steel marble.

Raven Dark's...

DRAGOON’S DANCING SPARKLE by Raven Dark
Evocation [Electricity]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3-ft.-radius sphere
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes

A sparkling globe of electricity rolls in whichever direction you point and shocks those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. The sparkling globe rolls over barriers less than 4 feet tall such as furniture and low walls. It illuminates the same area as a torch would.

The globe moves as long as you actively direct it (a move-equivalent action for you); otherwise, it merely stays at rest and sparkles. The sphere is completely made of electricity and so does not cause damage except by its shock. It cannot push aside unwilling creatures or batter down large obstacles. The globe winks out if it exceeds the spell’s range.

Material Component: A steel marble.


Raven Dark's "Dragoon's Shockbolt"

DRAGOON’S SHOCKBOLT
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Arcing bolt of electricity
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You create a miniature bolt of lightning that launches itself into the air, arcs, and then falls on a target within range as a grenade-like weapon. The lightning bolt deals 1d4 points of electricity damage to the target per caster level (maximum 5d4), and the target may make a Reflex save for half damage. Creatures within 5 feet of the target take 1 point of electricity damage.
Material Component: A 1-inch long metal rod.

Raven Dark's "Aust's Acid Wave" (Spell)

AUST’S ACID WAVE
Evocation [Acid]
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-wide path to close range (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A wave of rolling acid bursts forth from your outstretched hand and rolls through the air, burning any creature in a 5-foot-wide path to the edge of the spell’s range. Aust’s Acid Wave deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage.

Focus: A black dragon’s scale.
Raven Dark's "AUST’S ACRID WEB" (Spell)

AUST’S ACRID WEB
Conjuration [Acid]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Bolt of acid that turns into a deadly net
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: Yes

A glob of acid shoots forth from your outstretched hand and speeds toward your target. You must succeed at a ranged touch attack to hit your target. While in flight, the glob expands into a sticky green net that ensnares its victim with a deadly web of acidic filaments. If it hits, the target takes 1d6 acid damage per caster level (maximum 15d6) and is entangled in the net if he is size huge or smaller (if bigger, he does not become entangled). An entangled creature suffers a –2 penalty to attack rolls, suffers a –4 penalty to effective Dexterity, and can’t move. An entangled target that attempts to cast a spell must make a concentration check (DC 15) or lose the spell. The target can break free by using a full round action to make a Strength check (DC 20) or an Escape Artist check (also DC 20) to escape the netting. The damage is instantaneous, but the net lasts as long as it takes for the target to break out, in which case the net melts into a pile of harmless green slime.
Material Component: A spider’s web.

Raven Dark's "Bone Rip" (Spell)

Bone Rip
Necromancy [Death, Evil]
Spellcraft DC: 41
Components: V, S, XP
Casting Time: 1 standard action
Range: 300 ft.
Target: 1 living creature (see text)
Duration: Instantaneous (see text)
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
To Develop: 369,000gp; 7 days; 14,760 XP. Seed: slay (DC 25), animate dead (DC 23). Factors: 1-action casting time (+20 DC), animate dead (skeleton) (-12 DC), within specialist school (necromancy) (-5 DC), limited target type (ad hoc -5 DC). Mitigating Factor: Burn 500 XP (-5 DC)

This spell kills the subject by animating the skeleton inside their body, which then tries to tear its way out of the subject. On a failed save, the subject’s skeleton tears its way out of its former body instantly killing the subject. The skeleton is then under your direct control as if you had animated it using the Animate Dead spell. On a successful save the subject successfully regains control over their skeleton, but still suffer 3d6+20 points of damage in the struggle, which may still kill it. If the subject is killed from the damage alone, you gain control over its skeleton despite the result of the saving throw. If the subject has more than 20 hit dice, the skeleton still tears its way out of the subject (killing it), but you don’t gain control of the skeleton nor is it animated. Spell resistance negates all affects including the damage. This spell does not work on creatures without skeletons such as constructs, oozes, purple worms, etc., nor does it work against undead or any creature with more than 80 hit dice.
XP Cost: 500

Finwe's...

Flamestrike by Finwe
Conjuration (Creation) [Fire]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One burst of flame
Area: 10’/20’ radius blast
Duration: instantaneous/see text
Saving Throw: see text
Spell Resistance: see text

Flamestrike creates a bolt of flame, similar in shape and proportions to that of a thunderbolt, which comes down from the heavens and creates a blast of flame which detonates with a deafening roar. This has several effects:
1. Flame envelops the area of effect, dealing 1d6 points of fire damage per two caster levels, reflex save for half. (all combustibles are ignited)
2. The shockwave of the blast is such that all within a 20’ radius must make a reflex save or be knocked prone. A successful reflex save means that the creature is not prone.
3. The blast generates such a great amount of light that all creatures who are within 20’ of the blast that can see must make a reflex save to avert their eyes or become blind.
4. The earth-shattering blast which reverberates inside the area of effect causes all who are within the 10’ blast to be forced to make a fortitude save or become deafened. The intense sound also deals sonic damage to objects and constructs equal to that of the fire damage to normal creatures. Constructs may make a fortitude save for half damage. (The fire damage is not dealt to constructs or objects)

As an optional version of the spell, the damage can be of 1d4/level and purely from a divine source, but this costs an extra 2,000 XP to accomplish.

Spell resistance only applies to effects number 1 and 4.



Finwe's "Temporal Shield" (Spell)
Temporal Shield
Transmutation [Time]
Epic
Duration: Permanent
Components: V, S
Casting Time: 1 Minute
DC: 116
Range: Touch
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Cost (to develop) 1,044,000Gp, 41,760XP, 21 days. (Seed: Transport DC27. Factors: Temporal Travel +8, Contingent 3x +75, Permanent x5. Total: 525. Mitigating Factors: casting time: 100 days (-218 DC), Burn 10,000 XP, -100 DC, requires 6 extra epic spell slots, -102 DC. Total: 116 DC.)

One of the most powerful protective spells in existence; temporal shield creates a time barrier around the recipient of the spell the instant before one is struck by an enemy attack of some kind. In Game terms, this means that on contingency, whenever one is subject to some harmful effect, the entity being protected is put into temporal stasis, and taken back out as soon at the attack subsides. However, one can choose to forgo this protection and suffer the full consequences of the effect.
Finwe's "Chronoblast" (Spell)

Chronoblast
Transmutation [Time]
Epic
Duration: 5 rounds/instantaneous
Components: V, S
Casting Time: 1 action
DC: 101
Range: 400 feet
Saving Throw: Will negates
Spell Resistance: Yes
To develop: 909,000 GP, 22 days, 36,360 XP (seed: transport, DC: 27. Factors: Temporal Travel +8, +46 DC +92, 1 action casting time+20, change range and target to 300ft, 20ft burst +14. Total: 161. Mitigating Factors: Burn 6000 XP -60. Total: 101)

This Spell Alters reality such that no man aside from Finwe has ever even dared to cast it. As the spell is cast, it devours part of one’s very soul. Few can even understand the insanely complex workings of the spell and of those few, all are Chronomancers. The Gods themselves abhor this spell, fearing its power. It creates a temporal distortion field so intense that all caught within it are simultaneously killed, slain, caused to die, and are torn apart completely. Even the soul does not survive. In gaming terms, this spell creates a 40ft sphere of time-flux energy within 300 feet of the caster. Anyone caught in this blast is forced to make a will save, or be sent back to the end and beginning of time at the same time, and suffer other various effects, but it is easiest to say that they will die, unless of overdeity status or greater. If the subject fails the save, he/she/it can not be restored by any means, unless by direct intervention of the entity known simply as D’M. The Save DC is equal to 56 + the caster’s relevant ability modifier.
XP cost: 6000

Jontg's "Darkstar's Daggerstorm"

Darkstar's Daggerstorm
Conjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Short (25 ft. + 5 ft./level)
Target: One metal pin/level
Area: Cone (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Several metal pins fly from the caster's outstretched palm towards the selected targets. Shortly before impact, each grows into a standard dagger. Each target must be within the area of the spell (a cone that extends to the end of the spell's range). Each dagger requires a ranged attack to hit, and does the standard damage for a dagger sized for the caster, plus the caster's relevant ability modifier--for example, a human sorcerer's daggers do 1d4 damage plus his Charisma bonus, and a gnome wizard's daggers do 1d3 plus his Intelligence bonus. All daggers vanish after they hit.
Material Component: One metal

zargonic's...

Glacial Rail by zargonic
Conjuration (Creation) [Cold]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Long
Area: special, see text
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
Glacial Rails creates rails of ice that shoot fourth from the caster's hand and turn and twist as he desires, striking his enemies.

The ice starts in the square in front of him, and will deal damage to 3 connected 5 foot cubes per level (so a 20 level caster could have it shoot fourth and ht everything in a line 300 feet in front of him, or he could have it bend up at 150 feet and hit everything in a line 150 feet up. More complex shapes are possible, but they still must all be connected 5 foot cubes.)

The ice deals 1d6 cold damage per level (max 10d6), 1d6 bludgeoning per level (max 5d6), and 1d8 dex damamge to anything hit per five level (max 2d8) A sucessful reflex save cuts the ice damamge in half and neutralizes the dextreity damage.
Lady Rolindin

03-28-06, 06:02 PM
The Counsel of Archmages Library 3.0
2.1 Spells

Agudo's Quick Passage Spell (by Agudo Archmage)
Level: Clr 7, Dru, 7, Sor/Wiz 8
Divination
Components: Sliver of Onyx, Half pound of Black Sand (Volcanic Sand)
Three ounces of Mercury, One scrying pot and Blank Scroll.
Casting Time: 15 minutes
Range: Thousand miles full circle from the point of caster.
Target: One Object or Creature.
Duration: Forty Eight Hours
Saving Throws: Special (Example-Magically Shielded Location, Divine Interference)
Cost: Based on availability.
Limitation: Land/Ocean based only. No interplanetary Realm/Plane Scrying
Like the spell “Discern Location” that allows the caster to find an object or creature.
By showing the Room, Building or Town that the object is located in
Agudo Safe Passage Spell gives one more advantage.
“How to get there!”
The spell will show the most direct passage to the object/creature.
Up to one thousand miles in any direction from the caster.
It will magically draw into the blank scroll roads, water passages, mountain paths, underground caverns and so on.
Starting from the location of where the spell was cast, leading all the way in detail to the final location.
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Agudo’s Crystal Magic Missiles (by Agudo Archmage)
Evocation
Level: Brd 5, Sor/Wiz 5
Casting Time: 5 seconds
Range: 100 Feet
Target: 15 feet radius of targeted area
Saving Throws: None
Spell Resistance: Yes
Ingredients: 1/2 inch Blue Crystal, Spell or scroll of Magic Missiles.
Hold Blue Crystal in one hand fully stretched out.
On your second hand, read and cast the spell.
The crystal will magnify the magic; and cause twice as many missiles to shoot out.
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Agudo’s Hovering Stone Spell (by Agudo Archmage)
Transmutation
Level: Wiz 6, Druid 5, Cleric 5
Casting Time: 1 minute
Range: 100 feet
Target: 1
Duration: 24 hours
Spell Resistance: Special ( If they resist the Flesh to Stone spell)
Saving Throws: Special ( If they resist the Flesh to Stone spell)
Ingredients: 5 ounces of Pixie Dust, 3 ounces of White Sand, 1 pound Lime rock, 4 Chicken Feathers.
Boil for ten minutes in an ordinary small pot, before casting magical energies into the pot.
Once learned you no longer have to make the brew, its part of your normal magical casting skills.
This spell will automatically cast it self right after Flesh to Stone spell is used.
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Algeen’s Prismatic Aura (by Law)
Evocation [Acid, Cold, Electricity, Fire, Force, or Sonic]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10 ft.-radius-sphere centered on you
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes

A bright scintillating aura surrounds you. This spell deals damage to all enemies that come within 10 feet of the caster and each round they stay within the area of the spell. The type of damage and the amount of damage is dealt is determined at random at the time of casting as noted below:



Code:

d6 Type Damage
-------------------------------------------------------------------------------
1 Acid 1d6 points of damage +1 point per caster level (+10 max)
2 Cold 2d6 points of damage +1 point per caster level (+10 max)
3 Electricity 2d4 points of damage +1 point per caster level (+10 max)
4 Fire 2d6 points of damage +1 point per caster level (+10 max)
5 Sonic 1d4 points of damage +1 point per caster level (+10 max)
6 Force 1d4 points of damage +1 point per caster level (+10 max)

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Algeen’s Prismatic Ball (by Law)
Evocation [Acid, Cold, Electricity, Fire, Force, or Sonic]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 40 ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
A scintillating sphere of color flies from your finger to detonate at the target point. The spell is identical in effect to fireball, except where noted above and as follows.

The explosion deals 1d6 points of damage per caster level (maximum 15d6) of a certain type. The type of damage dealt is determined randomly at the time of casting, and all damage dealt is of that type. Each damage type also changes some of the spell's effects as noted below:


Code:

d6 Type Effect
-------------------------------------------------------------------------------
1 Acid 1 point of Constitution damage/5 levels (Fortitude negates)
2 Cold +1 damage/level; fatigued for 1 round/level (Fortitude negates)
3 Electricity +1 spell DC/5 levels
4 Fire +2 damage/level; ignites combustibles as fireball
5 Sonic -1 damage/level
6 Force -1 damage/level; fall prone (Reflex negates)

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Arbril's Disks (by Lady Rolindin)
Transmutation
Level: Sor/Wiz 5
Casting time: 2 standard rounds
Range: 150 feet
Effect: See Below
Duration: Instantaneous
Saving Throw: See Below
Spell Resistance: See Below
Shadow disks come from the casters hands four at fifth level, four more every four levels. The disks are made from the raw magic and turned into hard razor sharp silverskin disks four inches round, dealing 1d8 per disk. Caster get a normal saving throw, shadow magic users recievean -2 save at normal save vs. magic. Dispel magic, greater dispell magic has no effect on the disks, anti magic shell or Mordenkainen's Disjunction will stop the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, reflex saving throw for the target if can.
the materail component is a small silver 1 inch disk.
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Arbril's Spears (by Lady Rolindin)
Transmutation (spears)
Level: Sor/Wiz 5
Components: V/S,M
Casting time: 2 standard rounds
Range: 150 per level four levels
Effect: See Below.
Saving throw: See Below
Spell Resistance: See Below
With the activation of this spell, 100 little spears, silver in color, the hardness of silverskin, four inches long and 1/8 an inch thick, come from the caster's hands made from the magic weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The target or targets of the spears save at normal if using Mystra weave, if using shadow weave they get a will save at -2 for each spear plus dexterity if can avoid the spears, same for weave user. Each spear does 1 to 4 points of damage.
Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics; Ever four levels the caster gets one hundred more little spears. Anti magic shell and Mordenkainen's Disjunction dispels the spears, dispel magic and greater dispell magic has no effect. the disks are made out of the raw magic from the magic field called upon.
Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using or five hundred. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in a hallway it should be the width of the hall way plus height. the materail component is a small 1 inch silver needle.
Hit the deck for this spell or run into the room through a door and hope not too many hit you.
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Augmentation (by Kirstar)
Universal
Level: Sor/Wiz 4
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the damage of an affected spell by 50%. Only spells of 3rd level or lower are affected.
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Augmentation, Greater (by Kirstar)
Universal
Level: Sor/Wiz 7
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the damage of an affected spell by 50%. Only spells of 6th level or lower are affected.
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Blackbolt (by Von Crown)
Necromancy [Evil]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell functions like magic missile, except that the bolts are comprised of negative energy, healing undead creatures instead of harming them. However, since it is not comprised of force, it has no effect against incorporeal creatures (unless they are incorporeal undead, in which case they are healed)
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Blue Bolt (Baerdith)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 100 Feet
Target: Any one creature
Duration: Instantaneous
Saving throw: None
Spell Resistance: No
When this spell is cast a luminous azure bolt of force shoots from the sky unerringly toward a target selected by the caster. When it hits the bolt explodes in a flash that deals 2 hps of damage to the creature. There is no saving throw.
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Celerity (by Kirstar)
Universal
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Special
Duration: 10 minutes.
Saving Throw: Will (Harmless)
Spell Resistance: Yes
Celerity affects spells of levels 1-5 which alter the movement of the wizard such as feather fall, jump, spider climb, levitate, and fly. Spells to be affected must be cast within 10 minutes of the casting of the celerity. Spells do not expire when the celerity expires.
Spells cast following the celerity receive a 25% bonus to duration. This effect may not be gained in conjunction with other means of magically extending a spell's duration.
The celerity gives the wizard a +2 dodge bonus to his saving throws against spells of levels 1-4 which directly affect his movement. This includes web, hold person, and slow. The wizard also gains a +2 enhancement bonus on all saving throws against magical paralysis attacks.
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Cold Globe of Invulnerability/lady rolindin
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting time: 1 standard action
Range: 10 ft.
Area: 10 ft. radius spherical emanation, centered on you.
Duration: 1 round/ level cold Globe of Invulnerability
Saving throw: None
Spell resistance: no
An immobile, shimmering magical moving cold mist sphere surrounds you and excludes all spell effects of 4th level or lower; the cold shield makes it hard to cast because of whirling clod mist going around the globe. The caster receives a -3 on spells casts form inside the cold globe, the cold globe does 2d4 damage to any creature that touches it(fire creatures take double damage), half damage for reflex save. The area or effect of any such spells does not include the area of the lesser globe. Such spells fail to affect any target located within the globe. Excluded effects include spell like abilities and spells or spell like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted greater dispel magic spell,or mordenkain's disjunction and anti magic, and not a lower dispel magic(the globe gets a save at the casters level). field You can leave and return to the globe without penalty. Spell component is for a gem spell caster: blue diamond 150 gold pieces value, and crystal dust. A regular caster will use a glass or crystal bead that shatters at the expiration and a blue diamond worth 150 gold pieces.
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Contingent Note (by Kirstar)
Universal
Level: Sor/Wiz 1, Brd 1
Components: V, S, F
Casting Time: 10 minutes/Special
Range: Personal
Target: You
Duration: 1 day/level, until discharged
A condition is set as with contingency, when the condition is met a short and precise sequence of notes, selected when the spell is cast, is played, at a volume determined upon casting (cannot be loud enough to deafen). You may have multiple Contingent Notes cast on yourself at one time.
Focus: A small ivory medallion of yourself, worth at least 15 gp, which must be carried for the spell to function.

Three conditions may be set + 1 for every 5 full levels. The number of notes for each alert is 4, a Bard can use 12 notes including chords etc.

By itself, not so great, although you could use it to alert party members:
CN (on falling below 0 hp): High/Low/High/Low
CN (on being poisoned/cursed/diseased): High/High/High
CN (on being petrified, etc): Low/Low/Low
However, you can use it with contingency:

Cast CN (if below 0 hp), play a certain sequence
Cast CN (if unable to move), play the same sequence
Cast CN (if you say 'Exunt Omnes'), play the same sequence

Cast Contingency (if the sequence is played), Teleport away to safety
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Dilation, Lesser (by Kirstar)
Universal
Level: Sor/Wiz 5
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the area of effect (in all dimensions) of an affected spells of 3rd level or lower by 100%.
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Dilation (by Kirstar)
Universal
Level: Sor/Wiz 8
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the area of effect (in all dimensions) of an affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell.
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Dimensional Barrier (by Dyne)
Abjuration
Level: Sor/Wis 9
Components: V,S
Casting Time: 10 minutes +1 round per 5 ft.
Range: Point where spellcaster is standing
Area: (400 ft. +40 ft./level) radius
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
Functions like dimensional lock, except area covered is larger and effect is permanent. The area affected by the spell has a fadius equal to 400 ft. +40 ft./level of the spellcaster, with the area centered on the point where the spellcaster is standing.

When casting, you weave a tracery of faintly glowing lines around the area to be affected by the spell, similar to a glyph of warding. When the spell is completed, the tracery becomes nearly invisible.

When completed, the tracery acts as a barrier against extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ehtereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, teleport without error, vanish, teleportation circle, or any similar spells, abilities, or psionics.
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Extension, Lesser (by Kirstar)
Universal
Level: Sor/Wiz 3
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the duration of an affected spells of 3rd level or lower by 100%.
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Extension (by Kirstar)
Universal
Level: Sor/Wiz 6
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the duration affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell.
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Extension, Greater (by Kirstar)
Universal
Level: Sor/Wiz 9
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the duration affected spells of 9th level or lower by 100%. Two spells of 4th -> 6th level or three spells of 3rd level or lower may be affected by this spell.
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Far Reaching, Lesser (by Kirstar)
Universal
Level: Sor/Wiz 3
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the range of an affected spells of 3rd level or lower by 100%.
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Far Reaching (by Kirstar)
Universal
Level: Sor/Wiz 6
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the range of an affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell.
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Far Reaching, Greater (by Kirstar)
Universal
Level: Sor/Wiz 9
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the range of an affected spells of 9th level or lower by 100%. Two spells of 4th -> 6th level or three spells of 3rd level or lower may be affected by this spell.
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Fire Globe of Invulnerability (by Lady Rolindin)
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting time: 1 standard action
Range: 10 ft.
Area: 10 ft. radius spherical emanation, centered on you.
Duration: 1 round/ level Fire Globe of Invulnerability
Saving throw: None
Spell resistance: no
Saving throw: None
Spell resistance: no
An immobile, shimmering magical fire sphere surrounds you and excludes all spell effects of 4th level or lower; the fire shield makes it hard to cast because of whirling fire going around the globe. The caster receives a -3 on spells casts form inside the fire globe, the fire globe does 2d6 damage to any creature that touches it(cold creatures take double damage), half damage for reflex save. The area or effect of any such spells does not include the area of the lesser globe. Such spells fail to affect any target located within the globe. Excluded effects include spell like abilities and spells or spell like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted greater dispel magic spell, and Anti magic field will bring it down and Mordenenkain's Disjunction will bring it down, but not by a lower dispel magic,(the globe gets a save at the level of the caster). You can leave and return to the globe without penalty. Spell component is for a gem spell caster: fire opal 150 gold pieces value, and red ruby dust. A regular caster will use a glass or crystal bead that shatters at the expiration and a fire opal.
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Fire Hawk (by Lady Rolindin)
Evocation
Level: Wiz/ Sor 5th
Components: V, S, M
Casting time: 1 standard round
Range: (100 ft. +10 ft. / level)
Area: Creatures in a 50 ft. radius
Duration: 1 round per level
Saving throw: none
Spell resistance: (see below)
A fire hawk spell causes a small hawk made of fire that will attack what ever the caster is pointing at, and will attack one target at a time. The caster has to concentrate to keep the spell on going. The Fire Hawk will stay for along as the caster concentrates and for as many levels as she or he has. The Fire Hawk will attack the target the caster is pointing at. The caster can attack another target the next round or the same target if they choose. The Fire Hawk will attack with its sharp fire claws 1d4 damage +1 for every 5 levels, and beak attack 1d3 points of damage +1 for every four levels. The creature being attacked can be set on fire (plus fire damage per round, when set on fire), (if the creature has something to catch fire); a reflex save will stop the creature from being set on fire. A dispel magic won’t work on the fire hawk, a Moedenkain’s disjunction, Anti Magic zone, or any spell that makes water or cold attack. Material component for the fire Hawk is a small hawk figure made of copper and a fire opal worth 100 gp. At 10th level the caster can make two fire hawks appear they need two hawks figures. At 15th level the caster can make a second fire hawk, the attack bonus is that of the caster level.
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Frosty’s: Council Magical Alert, Lesser (by Frostbite Ravenheart)
Divination
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, Pointing into the sky
Casting Time: 1 Round
Range: Up into the Skies or maximum distance of 1000 ft underground
Target: Area
Duration: 3 Rounds +1 per caster level (see post)
Saving Throws/SR: N/A
This spell was one of five designed by the Lorewarden Frostbite Ravenheart (Aka Frosty) so that not only he, but all members of the council could summon each others aid in times on peril.
To active this spell the caster points his hands up into the air and says “Blessed be the Bonds of the Brotherhood” [Sorry…late…insert something better if you have better idea] after which, like a firework, a big bolt of energy strikes from your hands and it’s hits the stars shattering into a loud boom and bright colors. Although there are not really any signs that this is the symbol of a member of the CoA but it has become a very recognized spell.

The more the spell gets in use, the more formalized it has become with different colors and shapes representing different meanings.

The caster can however choose only to let those with CoA blessings to see and hear it.
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Gurgetar's Faithful Pet (Orcy the Green Wonder)
Transmutation [mind affecting]
Level: sorc/wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft +10ft/level)
Target: 1 creature
Duration: Permanent
Saving Throw: Fortitude Negates, Will partial
Spell Resistacne: yes
The final, and likely one of the most powerful, spells created by the sorcerer Gurgetar. This spell changes the body of the target into an animal one size smaller than the targeted creature or smaller. This animal can have no more hit dice than the target of the spell. A successful fortitude save negates this effect. If the save fails, the character's mind begins to change as well, into an animal form like the effects of Baleful Polymorph. When the change is complete (the end of the round) that creature gains the intelligence, wisdom, and charisma scores of the animal it has become. This animal however is feircely loyal to the caster of the spell. If this will save is successful, then the creature keeps it's own mind, and does not have any loyalty toward the caster. The change of body however, still occurs.


Gurgetar's Hamster Dance (Orcy the Green Wonder)
Enchantment (Compulsion) [Mind Affecting]
Level: sorc/wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft +5ft/2 levels)
Area: All creatures in a raduis of 10ft +5ft/level
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: yes (harmless)
A spell developed by the sorcerer Gurgetar, nobody really knows how it works, but it has been proven effective. The caster places or tosses a hamster cage to the ground nearby. When they cast the spell, the hamster cage transforms into a stage and the hamsters within appear on top, dancing. Everyone within the radius of the spells effect that can see or hear the hampsters takes 1 point of wisdom damage per two caster levels of the spells caster. A successful save negates the damage, but instead leaves the victim fascinated by the dance, much like the spell Gurgetar's Hamster Jig.
Material Component: A "Cage of the Hamster Tamer"


Gurgetar's Hamster Jig (Orcy the Green Wonder)
Enchantment (Compulsion) [Mind Affecting]
Level: sorc/wiz 2
Components: V, S, M
Casting Time: 1 standard Action
Range: Close (25ft +5ft/2levels)
Area: All creatures in a radius of 15ft
Duration: 1 round/level
Saving Throw: Will Negates (harmless)
Spell Resistance: yes
A spell developed by the sorcerer Gurgetar, nobody really knows how it works, but it has been proven effective. The caster places or throws a hamster cage to the ground. When the spell is cast the hampster cage changes into a stage and the hamsters within appear on top of it, doing a jig. Those within range who can see and hear the hamster jig become fascinated. A successful will save negates the effect.
Material Component: A "Cage of the Hamster Tamer"
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Imitate Voice (by Dyne)
Illusion (Glamer)
Level: Sor/Wiz 1
Components: V,S,M
Casting Time: 1 standard action.
Range: Personal
Duration: 10 min/level
Saving Throw: Will (disbelief) (See text)
This spell changes your voice to match that of another. Your voice can imitate a particular person or a certain type of creature. When you cast the spell, you choose what creature to imitate.

To imitate a creature's voice, you must have heard the creature speak before (and you know the aspects of its voice well, since the imitated voice comes from your memory). You can still speak only languages that you already know.

This spell can be used to imitate any creature's vocal sounds, whether they are actually speech or not (such as imitating a lion's roar).

If you use this spell for a disguise, you get a bonus on your disguise check. Make an Intelligence check DC 10. Your check is +1 for every point exceeding the DC (max +10). The Disguise bonus also applies to the DC to disbelieve the imitated voice.
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Intensify Summoning, Lesser (by Kirstar)
Universal / Conjuration
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 Round
Range: Personal
Effect: Next Summoning Spell Cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 3rd level or lower can be intensified by this spell.
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Intensify Summoning (by Kirstar)
Universal / Conjuration
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 Round
Range: Personal
Effect: Next Summoning Spell Cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 4th -> 6th level or two spells of 3rd level or lower can be intensified by this spell.
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Intensify Summoning, Greater (by Kirstar)
Universal / Conjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 Round
Range: Personal
Effect: Next Summoning Spell Cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 7th -> 9th level or two spells of 4th -> 6th level or 3 spells of 3rd level or lower can be intensified by this spell.
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Mordred's Morbid Marionette (by Von Crown)
Necromancy [Evil]
Level: Sor/Wiz 2
Components: V, F
Casting Time: 1 standard action
Range: Close (10 ft)
Effect: 1 corpse plus one additional corpse per five levels (maximum +4 corpses)
Duration: Concentration, up to 2 rounds/level
Saving Throw: None
Spell Resistance: No
This spell temporarily turns one corpse plus one additional corpse per five levels (maximum 5 corpses total) into either a skeleton or a zombie, depending on the condition of the corpses. They remain active and follow commands for the duration of the spell, at the end of which they become uncontrolled and begin losing two hit points per round until destroyed.
Arcane Focus: Two of those wooden thing used to control puppets, one in each hand.
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Rainbow Beam (by Lady Rolindin)
Evocation (light)
Level: Sor/Wiz 2
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Effect: Ray
Duration: Instantaneous
Saving throw: None
Spell resistance: Yes
This spell fires a ray of swirling, multihued light drawn from radiant energies. If the caster succeeds at a ranged touch attack, the target is dazzled for 1 minute (a dazzled creature suffers a -1 penalty on attack rolls, search checks, and spot checks). The spell also deals 1d8 points of damage plus 1 point per caster level (maximum of +20). The rainbow beam deals a random type of damage as determined by the following table. If two types of energy are indicated, damage in not doubled; instead, rainbow beam deals half its damage from each type of energy indicated. Creatures apply energy resistance separately to each type of damage. Material Component: a small clear gem or crystal prism worth at least 10 gp.
1d8 Color Damage type
1 Red Fire
2 Orange Acid
3 Yellow Electricity
4 Green piercing damage due to force (force effect)
5 Blue Cold
6 Indigo Sonic
7 Violet Bludgeoning damage due to force (force damage)
8 multihued roll twice (ignore further results of 8), damage is not doubled
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Sense Shifting (by Kirstar)
Universal
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Round
Range: Personal
Duration: 30 minutes
Effect: Any three spells
Saving Throw: Will (Harmless)
Spell Resistance: Yes
Sense shifting allows the wizard to affect all spells of levels 0 through 4 that he casts within the duration of the spell. For each spell, he can modify one of three sensory features pertaining to the spell: colour, sound, or patterned visual appearance of the spell effect. The changes produced by this spell do not affect the functions of the affected spell nor any saving throws that apply against their effects.
Sense shifting might be used to produce green fireballs, magic missiles that streak through the air with a scream, coloured continual light globes, customized designs for a hypnotic pattern, or a spectral hand that makes scrabbling sounds as it attempts to grasp a target.
Sense shifting cannot create any form of invisibility. It cannot completely silence a spell effect (thus, a fireball's blast might be muted, but not wholly eliminated). If used to alter how detectable a spell is, the check may be made easier or more difficult by 5 points.
For example, to hear the detonation of a fireball may require a listen check of 15. A muted version however could require a 20 check.
The material component is a twist of multi-coloured ribbon with a small silver bell fastened to its end.
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Solipsism (by Lady Rolindin)
Illusion (phantasm) (mind-affecting)
Level: Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. +10/level)
Target: One Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You manipulate the senses of one creature so that it perceives itself as the only real creature in all of existence and that everything around it is merely an illusion. If the target fails its save, it is convinced of the unreality of every situation. It makes no actions, not even purely mental actions, and instead watches the world around it with bemusement. The target becomes effectively helpless and takes no steps to defend itself from any threat, as it considers any hostile action merely another illusion.
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Spell Absorbtion, Minor (by Dyne)
Abjuration
Level: Sor/Wiz 6
Components: V,S,M
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius spherical emanation, centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
An immobile, faintly shimmering magical sphere surrounds you and absorbs all spell effects up to 3rd level. The absorbed spells grant you additional spell slots equal to their spell level. The new spell slots can be used by Sorcerers to cast spells (just as the spell slots granted by class), or they can be used by Wizards to retain a spell they just cast (similar to the effects of Mnemonic Enhancer).

EXAMPLE: A 12th level Sorcerer (6 0-level spell slots, 6 1st-level spell slots, 6 2nd-level spell slots, 6 3rd-level spell slots, 6 4th-level spell slots, 5 5th-level spell slots, 3 6th-level spell slots) casts Minor Spell Absorbtion. He then has a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains a 3rd-level spell slot, which he can use to cast a spell.
EXAMPLE: A 11th level Wizard casts Minor Spell Absorbtion. He then hasd a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains 3 charges. He can now cast a 3rd-level spell (like Fireball) without losing the prepared spell, he can cast a 2nd-level spell and a 1st-level spell without losing the prepared spells, or he can cast 3 1st-level spells without losing the prepared spells.

The area or effect of any such spells do not include the area of the sphere. Such spells fail to affect any target located within the sphere. This includes spell-like abilities and spell or spell-like effects from devices. However, any type of spell can be cast through or out of the magical sphere. Spells of 4th level or higher are not affected by the sphere. The sphere can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the sphere without penalty.
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Spell Absorbtion (by Dyne)
Abjuration
Level: Sor 8
As minor spell absorbtion, except that it absorbs spells up to 5th level.
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Spell Sculpting (by Kirstar)
Universal
Level: Sor/Wiz 7

Components: V, S
Casting Time: 1 Round
Range: Personal
Duration: 1 minute per level
Effect: special
Saving Throw: Will (Harmless)
Spell Resistance: Yes
The wizard 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 spells that are shaped have a minimum dimension of 5 feet instead of 10 feet for area allocation.
The wizard may sculpt 1 spell per full 3 caster levels, 4 @ 12th, 5 @ 15th, 6 @ 18th etc.
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Tazer (by Baerdith)
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (20 ft. + 10 ft./level) 'Ray attack'
Targets: Up to three creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex save for 1/2 - 1/4 if wearing metal armor
Spell Resistance: Yes
An electric jolt shoots forth from your fingertips and strikes its targets, dealing 1d6+1 points of electrical damage per caster level (maximum 14d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is carring more than 5 pounds of metal. Additionally, each jolt delivers +2 damage to those carrying more than 5 pounds of metal. At 6th level, the pillow focuses on one target. Every four caster levels another target can be added. At the casters option all jolts can also target just one being. If more than two targets are possible, the caster can choose to wait a round before releasing the next jolt.

(Ex.: at 14th level an attack could be a single target with 14d6+14, or 2 targets at 7d6+7 each, or 6 targets at 3d6+3, 3d6+3, 2d6+2, 2d6+2, 2d6+2, 2d6+2)
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Transfer Enchantment (by Kirstar)
Enchantment
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 Hour
Range: Touch
Duration: Permanent
Effect: 1 magic item
Saving Throw: Willing Only
Spell Resistance: Yes
This spell "steals" the enchantment from a magical item and places it within another, non-magical item (the material component). Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armour, wand, etc.).
The enchantment can be transferred only to a non-magical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any).
At the culmination of the spell, the original magical object is left non-magical but unharmed.
Only un-attended or willing attended objects may be effected by this spell.
The success of this spell is not guaranteed. There is a chance that the enchantment might be lost during transfer. The chance of success is 75% + 1% per level of the caster, to a maximum of 95% at 20th level. If the transfer fails, the enchantment is lost, both items become non-magical.
The material component is the non-magical item which is to receive the enchantment. It must be of masterwork quality, and of equal or greater value than the object to be drained.
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Vocalize, Lesser (by Kirstar)
Universal
Level: Sor/Wiz 2
Components: V
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
A metamagic spell has similar functionality to a metamagic feat. When cast this spell removes the somatic component of the next spell to be cast. The somatic component is expresses as additional verbal components. The affected spell must be cast immediately after this spell, and must have a casting time of 1 standard action or less. The combined casting time of both the spells becomes a full round action. There is no way to decrease the casting time in a anyway. The spell to be affected can be subject to other metamagic feats, but not to other metamagic spells or magic items.
This spell can affects a spell of 5th level or lower. The affected spell must have somatic components.
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Vocalize (by Kirstar)
Universal
Level: Sor/Wiz 5
Components: V
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
A metamagic spell has similar functionality to a metamagic feat. When cast this spell removes the somatic component of the next spell to be cast. The somatic component is expresses as additional verbal components. The affected spell must be cast immediately after this spell, and must have a casting time of 1 standard action or less. The combined casting time of both the spells becomes a full round action. There is no way to decrease the casting time in a anyway. The spell to be affected can be subject to other metamagic feats, but not to other metamagic spells or magic items.
This spell can affects a spell of 9th level or lower. The affected spell must have somatic components.
Lady Rolindin

03-28-06, 06:11 PM
2.2 Creatures

Aertai (by Law)
Medium-size Monstrous Humanoid (Aertai)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., fly 20 ft. (poor)
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +3 (1d4+1 plus posion)
Full Attack: 2 Claws +3 (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: -
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 12, Dex 14, Con 13, Int 11, Wis 14, Cha 11
Skills: Hide +4, Move Silently +5, Survival +5
Feats: Weapon Focus (Claw)
Environment: Temperate forests
Organization: Solitary or Family (3-8 adults 1-2 non-combatants and one 5th level druid leader)
Challenge Rating: 1
Treasure: Standard
Alignment: Any neutral
Advancement: By character class
Level Adjustment: +3

The Aertai are a reclusive race of insect-like people. Their bodies resemble that of a lean humanoid but they are actually covered in black chitinous exoskelton with strikeing flashes of green and dark purple. Four sets of wings, similar to that of a dragonfly, sprout from their back and their heads have an elongates oval shape.

Not much is known about the Aertai and their contact with humanoinds has ben very limited. Even though they are not outwardly hostile, occasional attempts by human explorers and traders to establish contact have repeatedly failed. One major difficulty in establishing and sort of a relationship is the Aertai language which seem to be made up from a mixture of high pitched sounds which are inaudible to most humanoids without the aid of magic. In addition, they do not seem to have any use for wealth and they are extremely self-reliant which makes it that much more difficult to find common ground with other races.

What is certain about them is that they take great care to preserve and nuture the lands they live in. They only take what they need and they are very careful not to deplete the natural resources of their habitat. In fact the only occions that Aertai have been known to initiate contact with other beings is when they need help combating threats to their territory.

Aertai typically make their home on treetops and they make sure their settlements blend in with the forest around them. Many adventures have passed underneath an Aertai settlement unaware of their presence above.

Combat
Aertai are slow to anger and they will walk away from casual offers of violence, preferring to study their opponent before they engage in combat. They are expert tactians and can quickly evaluate the strength and weaknesses of their adversaties. They are fearless when defending their land from creatures that seek to spoil it or when protecting their settlements and young. They take full advantage of their expert knowledge of their homeland and frequently prepare many traps at key locations with the aim to subdue or kill, depending on the nature of the threat.
Poison (Ex): Injury, Fortitude DC 11, initial damage 1d2 Str, secondary 1d4 Con.The save DC is Constitution-based.

Aertai as Characters
There love of nature makes them love in small groups that stick to them selves most of the time.
Aertai characters possess the following racial traits.

- +2 Strength, +4 Dexterity, +2 Constitution, +4 Wisdom.
- Medium size
- An Aertai’s base land speed is 30 feet, base fly speed 20 ft. (poor).
- Darkvision: Aertai can see in the dark up to 60 feet.
- Racial Feats: An Aertai character gains feats according to its charcter class.
- +4 natural armor bonus.
- Natural Weapons: 2 claws (1d4)
- Special Attacks (see above): Poison
- Automatic Languages: Aertai. Bonus Languages: Common, Elven, Sylvan.
- Favored Class: Druid
- Level adjustment +3

Aertai Druid
Medium-size Monstrous Humanoid (Aertai)
Hit Dice: 5d8+15 (37 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 20 ft. (poor)
AC: 14 (+ Dex, +4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +5 (1d4+1 plus posion)
Full Attack: 2 Claws +5 (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spells
Special Qualities: Animal companion, nature sense, resist nature’s lure, spontaneous casting, trackless step, wild empathy, wild shape 1/day, woodland stride
Saves: Fort +6, Ref +2, Will +8
Abilities: Str 13, Dex 13, Con 16, Int 10, Wis 18, Cha 8
Skills: Concentration +10, Heal +12, Knowledge (nature) +2, Spellcraft +8, Survival +14
Feats: Improved Initiative, Weapon Focus (Claw)
Environment: Temperate forests
Organization: Solitary or Family (3-8 adults 1-2 non-combatants and one 5th level druid leader)
Challenge Rating: 5
Treasure: Standard (including Amulet of Health +2)
Alignment: Any neutral
Advancement: By character class
Level Adjustment: +3

Animal Companiom (Ex): Aertai druids commonly have a dire bat as an animal companion. Its stastics are as described on page 62 of the Monster Manual, except the the Aertai druid can handle it as a free action and share spell if the companion is within 5 feey (see page 36 of the Player’s Handbook).
Nature Sence (Ex): The Aertai gains a +2 bonus on Knowledge (nature) and Survival checks (already figured into the statistcs above).
Poison (Ex): Injury, Fortitude DC 15, initial damage 1d2 Str, escondary 1d4 Con. The save DC is Constitution-based.
Resist Nature’s Lure (Ex): Aertia druid gains a +4 bonus on saving throws against the Spell-like abilities of fey.
Spontaneous Casting: Aertai druids can lose a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Trackless Step (Ex): Aertai druids leave no trail in natural surroundings and can’t be tracked.
Wild Empathy (Ex): Aertai duids can improve the attitude of an animal in the same way a Dimplomacy check can improve the attitude of a sentient being.
Wild Shape (Su): The Aertai druid can change into a Small, Medium, or Large animal and back again one time per day, as per the polymorph spell.
Woodland Stride (Ex): The Aertai druid may move through natural undergrowth at normal speed and without taking damage or suffering any other impairment.
Common Druid Spells Prepared (5/4/3/2; save DC 14 + spell level): 0-Flare (x2), Cure Minor Wounds (x3); 1st-Cure Light Wounds, Longstrider, Produce Flame (x2); 2nd-Bear’s Endurance, Flame Blade, Flaming Sphere; 3rd-Call Lightning, Greater Magic Fang.
Common Possessions: +2 Amulet of Health

The Aertai druid presented here had the following ability scores before racial adjustments, and level increases: Str 11, Dex 9, Con 12, Int 10, Wis 13, Ch 8.


The Ice Hawk by lady rolindin
Small Hawk
Hit Dice: 2d12+2
Intiative: +2
Speed: 15 ft. (3 squares), fly 60ft.(good)
Armor Class: 18 (+2 size, dex +2, +4 natural, touch 14, flat footed 14)
Base Attack/Grapple: +/-6
Attack: Sting +4 melee (1d3-2 plus poison) claw 1d2 per claw (poison), bite 1d4
Full Attack: Sting+4 melee (1d3-2 plus poison) and bite -1 melee
Space/ Reach: 2-1/ 2ft./ 0ft. (4 ft with tail)
Special Attack: Poison
Special Qualities: Blindsense 60 ft., dark vision 60 ft. immunty to cold spell attack or spells that produce a cold magical attack, immunty to parilazing attacks(see below)spell resistance 18
Saves: Fort +4, Ref +5,Will +5
Abilities: Str 8, Dex 16, Con 13, Int 14, Wis 13, Cha 11
Skills: Hide + 18 (in the snow peaked mountains of the north), Listen +7, Sense movment +7, Surval +2, spot (from the air over land or water) +15
Feats: Alertness, Flyby attack
Environment: Mountains of the North (Forgotten Realms), the snow peaks
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral Good
Advancement: -
Level Adjustment: -
Randor's Acount
The Ice Hawk looks like a regular snow hawk, except that its is all white with red eyes. The Ice Hawk is found in the North in the forgotten Realms, thier terroity is high in the ice mountains. Some have been seen hunting fish in the ice flow, not much is know about these hawks; except for waht a wizard name Randor left behind in his books. It is said that Randor had a Ice Hawk as a fimailar. In his writting on the bird, Randor said he was high in the ice mountains and found a snow rabbit laying on its side. the snow rabbits body begain to move and a small white hawk came from inside the rabbits body. Randor notice that they small hawk couldn't fly so he took it along with him, within four hours the small hawk could fly and Randor feed the hawk what he had. the Ice Hawk grew to be almost three feet in length from head to tail, What Randor also found out during his mountain visite is that the Ice Hawk as he name it, claws were as cold as the ice and snow around him. The hawk had a small thin appendex mixed in the tail feathers that would delever a dose of paralizing poison to its victum. Randor watched as one of the hawks was leaving a snow rabbit and not trying to take it awy to eat. Randor saw the rabbit was still alive, but had a puncer mark from the scorpin like appeandge. He watched the rabbit for two days and a small hawk came forth from the rabbit. Randor grabed this young Ice Hawk too, knowing that one of his mage friends would like one to study. What he found out is that the Ice Hawk has the scorpin like appendex, but that the claws radaited a coldness to them. He found that the claws induce a cold parizalation like the appendex does, and that when the hawk flys in one place it can realse a attack like cone of Cold; freezing it victum also. Randor tryed cold spells on the hawks and found that cold spells won't efeect them, but that fire based spells would kill the hawks. He found this out on a second trip to the cold ice mountains; one attacked him when he got to close while trying to watch it eat a fish. Randor also found out that the ice Hawk makes a good fimilar pet, if you don't mind having claws that radiate cold on your shoulder or arm, and that are sharp as any good blade: just make sure your arm or shoulder has thick leather padding. Very cold bird to the touch. This hawk could be adapted to any world, not just the Frogotten Realms.
Ice Hawk Descrption
The Ice Hawk attackes with its claws, if hit by claws; make save verse paralazation and claw dammage. The Ice Hawk also has a scorpion-like appendage that can deliver a dose of paralyzing poison and is used to put a small larva into a snow rabbit, or a mammal usally to create another Ice Hawk. The Ice hawk can fly in place and deliver a cold attack, treat as a Cone Of Cold Spell. the Ice Hawk lives in the ice mountains in the North and hunts both small animals and for fish in the ice flow. The Ice Hawk is almost three feet from head to end of tail, and the wing span can reach six feet, (usally between four and five feet, and stand one and a half to two feet tall). The Ice Hawk would be considered almost as big as an american eagle, a little smaller though. When the Ice Hawk does reproduce it will inject a snow rabbit or other victum with the paralyzing poison and then use the scorpion-like appendage to inject a small larva into the creature. In two days or less a small version of the hawk will come out the the body, and cannot fly for a few hours. This is the time that most creatures that know about them, chooses to capture one, trying later the hawk will attack if you try to capture it. The hawk is all white with deep black eyes, and the talons are bluish-black. When first come out of the paralyzed prey the Ice Hawk will stand six inches tall, and have a wing span of almost one foot, and from head to tail be six to nine inches in length. The Ice Hawk can't fly for four hours at first, but can feast on the body of its host, (if hasn't already eaten most of it). Medium size rabbits and such pray, along with a few other such species have been known to be used too. When first born the Ice Hawk stinger can still inject the paralyzing poison. The Ice Hawk reproduce this way every two years, once a bird has reached maturity at six months of age. Ice Hawks live to be eight to ten years old before dying. They can make up to six more during the reproductive season (they make six larva during this time).

2.3 Prestige Classes

Arcane Master* (by Dyne)
Hit Die: d4
Requirements:
Skills: Spellcraft 8 ranks
Knowledge (arcana) 8 ranks
Concentration 8 ranks
Feats: Greater Spell Focus in the specialized school of magic
Spell Mastery of at least 3 spells from specialized school of magic
Spells: Able to cast 3rd-level arcane spells
Specialized in a school of magic
Must designate 2 more schools of magic as prohibited

Class Skills:
Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Arcane masters gain no proficiency with any weapon or armor.
Spells per Day: When a new arcane master level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane master, he must decide to which class he adds the new level for purposes of determining spells per day.
Enhanced Specialization: The specialized character can now prepare an additional spell of each level from his specialized school (cumulative to when he first specialized in a school), for a total of 2 additional spells each level from his specialized school. At 2nd-level, the Arcane Master becomes better at withstanding the spells of his specialized school, gaining a +1 bonus to saving throws to resist them. At 3rd-level, the Arcane Master's spells from his specialized school become harder to resist, giving him a +1 bonus to the DC of spells he casts from his specialized school. At 4th-level, the Arcane Master becomes more powerful at casting spells from his specialized school, giving him a +1 bonus to caster level for casting spells of his specialized school. These bonuses increases as the character gains levels in the Prestige Class.
School Mastery: At 10thlevel, Arcane Masters are considered to have Spell Mastery on all spells of their specialized schools of magic that they know how to cast. In addition, the bonuses for saving throws, DC's, and Caster Level for the Arcane Master's specialized school increase to +4.



Arcane Master
Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1 +0 +0 +0 +2 Enhanced Specialization +1 level of existing arcane spellcasting class
2 +1 +0 +0 +3 +1 Saving Throw +1 level of existing arcane spellcasting class
3 +1 +1 +1 +3 +1 DC +1 level of existing arcane spellcasting class
4 +2 +1 +1 +4 +1 Caster Level +1 level of existing arcane spellcasting class
5 +2 +1 +1 +4 +2 Saving Throw +1 level of existing arcane spellcasting class
6 +3 +2 +2 +5 +2 DC +1 level of existing arcane spellcasting class
7 +3 +2 +2 +5 +2 Caster Level +1 level of existing arcane spellcasting class
8 +4 +2 +2 +6 +3 Saving Throw +1 level of existing arcane spellcasting class
9 +4 +3 +3 +6 +3 DC +1 level of existing arcane spellcasting class
10 +5 +3 +3 +7 School Mastery +1 level of existing arcane spellcasting class


*The name of the class depends on the specialization the character chooses. If the character chooses abjuration as his specialization, he is called a master abjurer; if the character chooses conjuration as his specialization, he is called a master conjurer; if the character chooses divination as his specialization, he is called a master diviner; if the character chooses enchantment as his specialization, he is called a master enchanter; if the character chooses evocation as his specialization, he is called a master evoker; if the character chooses illusion as his specialization, he is called a master illusionist; if the character chooses necromancy as his specialization, he is called a master necromancer; if the character chooses transmutation as his specialization, he is called a master transmuter.
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Song Mage (by Baerdith)
It has long been known that Music has a magic of its own. A select few have been able to occasionally bend true power out of music. An even rarer number can do this at will. These are the Song Magi. At first glance most think of them as bards or Lorists, and there are many similarities, but there are just as many differences. Bard tend to travel just to learn new songs and Lore, Lorists tend to stay in their library studying some particular subject. A Song Mage, travels the world seeking Lore and songs, but really searching for that one particular song that may have helped create the universe. They do sometimes seem a bit cold and distant, that is until they give a performance. Song mages can come from any arcane spellcasting class, with most favoring the wizard class.

Song Mage
Hit Die: d4.
Requirements:
To qualify to become a Song mage, a character must fulfill all the following criteria.
Skills: Concentration, Diplomacy, Perform-Song, Perform (any other) 10 ranks in each.
Feats: Skill Focus (Perform) Spell Focus (Enchantment).
Spells: Able to cast Arcane spells

Class Skills:
The Song Mage’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language, pillowcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
pillows per day: +1 level of existing class per level

Spell Ability: Each Level of Song Mage adds +1 to any other spell casting class the character has. If the character has more than one class granting arcane spells the Song Mage chooses which class gets the +1

[sblock=SPECIAL ABILITIES]
1 Bardic Music Abilities, Song of the Heart
2 Entomology, Epic Skill Focus: Perform
3 Arcana
4 Entomology
5 Bardic Knowledge, Practiced Spell caster
6 Entomology
7 High Arcana
8 Entomology
9 Lost arcana
10 Hidden arcana[/sblock

Song of the Heart From this moment on the Song Mage can only cast spells as part of his music (any 'bardic' performance, such as singing, storytelling or instrument playing) If the Song mage doesn't already cast spells spontaneously, he gains this ability. If he can, this song of the Heart gains him 1 new spell of one level lower than the maximum that he can cast.

Bardic Music Abilities: This functions exactly as the Bard ability, if the Song Mage has Bard levels these abilities stack.

Etymology: Song Magi, through their travels and study of ancient documents, begin to understand the languages contained in them. At 2nd level, they gain the Speak Language Skill as a bonus in any one language they have seen. At 4th level they get a 2nd language, at 6th they get a 3rd language and at 8th level they get a 4th.

Epic Skill Focus: perform +10 to all Perform checks

Arcana: Song Magi study many magical texts and so havedeveloped an increased knowledge of magic. Arcana grants a bonus of +2 to each level of Known spells. If character is a wizard this doubles the 'free' spells per level.

Bardic Knowledge: Through their travels and studies the Song Mage also picks up a bit of knowledge about just about anything. This Song Mage can add his level to his intelligence bonus to see if he knows some relevant information about local notable people, legendary items, or noteworthy places. (if the Song mage also has bard levels these stack)

Practiced Spell Caster: If the Song mage is Multiclassed (most are) at 5th level he gains the Practiced Spell caster feat for Free. This adds +4 to the effective spell level of one of the character's classes.

High Arcana: Song Magi also pore over scrolls and spell books whenever they get the chance searching for 'lost songs'. This enhances their understanding of magical spells so much that they gain a bonus 1st level spell each day.

Hidden arcana: The Song Mage has studied so many magical texts that he gains a bonus 2nd level spell each day. Lost arcana: Song Magi's continuing search of scrolls and spell books further enhances their understanding of magical spells so much that they gain a bonus 3rd level spell each day.

Daily Readying of spells: Each day, Song Magi must focus their minds on the task of casting their spells. A Song Mage needs 8 hours of rest (just like a wizard), after which he spends 15 minutes singing, reciting, or playing an instrument of some kind while concentrating.) During this period, the Song Mage readies his mind to cast his daily allotment of spells. Without such a period to refresh himself, the character does not regain the spell slots he used up the day before.

Song Magi spells MUST have a verbal and or Somantic Component, even if the PbH says the spell doesn't. If the Song Mage plays an instrument, he may not make use of Still spell or Silent spell. In some rare Song Magi (those that use Mime), Silent spell may be used.
Sample spells known list:
Cantrips: Song Magi have access to all 0th level spells.
First: Summon MonsterI, Unseen Servant, Comprehend Languages, Identify, Charm Person, Ventriloquism.
Second: Arcane Lock, Summon Monster II, Daze Monster, Continual Flame, Magic Mouth, Eagle’s Splendor, Whispering Wind.
Third: Summon Monster III, Tongues, Deep Slumber, Heroism, Hold Person:, Rage, Suggestion.
Fourth: Remove Curse, Secure Shelter, Charm Monster, Geas-Lesser, Shout, Bestow Curse.
Fifth: Break Enchantment, Summon Monster V, Contact Other Plane, Dominate Person, Sending.
Lady Rolindin

03-28-06, 06:23 PM
2.4 Items

Weapons
Fernigar's Whip of Doom (by Baerdith)
+3 shocking burst, goblinoid bane whip. Damage: 1d6 electrical damage, an additional +1d10 on a critical hit, +2d6 additional damage to goblinoids.
Assumed requirments to make the item: Craft Magic Arms and Armor. CL 10th. Summon Monster I; Lightning Bolt. 72,301 gp cost
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Rings
Ring of Initiative (by Law)
This powerful gold ring offers a luck bonus on initiative checks, from +1 to +5.
Moderate Transmutation; CL 6th; Forge Ring, Haste, caster level must be for times that of the ring's bonus; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5).
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Rods
ROD OF DIABLO (by Demonfey)
Powers: +2 caster level for evil spells/evil beings
+3 unholy club
unholy fire 3/day
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Archmage's Rod (by Dyne)
Functions as a +5 Quarterstaff. Any spell you cast using this rod counts against your spells per day limit. You may affect any spell you cast using this rod as if with any metamagic feat you possess, except the spells need not take up higher level spell slots.
Cost: 75,000 gp.
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+1 Sorcerer's Rod (by Dyne)
Functions as a +1 Quarterstaff. Any spell you cast using this Staff counts against your spells per day limit. Spells you cast using this staff have +1 DC, +1 effective caster level, and are treated as though affected by the Empower Spell feat (without using a higher-level spell slot).
Cost: 10,000 gp.
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+2 Sorcerer's Rod (by Dyne)
Same as +1 Sorcerer's Rod, except +2 Quarterstaff, +2 DC and effective caster level, and spells cast using this staff are treated as though affected by the Heighten Spell feat (heightened by only one level), as well as being empowered. Spells cast using this staff do not need to take up higher spell slots to be heightened or empowered.
Cost: 25,000 gp.
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+3 Sorcerer's Rod (by Dyne)
Same as +2 Sorcerer's Rod, except +3 Quarterstaff, +3 DC and effective caster level, and spells can be heightened up to two levels as well as being empowered.
Cost: 40,000 gp.
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+4 Sorcerer's Rod (by Dyne)
Same as +2 Sorcerer's Rod, except +4 Quarterstaff, +4 DC and effective caster level, and spells can be heightened up to three levels as well as being empowered.
Cost: 55,000 gp.
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+5 Sorcerer's Rod (by Dyne)
Same as +2 Sorcerer's Rod, except +5 Quarterstaff, +5 DC and effective caster level, and spells can be heightened up to four levels as well as being empowered.
Cost: 70,000 gp.
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+1 Wizard's Rod (by Dyne)
Functions as a +1 Quarterstaff. Has 20 charges maximum. Can store any spell that the character can cast. Each spell takes up a number of charges equal to its level (0-level spells take up 1/2 charge each). Spells cast from the staff have +1 DC and +1 effective caster level.
Cost: 12,000 gp.
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+2 Wizard's Rod (by Dyne)
Same as +1 Wizard's Rod, except +2 Quarterstaff, 30 charges, and +2 DC and effective caster level.
Cost: 28,000 gp.
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+3 Wizard's Rod (by Dyne)
Same as +1 Wizard's Rod, except +3 Quarterstaff, 40 charges, and +3 DC and effective caster level.
Cost: 48,000 gp.
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+4 Wizard's Rod (by Dyne)
Same as +1 Wizard's Rod, except +4 Quarterstaff, 50 charges, and +4 DC and effective caster level.
Cost: 72,000 gp.
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+5 Wizard's Rod (by Dyne)
Same as +1 Wizard's Rod, except +5 Quarterstaff, 60 charges, and +5 DC and effective caster level.
Cost: 100,000 gp.
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Staffs
Apprentices Staff (by Law)
This simple copper staff was first made bye the arcane league as a way to help younger wizards have a staff of there own. Now this staff is common in every place. This staff allows the use of the following spells:
- Arcane Mark (1 charge)
- Detect Magic (1 charge)
- Read Magic (1 charge)
- Mage Hand (1 charge)
- Mending (1 charge)
- Presitidigitation (1 charge)
- Resistance (1 charge)
- Open/Close (1 charge)
- Ghost Sound (1 charge)
Moderate varied; CL 8th; Craft Staff, Arcane Mark, Detect Magic, Read Magic, Mage Hand, Mending, Presitidigitation, Resistance, Open/Close, Ghost Sound; Price 31,500 gp.
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Chill Staff (by Law)
This staff was made to give that little touch of winter to thos people that live in places that don’t feal cold that often. If the maker of the staff new that the spell he picked did more damage and had mostly combate uses he might have picked weeker spells. The staff seams to be made of ice and is cold to the touch. This staff allows the use of the following spells:
- Chill Touch (1 Charge)
- Cone of Cold (2 Charges)
- Polor Ray (2 Charges)
Strong evocation; CL: 16th; Craft Staff, Chill Touch, Cone of Cold, Polor Ray; Price: 58,000 gp.
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Fernigar's Staff of Electricity (by Baerdith)
Very smooth oak +1 Quarterstaff has a blue-white tint and always seems to have a minor charge to it (much like static electricity). It allows use of the following pillows: Electric Jolt (No charge expended) Shocking Grasp (No charge expended) Electric Loop (1 charge) Lightning Bolt (1 charge) Ball Lightning (2 charges) Chain lightning (3 charges)

The Quarterstaff may be used in Melee causing 1d6+1 damage per hit. (it is a +1 weapon) In addition twice per day on command the staff is sheathed in crackling electricity. This electricity does not harm the wielder, but does an extra 1d6 electrical damage upon a successful strike. On a critical hit the staff deals an additional 1d10 electrical damage.

The Quarterstaff when created has 50 charges, and may be recharged by casting each of the pillows into it within 1 hour. Strong evocation; CL 13th; Craft Staff, Craft Magic Arms and Armor, chain lightning, Lightning Bolt, Ball Lightning, shocking grasp, electric jolt, and electric loop ; Market Price 73,000 gp. Cost to create: 40,000 gp and 3000 xp.
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Staff of the Elders Might (by Law)
This wooden staff was made by a old wizard that wanted to feel as that he did not age as much as he did, but could also improve his ability mental abilities. Thus he found some good strong wood for strength, jade to have the toughness of the earth, and copper to think like lightening. He then put a bundle of eagle and owl feathers on a rope full of cat hares and went to put them into his staff. When he was done he had a wooden staff with a cap of copper with a feather tassel as well as a line of copper on one side. Thus his staff was made. He never really got to use it as a dragon came and plundered the place where he lived but by using his noted many other wizards have made there own if not better copy of the staff.
This staff allows the use of the following spells:
- Bull’s Strength (2 Charges)
- Cat’s Grace (2 Charges)
- Endurence (2 Charges)
- Eagle’s Splender (1 Charge)
- Fox’s Cunning (1 Charge)
- Owl’s Wisdom (1 Charge)
Moderate transmutation; CL 10th ; Craft Staff, Bull’s Strength, Cat’s Grace, Endurence, Eagle’s Splender, Fox’s Cunning, Owl’s Wisdom; Price: 40,000 gp.
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Staff of the FireBolt (by Law)
This red colored wooden staff has copper caps on both ends. It was made to be a cheap staff to sell in magic shops. What the maker of the staff did not think of was that other people then just wizards would love this cheap staff. The person that made it is now lost in time but its use is on the rise for its cost mostly. This staff allows the use of the following spells:
- Magic Missile (1 Charge)
- Scorching Ray (2 Charges)
Moderate evocation; CL 8th; Craft Staff, Magic Missile, Scorching Ray; Price: 10,500 gp.
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Wands
Wand of Tazing (by Baerdith)
Caster Level 14. Craft Wand. pillow: Tazer 50 Charges (6 jolts at 14d6+14 hp damage). 15,750 gp to create & 630xp.
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Wondrous Items
Bracers of Insightful Defense (by Law)
These silver and platinum bracers usually bear the image of an owl or other insightful creature. They grant the wearer an Insight bonus to AC, and a Luck bonus to AC, from +1 to +5.
Strong varied; CL 16th; Craft Woundrous Item, Haste, Moment of Prescience, caster level must be for times that of the bracer's bonus; Price: 7,500 gp (+1), 30,000 gp (+2), 67,000 gp (+3), 120,000 gp (+4), 187,500 gp (+5).
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Ioun Stone of Toughness (by Law)
These Ioun stones (Color: Light Brown, Shape: Rhomboid) possess all the features of a standard ioun stone. Ioun stones of toughness give the benefit of the toughness feat when used.
Moderate varied; CL 12th; Craft Wondrous Item, the caster must have the toughness feat, creator must be 12th level; Market Price: 8,000 GP; Weight: --.
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Journey Book (by Kirstar)
This medium sized leather bound book looks to be the sort of book more commonly used for journals or notes. It is 6" x 8" x 1". The covers are stiff treated leather, each 1/8" thick. There are 100 fine quality paper pages with waxed edges. Within the spine of the book is a space for a scribing tool. Laces attached to the covers allow the book to be tied shut. When tied in this way consider the book water resistant.
Journey books are created in pairs. When writing in one book, an exact duplicate appears in its twin and vice versa. Note no magical writing or symbol type affects affects may be translated between copies. Any attempt to do so fails completely, wasting the spell.
The books even work across planar boundries, but will not function through barriers that protect from scrying or similar affects. If the link between books is blocked for any reason, writing will not copy itself between books until the blockage is removed.
A journey book that becomes full may have its text erased (as per the spell) without damaging the book or its magic.
As noted above, Journey Books are created in pairs. If one book of a pair is destroyed there is no way to recreate it. There is also no way to add another book to the set. The creation price is for 2 books.
CL 9th; Craft Wondrous Item, sending; Price 30,000 gp;Weight 1 lb
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Journey Scribe (by Kirstar)
This writing tool was originally developed for use with Journey Books. Each Scribe is about 6" long and 1/2" thick. One end is pointed the other rounded. The pointed end will will write like a pen. Colours may be selected by the writer by willing the pen to change colourand stating aloud the required colour. The rounded end will eraze what the Scribe has written.
The scribe may write on any surface that a marker pen can write to, in other words dont try to write on clouds or sand etc. The Scribe actually produces ink, the longevity of which is dependant on the surface.
CL 1st; Craft Wondrous Item, Arcane Mark; Price 1,000 gp;
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Robe of Defense (by Law)
This powerful robe offers continual magic protection in the form of an armor bonus to AC and a resistance bonus to saving throws, from a +1 to +5.
Moderate conjuration; CL 7th; Craft Wonderous Item: mage armor, resistance, caster level must be three times that of the robe's bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5).
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Yarting of Hope (by Baerdith)
Yarting of fine wood with golden inlays and silver strings. When played by a bard with perform strings his performance gains a +2, and any allies hearing his song gain a +2 morale bonus to all attacks saves and skill checks.This should stack with the bardic music bonus (if not then the superior bonus wins out).
Caster Level 7th. Craft Wondrous Item. Fine Tuning. Good Hope. Cost to create: 26,460 & 1058xp.
2.6 Epic

Epic Spells
Adonic Fury (by Von Crown)
Conjuration (Creation) [Transportation]
Spellcraft DC: 92
Components: V, S
Casting Time: 1 free action
Range: see text
Effect: One duplicate of caster
Duration: 1 round
Saving Throw: None
Spell Resistance: No
Nuts and Bolts: Seed: conjure (to make base substance) (DC 21), transform (DC 21), animate (to allow duplicates to attack) (DC 25). Factors: nonliving substance to humanoid (+10 DC), transform into specific individual (+25 DC), Replicates Equipment (Ad Hoc +10). Mitigating factor: 1-round duration (DC -20)

Upon casting Adonic Fury, the character creates three duplicate versions of themselves surrounding an adjacent opponent. Each Duplicate Takes a full-attack action with whatever weapons it has that will deal the most damage. These duplicates gain and grant flanking bonuses as normal, and are in every respect like the caster.
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Anti-Antimagic Field Field (by Von Crown)
Abjuration
Spellcraft DC: 26
Components: V, S
Casting Time: 1 minute
Range: Touch
Target or Effect: 10-ft.-radius spherical emanation, centered on you
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
Nuts and Bolts: Seed: ward (to protect against antimagic field) (DC 21)
This spell creates a field that cancels out animagic fields. In places where their area's overlap, all antimagic fields are cancelled, having no effect on spellcasting or spell effects in that area.
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Epic Fireball (by Law)
Evocation [Fire]
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 1 standard action
Range: 600 ft.
Area: 60-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 855,000 gp; 17 days; 34,200 XP. Seed: Energy (DC 19). Factors: 1-action casting time (+20 DC), Change area from bolt to ball (+2 DC), Increase area by 200% (+8 DC), Increase range by 100% (+2 DC), Increase Damage to 40d6 (+60 DC), Increase damage dice three steps (+30 DC). Mitigating factors: 2d6 backlash (-2 DC), Burn 4,400 XP (-44 DC).

Epic Fireball is a massive ball of fire that detonates with a mass of flames. It deals 40d12 points of fire damage. Unattended objects also take this damage. The spell can barely be controlled and the caster takes 2d6 points of damage as it is released (in addition to burning 4,400 XP).

You point your finger and determine the range (distance and height) at which Epic Fireball is to detonate. A red, fist-sized globe of glowing energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, it blossoms into a blast of fire that commonly leaves only ashes of all that where in the area of effect.
XP Cost: 4,400 XP.
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Kimber’s Blasting Forceball (by Law)
Evocation [Force]
Spellcraft DC: 126
Components: V, S, XP
Casting Time: 1 free action
Range: 1,500 ft.
Area: 100-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 1,134,000 gp; 22 days; 45,360 XP. Seed: Energy (DC 19). Factors: Change to force spell (ad hoc +10), Quickened spell (+28 DC), increase range by 400% (+8), change area from bolt to ball (+2 DC), increase area by 400% (+16 DC), Increase damage to 60d6 (+100 DC), Increase damage dice for steps (+40 DC), increase DC on the fly (ad hoc +3). Mitigating factors: Burn 10,000 XP (-100 DC).

Kimber’s Blasting Forceball is a massive blast of force energy that detonates with a thundering roar. It deals 60d20 points of force damage. Unattended objects also take this damage.

You point your finger and determine the range (distance and height) at which Kimber’s Blasting Forceball is to detonate. A clear, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, blossoms into a blast of force energy that has been known to topple castles.

As a special feature of this spell, you can increase the saving throw DC at the time of casting by sacrificing more XP. For every 1,000 XP you sacrifice beyond the 10,000 XP required to cast the spell, the saving throw DC increases by 5.
XP Cost: 10,000 XP.
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Kimber’s Massive Forceball (by Law)
Evocation [Force]
Spellcraft DC: 820
Components: V, S, XP
Casting Time: 1 free action
Range: 1,200 ft.
Area: 400-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 7,380,000 gp; 148 days; 295,200 XP. Seed: Energy (DC 19). Factors: Change to force spell (ad hoc +10 DC), Quickened spell (+28 DC), change area from bolt to ball (+2 DC), Increase area by 1,900% (+76 DC), Increase range by 400% (+8 DC), Increase Base saving throw DC to 100 (+160 DC), Increase damage to 400d6 (+780 DC), Increase damage dice for steps (+40 DC), increase DC on the fly (ad hoc +3). Mitigating factors: 206d6 backlash (-206 DC), burn 10,000 XP (-100 DC).

Kimber’s Massive Forceball is a massive blast of force energy that detonates with a thundering roar and gives off a small shock wave up to 800 ft. (no damage for the wind). It deals 400d20 points of force damage. Unattended objects also take this damage. The spell is barely controlled, and the caster takes 206d6 points of damage as you release it (in addition to burning 10,000 XP).

You point your finger and determine the range (distance and height) at which Kimber’s Massive Forceball is to detonate. A clear, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, blossoms into a blast of force energy that has been known to leave small bits of everything in the area.

As a special feature of this spell, you can increase the saving throw DC at the time of casting by sacrificing more XP. For every 1,000 XP you sacrifice beyond the 10,000 XP required to cast the spell, the saving throw DC increases by 5.
XP Cost: 10,000 XP.
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Infernal Counterspell
Abjuration
Spellcraft DC: 139
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Nuts and Bolts: Seed: dispel (DC 19). Factors: +100 to dispel check (+100 DC), 1-action casting time (+20 DC).

To use infernal counterspell, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+110 against a DC of 11 + the foe?s caster level. If the check is successful, the character?s spell negates the foe?s spell.
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Obliterate (by Von Crown)
Transmutation
Spellcraft DC: 163
Components: V, S
Casting Time: 1 free action
Range: 12,000 ft.
Target: One creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half (object)
Spell Resistance: Yes
Nuts and Bolts: Seeds: Destroy (DC 29 DC). Factors: Free action casting time (+28 DC), Increase damage dice to d20 (+40 DC), 33 extra dice of damage (+65 DC).

This spell deals 53d20 points of damage to the target. The damage is of no particular type or energy. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so obliterate destroys only part of any very large object or structure targeted. Obliterate affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.
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Reverse Regeneration (by Von Crown)
Transmutation
Spellcraft DC: 85
Components: V, S
Casting Time: 1 free action
Range: 6,000 ft.
Target: One creature with regeneration
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Nuts and Bolts: Seeds: Destroy (DC 29). Factors: Reverses Regeneration instead of normal effect (Ad Hoc +
25), Only works on creatures with Regeneration (Ad Hoc -5), free action casting time (+28), Diables Regeneration (Ad Hoc +8), Limited Target (one creature) (Ad Hoc -5), 1 round/level duration (Ad Hoc +7), Decrease Range by 50% (Ad Hoc -2), Will save instead of Fortitude (Ad Hoc +5).

This spell causes the targets regeneration to begin functioning in reverse, causing the target to take an amount of damage equal to the amont of subdual damage that it's regeneration would normally heal. Beacause it's regeneration is working backwards, the target does not gain any benefit of regeneration for the duration of the spell. This spell has no effect on fast healing, or on creatures that don't have regeneration.
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Rot in the Gray Wastes! (by Von Crown)
Enchantment (Compulsion) [Teleportation] [Mind-Affecting]
Spellcraft DC: 155
Components: V, S
Casting Time: 1 standard action
Target: Creature touched
Duration: Instantaneous (28 days for compulsion)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
Nuts and Bolts: Seeds: foresee (to preview likely hellscape) (DC 17), transport (DC 27), compel (to keep target in hades) (DC 19). Factors: interplanar travel (+4 DC), unwilling target (+4 DC), +15 to DC of subject?s save (+30 DC), Increase Duration by 2800% (DC +56), Add DC bonus as penalty to entrapment (DC +2).

The character sends his or her foe to hades. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or she fails this saving throw, he or she is sent straight to a layer of a neutral evil plane (Usually Hades) swarming with fiends. The subject will not willingly leave the plane for 28 days, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane and takes a penalty against It's entrapping traits and the grays equal to the DC for this spell. Unless the GM devises a specific location and scenario in hades, the subject encounters a group of 1d4 pit fiends or balors (50% chance of either) every hour he or she spends in Hades.
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Spell Harbinger (by Von Crown)
Abjuration
Spellcraft DC: 130
Components: V, S
Casting Time: 1 minute
Range: Touch
Target or Effect: 10-ft.-radius spherical emanation, centered on you
Duration: Permanant
Saving Throw: None
Spell Resistance: Yes
Nuts and Bolts: Seed: ward (to protect against antimagic field) (DC 14+12). Factors: Change duration to permanant (DC x5)

This spell creates a field that cancels out animagic fields. In places where their area's overlap, all antimagic fields are cancelled, having no effect on spellcasting or spell effects in that area.
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Epic Creatures
Kawaze the Shark Lord (by Law)
Colossal Outsider (Aquatic, Extraplanar, Kaiju, Water)
Hit Dice: 114d8+4,473 (5,385 hp)
Initiative: +20 (+12 Dex, +8 Superior Initiative)
Speed: 60 ft., Fly 300 ft. (poor), Swim 300 ft.
AC: 78 (-8 size, +12 Dex, +40 natural, +12 insight, +12 luck), touch 38, flat-footed 66
Base Attack/Grapple: +114/+148
Attack: Bite +160 melee
Full Attack: 8 Bites +160 melee
Damage: Bite 8d6+59/15-20/x3
Space/Reach: 80 ft./20 ft.
Special Attacks: Augmented Critical, Battle Frenzy, Breath Weapon, Energized Attack, Frightful presence, Improved grab, Ray Attack, Spell-Like Abilitys, Swallow Whole, Trample
Special Qualities: Darkvision 120 ft., Death Throes, DR 10/Epic, Fast healing 50, Immunities, Keen scent, Low-light Vision, No Breath, Reflect Spells, See Invisibility, SR 89
Saves: Fort +89, Ref +75, Will +72
Abilities: Str 63, Dex 34, Con 65, Int 17, Wis 29, Cha 42
Skills: Knowledge (the planes (Elemental Plane of Water)) +130, Listen +152, Search +144, Spot +152, Swim +166
Feats: Ability Focus (Breath Weapon) (B), Alertness, Blind-Fight, Cleave, Combat Expertise, Combate Reflexes (B), Dodge, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative (B), Improved Natural Attack (bite), Mobility, Power Attack, Skill Focus (Swim), Toughness x9, Weapon Focus (bite)
Epic Feats: Epic Ability Focus (Breath Weapon)* (B), Epic Fortitude, Epic Reflexes, Epic Skill Focus (Swim), Epic Weapon Focus (bite), Epic Will, Fast Healing (x10), Improved Spell Resistance, Superior Initiative
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 77
Treasure: None
Advancement: -
Level Adjustment: -

You see this massive shark with eight hydra looking neckes, each has a shark head on it, you see his massive for webbed feat, a large bettle looking shell that might have wings in them, and a larg fin that looks like its stremlined to the shell as well as his body. He seams to have icy armor that looks like you can see into him as well. You can also feal a chill in the area as it moves your way.

He is the one most people do not know about, the one they don’t want to know about. Those that know of kawaze, know that running is only a way to get your self-killed faster bye him. Yes he’s smart bye human standards but that does not mean he won’t eat you. He has one rule and one rule only eat first ask questions later. For he’s no small thing he big and in order to feed himself he uses that rule.

He is known bye other names on other worlds, like the eight headed one, the bringger of death ECT. For once every 10,000 years he some how leaves the elemental plane of water to another plane. How does it is not known but when he gets there he’s eats all sea life and every things else on the plane. His hunger is like none other.

Know one knows how long he has been around, if any one does there most likely dead. He has bean known to be killed but not often (usually during his 10,000 shift) and comes back every time. It seams when he dies he’s died for over a 1,000 years then reforms in his home plane. Usually buy the time every one has forgotten about him so it’s a new thing for most people when he comes back.

Some people think he might be an elemental lord of some kind (at least those that have seen him and lived any way). The fact that that’s a small few and that most of the history of him is small means that theirs not many ways to tell if this is true or not for he wont say so himself (like any ones around while he’s talking anyway).

He looks like a hydra in the front but with a shark head in place of the common hydra heads. His back is that of a really large shark, instead of fines he has for legs with webbed feet. His back like it has a beetle shell that holds his massive wings. His main fin sticking out of the top (the shell is streamlined to the body so the fin has plenty of space to come out).

Kawaze speaks Aquan.

Combat
Battle Frenzy (Ex): When Kawaze is reduced to 25% of his maximum hit point total, he gains a +4 bonus to Strength and can make an additional melee attack with his primary natural attacks each round at a –5 penalty. These benefits cease if the he is healed above 25% of its maximum hit point total or he is rediced to 0 hit points or less.
Breath Weapon (Su): Kawaze possesses eight powerful breath weapons. As he uses them they look like a stream of icy cold water. He can use these breath weapons once every 1d4 rounds. These breath weapons takes the form of a line (ten feet wide and ten feet tall) with a length of 100 feet, and does 10d6 points of cold damage. Creatures can make Reflex saving throws (DC 107) for half damage.
Energized Attack (Su): As a standard action once per minute, kawaze can infuce his natural attacks with cold energy. This lasts for 1d4+1 rounds; during this time, all his melee attacks do an extra 3d6+13 points of cold damage. This damage is not multiplied on a successful critical.
Frightful Presence (Ex): Kawaze can inspire terror by charging, attacking, snarling, using his breath weapons, ray attacks, or any of his spell-like abilitys. Affected creatures must succed on a DC 83 Will save or become shaken, remaining in that condition as long as they remain within 120 feet of kawaze. The DC is Charisma-based.
Improved Grab (Ex): If kawaze hits a Huge or smaller opponent with a bite attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If he gets a hold, he can try to swallow it in the next round. Alternatively, the kawaze has the option to conduct the grapple normally, or simply use his mouth to hold the opponent (-20 penalty on grapple check, but kawaze is not considered grappled). In either case each successful grapple check it makes during successive rounds automatically deals bite damage.
Ray Attack (Su): Once every 1d4 rounds, kawaze can generate a beam of energy from each of his eight mouths. He must make a ranged touch attack to hit the targets with its rays; all his rays have a range of 300 feet. If any of his rays hits, it causes 15d6+13 points of cold damage.
Spell-like Abilities (Sp): 5/day-blur, darkness; 3/day-call lightning, cloudkill, dimension door, gaseous form, ice storm, invisibility, minute form, vulnerability; 1/day-control weather, haste.

These spell-like abilities function as if cast by a 35th-level sorcerer. The DC to resist these spell-like abilities is 16 + spell level..
Swallow Whole (Ex): Kawaze can try to swallow an opponent of Huge or smaller size by making a successful grapple check. Once swallowed, the opponent takes crushing damage equal to 2d8+26 , plus 3d6 points of acid damage from kawaze’s digestive juices per round. A swallowed creature can cut its way out using claws or a light weapon by dealing 50 points of damage to kawaze’s digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.
Trample (Ex): As a standard action during kawaze’s turn each round, he he can run over an opponent of Gargantuan size or smaller. Kawaze has to merely move over the opponent.

The trample deals 4d12+26. Trampled opponents can attempt attacks of opportunity, but these incur a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves for half damage (DC 106).
Death Throes (Su): When he is killed, he explodes in a burst of energy that deals 20d6 points of cold damage to everything within 100 feet. Creatures in this region must make Reflex saving throws (DC 94) to take half damage.
Immunities (Ex): Kawaze is completely immune to acid, cold, electricity, fire and sonic attacks. He is also immune to disease and poison.
Keen Scent (Ex): Kawaze notices creatures by scent in a 180-foot radius and detects blood in the water at a range of up to 1 mile.
No Breath (Ex): Kawaze does not breathe and is immune to gas-based attacks that require a Fortitude saving throw. He can also exist buried in the earth, underwater, or in other airless environments with ease.
Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate his spell resistance are reflected back upon their caster.
See Invisibility (Su): Kawaze can continously see invisibility as the spell cast by a 20th-level sorcerer. He can suppress or resume this ability as a free action.

*New feat see below.
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Epic Items
Ring of Epic Initiative (by Law)
This powerful gold ring offers a luck bonus on initiative checks, from +6 or higher.
Overwhelming Transmutation; CL 21st; Forge Ring, Forge Epic Ring, Haste, caster level must be for times that of the ring's bonus; Price 1,800,000 gp (+6), 2,450,000 gp (+7), 3,200,000 gp (+8), 4,050,000 gp (+9), 5,000,000 gp (+10), 6,050,000 gp (+11), 7,200,000 gp (+12), 8,450,000 gp (+13), 9,800,000 gp (+14), 11,250,000 gp (+15), 12,800,000 gp (+16), 14,450,000 gp (+17), 16,200,000 gp (+18), 18,050,000 gp (+19), 20,000,000 gp (+20), 22,050,000 gp (+21), 24,200,000 gp (+22), 26,450,000 gp (+23), 28,800,000 gp (+24), 31,250,000 gp (+25), 33,800,000 gp (+26), 36,450,000 gp (+27), 39,200,000 gp (+28), 42,050,000 gp (+29), 45,000,000 gp (+30).
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Bracers of Epic Insightful Defense (by Law)
These platinum and adamantine bracers usually bear the image of an owl archon or other insightful creature. They grant the wearer an Insight bonus to AC, and a Luck bonus to AC, from +6 or higher.
Overwhelming varied; CL 21st; Craft Woundrous Item, Craft Epic Woundrous Item, Haste, Moment of Prescience, caster level must be for times that of the bracer's bonus; Price: 2,700,000 gp (+6), 3,675,000 gp (+7), 4,800,000 gp (+8), 6075,000 gp (+9), 7,500,000 gp (+10), 9,075,000 gp (+11), 10,800,000 gp (+12), 12,675,000 gp (+13), 14,700,000 gp (+14), 16,875,000 gp (+15), 19,200,000 gp (+16), 21,675,000 gp (+17), 24,300,000 gp (+18), 27,075,000 gp (+19), 30,000,000 gp (+20), 33,075,000 gp (+21), 36,300,000 gp (+22), 39,675,000 gp (+23), 43,200,000 gp (+24), 46,875,000 gp (+25), 50,700,000 gp (+26), 54,675,000 gp (+27), 58,800,000 gp (+28), 63,075,000 gp (+29), 67,500,000 gp (+30).
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Robe of Epic Defense (by Law)
This powerful robe offers continual magic protection in the form of an armor bonus to AC and a resistance bonus to saving throws of +6 or higher.
Overwhelming conjuration; CL 21st; Craft Wonderous Item, Craft Epic Woundrous Item, mage armor, resistance, caster level must be three times that of the robe's bonus; Price 594,000 gp (+6), 808,000 gp (+7), 1,056,000 gp (+8), 1,336,500 gp (+9), 1,650,000 gp (+10), 3,630,000 gp (+11), 4,320,000 gp (+12), 5,070,000 gp (+13), 8,880,000 gp (+14), 6,750,000 gp (+15), 7,680,000 gp (+16), 8,670,000 gp (+17), 9,720,000 gp (+18), 10,820,000 gp (+19), 12,000,000 gp (+20), 13,230,000 gp (+21), 14,520,000 gp (+22), 15,870,000 gp (+23), 17,280,000 gp (+24), 18,750,000 gp (+25), 20,280,000 gp (+26), 21,870,000 gp (+27), 23,520,000 gp (+28), 25,230,000 gp (+29), 27,000,000 gp (+30).
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Epic Feats
Epic Ability Focus [Epic] (by Law)
One of the creature’s special attacks is really more potent then normal.
Prerequisite: Ability Focus
Benefit: The difficulty class for all saving throws against the selected special attack increases by +2. This bonus stacks with ability focus.
Special: This feat can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a different special attack.

2.7 Artifacts

Lady Polaris Silver Dragon Star (by Lady Rolindin)
Description:
The Silver Dragon Star is a 1ft. diameter cluster of lights amd glowing motes of swirling in a misty globe of silver-white light. Although it has an ethereal apperrance, it can be pick up and carried, even though it remains weightless. The powers of the Silver Dragon Star remain dormant untill a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiance then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Silver Dragon Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Silver Dragon Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature silver-white flashes and crackles of electricity race across the Silver Dragon Star, and its powers are ready to be used, one per round. By simple mental command (the Silver Dragon Star will impart the full range of its powers, and the ability how to use them to its new wearer).

Item Powers (all cast at 35st level, 3.5 level 30)
4x day: Cone of Cold
4X day Paralyzing Gas (Silver Dragon gas)
2X : Shirkens Spears (100 per square foot, this depends on the width on hight of area
2X day Reverse Gravity (Silver Dragon Abilty no saving throw)
1X day The Silver Dragon Star can be called upon to envelop its wielder in a sheath of scintillating Silver-White armor Ac-8. This armor has 80 hit points, and absorbs all damage done to its wearer. The creature gets a 75% magic resistance, as well as complete immunitty to cold based attacks, and silver dragon breath weapons attacks and spell abilties attacks. The ability to breath normally in hostile conditions, (I.E. under watewr, in a void, or while surrounded by any kind of cloud spell), as well as cloud walk like the Silver Dragon and turn invisible at will. The wearer is also granted the ability to fly at the speed of a silver dragon foir a maximum of 12 hours. The suit of armor generated disappears after 12 hours, or when its brought down to 0 hit points. For 1d4 rounds afterward, the Silver Dragon Star is inactive

A successful dispell magic cast on the Sliver Dragon Star will cause it to become "dormant" for one round. During this time the flashes of silver-white energy ceases, although the globe still gives off enough silver-white light to read by. the Silver Dragon Star saves at a +10 on all magical attacks.

Finally, if necessary the Silver Dragon Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an ezplosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Silver Dragon Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unlleashed by the Silver Dragon Star passes through all magical proctections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones).
When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life.
The Silver Dragon Star is temporarily destroyed in the strike, but will be refformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Silver Dragon Star to reaccumate itself to a wearer before it is ready to be used again.
armor class 2e= -8 armor class 3.5 =26



Karsas Silver Dragon Star (by Lady Rolindin)
Description:
The Silver Dragon Star is a 1ft. diameter cluster of lights amd glowing motes of swirling in a misty globe of silver-white- yellow light. Although it has an ethereal apperrance, it can be pick up and carried, even though it remains weightless. The powers of the Silver Dragon Star remain dormant untill a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiance then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Silver Dragon Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Silver Dragon Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature silver-white- yellow flashes and crackles of electricity race across the Silver Dragon Star, and its powers are ready to be used, one per round. By simple mental command (the Silver Dragon Star will impart the full range of its powers, and the ability how to use them to its new wearer).

Item Powersd (all cast at 41st level, 3.5 level 35)
4X day: Split Lightning Bolts Greater (6 at the release of the spell, can direct to targets x10 damage of lighting bolt spell)
4x day: Blizzard Storm
4X day Paralyzing Gas (Silver Dragon gas)
2X : Shirkens Spears (100 per square foot, this depends on the width on hight of area
2X day Reverse Gravity (Silver Dragon Abilty no saving throw)
1X day The Silver Dragon Star can be called upon to envelop its wielder in a sheath of scintillating Silver-White-yellow armor Ac-8. This armor has 100 hit points, and absorbs all damage done to its wearer. The creature gets a 90% magic resistance, as well as complete immunitty to cold based attacks, and Silver Dragon attacks breath and spell abilities . The ability to breath normally in hostile conditions, (I.E. under watewr, in a void, or while surrounded by any kind of cloud spell), as well as cloud walk like the Silver Dragon and turn invisible at will. The wearer is also granted the ability to fly at the speed of a silver dragon foir a maximum of 12 hours. The suit of armor generated disappears after 12 hours, or when its brought down to 0 hit points. For 1d4 rounds afterward, the Silver Dragon Star is inactive.

A successful dispell magic cast on the Sliver Dragon Star will cause it to become "dormant" for one round. During this time the flashes of silver-white energy ceases, although the globe still gives off enough silver-white- yellow light to read by. the Silver Dragon Star saves at a +10 on all magical attacks.
armor class2e -8, armor class 3.5 =26
Finally, if necessary the Silver Dragon Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an ezplosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Silver Dragon Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unlleashed by the Silver Dragon Star passes through all magical proctections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones).
When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life.
The Silver Dragon Star is temporarily destroyed in the strike, but will be refformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Silver Dragon Star to reaccumate itself to a wearer before it is ready to be used again.
Lady Rolindin

03-28-06, 06:33 PM
posted by Lady Rolindin

by lady rolindin

Dwarven Defender War Axe
The Dwarven Defender War Axe is made out of silverskin metal and has a white crystal in the middle of the axe head that can be seen on both sides. The crystal glows a silver -white radiance, the axe has dwarven and netheril ruins around the crystal. The axe weigh one pound, and has a silver twisted handle uo to the head, the length is 48 inches, with leather straps wraped around the bottom for a grip. The axe head is two foot wide then tapers down to the handle, both side has an axe blade.

the axe has these powers:
1. the wielder can cast an twin lighting bolt 2 times a day, for 10d6 per lighting bolt.
2. The wielder can cast an meteor Storm 2x a day
3. The axe will give the wielder an 85% magic resistance.
4. The axe has +2 to jit and an +4 to damage (favoird enemy is +4 to hit, and +6 damage)
5. the axe can absorb 2 spell cast at the wielder, and then cast them back.
6 The axe can make the wielder turn invisible (treat like improved invisible), and the wielder can see other creatures invisible, by a out line of light that surrounds them.

Mystra (Mystryl) Staff
Description: This staff looks likea silver Bo stick, with nothing on both ends in the middle are crystals bands of differebt colors. the crystals bands are one inch wide and stare five inches from the middle of the staff. The staff wieghs one pound made out of silver skin metal, or gold skin metal, or dark skin metal, and is a +2 to hit +2 to damage (for undead becomes an +4 to hit, and +6 damage). Use the command word and a Flame Strike as the spell 4x a day, and can also absorb and srore 10 spells, the wielder can use the spell's one per round.
The powers of the staff
1. The Bo staff will turn into two long swords when the command word is spoken.
A. The long swords are Verpal blades, they are an +3 to hit and an +4 to damage, each sword can call a Flame strike or Chain Lighting bolt.
B. Each long sword deals 3d8 damage small and medium, and 5d8 damage to large and bigger creatures, when seperated each sword can absorb and store five spells each, and the wielder can cast one spell per sword per round. the Bstaff was used by the Mystryl guardains of of the priest hood for their god, they were specaily trained to proctect the priests.

Arkin’s Hell Star (version 2)
Description:
The Hell Star is a 1 ft. diameter round magical glowing ball with swirling motes of energy moving around inside the star in a misty glow of dark redish- blackish mist.
Although it has an ethereal appearance, it can be pick up and carried, even though it remains weightless. The powers of the Hell Star remain dormant until a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiante sphere then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Hell Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Hell Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature red-blackish lights flashes and crackles of electricity race across the Hell Star, and its powers are ready to be used, one per round. By simple mental command (the Hell Star will impart the full range of its powers, and the ability how to use them to its new wearer). Any alignment other than evil will get a shock of 8d6, per round no saving throw and will fight the wearer until the wearer gets it removed, or the non evil wearer has it removed by casting a greater dispel magic. The Hell Star can call and trap a Pit Fiend to serve the wearer. The Pit fiend can call 2 lemures, 2 Horned Devils, 2 Ice Devils, and the Hell Star gives off a permanent greater fear in a 40 ft. Radius. The Hell Star will absorb up to five spells attacks, when a wearer can absorb ward spells, the magical energy can be released by the Caster as a spell.

Item Powers (all cast at 31St level)
4X day: Acid Spray Great 8d8 damage reflex Dc 17 half (by a Hell Dragon (is a red, black, shadow dragon mixed)
4x day: Greater Power word Stun
4X day Greater Unholy Blight
2X Shirkens Spears of fire (100 per three levels, reflex check takes half damage.) 1d4 +2 each
each spear does 1d4 points of damage, regualar weaves users get a -2 saving throw agianst shadow magic, total spears are 3,100 spears. the caster can send them in a cone or spread out in a 100 ft. area by 20 ft. high. refelx is half damage, if can avoid them. a dm should roll a % die of d100 to see how many hit. and how much for damage 1d4 per spear.
3X: Greater Hell Fire cone 10d8 reflex half damage, and make save foe losing 6 levels, save is half levels
1X day The Hell Star can be called upon to envelop its wielder in a sheath of scintillating red- blackish armor Ac 32. This armor has 150 hit points, and absorbs all damage done to its wearer. This is done by the star transferring hit points to the wearer from the suit at 15 hit points per round. The creature gets a 90% magic resistance from the armor, as well as complete immunity to fire based attacks and electrical attacks. The suit is flexible and will mold to the wearer body, the suit is made out of dark skin metal with the hardness of 25. The ability to breath normally in hostile conditions, (I.E. under water, in a void, or while surrounded by any kind of cloud spell), the Hell Star wearer can turn invisible at will. The wearer is also granted the ability to fly at the speed of a Hell Dragon (speed of 30ft per round)for a maximum of 12 hours. The suit of armor generated disappears after 12 hours, or when it’s brought down to 0 hit points. For 1d4 rounds afterward, the Hell Star is inactive

A successful greater dispel magic cast on the Hell Star will cause it to become "dormant" for one round. During this time the flashes of red-blackish energy ceases, although the globe still gives off enough red-blackish light to read by. the Hell Star saves at a +15 on all magical attacks.

Finally, if necessary the Hell Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an explosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Hell Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unleashed by the Hell Star passes through all magical protections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones).
When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life.
The Hell Star is temporarily destroyed in the strike, but will be reformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Hell Star to reaccumate itself to a wearer before it is ready to be used again.

Akans Netheril Balls
The one inch silver balls were made by Akans an alchemist, they were made of Nitro Glisron surrounded by a silver bound shell. The middle smaller inside had liquifed sulfur, when thrown against a hard object the mix would explode. Used with a sling or by a mage using a hurl object spell, or used on the arrows or bolts. The Netheril army used them on arrows or bolts to send into a rushing army. The damage cause 15 die 8 damage to an object or person; magic shields would take half the damage causing the shield to fail. Once the magic shield failed the mage would take the rest of the damage. Akans mixed in small pieces of metal with the two and three inch balls to use against powerful mages.


Psionic Sanction
Abjuration
Level: Wiz/Sor 8, clr 8
casting time:5 rds
components: S
Area of effect: Caster
Range: on caster
Duration: 1 rd/ 2 levels
Saving throw" none
spell resistance: none
This spell causes a shield to surround the spell caster through which no psionic energy can pass, the caster cannot attack or be attacked psionically.

Of the Purest Light
Abjuration
level:Wiz/sor 9, clr 9
Casting time: 5 rounds
Area of effect: see below
duration:1 round per caster level
Components: V, S, M
Saving throw: none
Spell Resistance: none
When this spell is cast, the spell caster brings into existence a globe of light from the Positive Material Plane. This light is of pure positive energy, pulsating with all that is good. The force of this power is overwelming. for the first 20ft. radius around the caster the light is as bright as the sun, but is not harmful to any creatures harmed by sunlight.
it will give all creatures of good the following:
food and sustence for one day
+2 to all saving throws
+2 to hit and damage
2d8+8 healing
to all neutral being within 120ft:
a fealing of unworthiness
to all evil within 120 ft:
causes 2d4 damage per round
-1 to hit and damage
-2 to all saving throws
to all undead within 20ft to 80 ft
lesser undead, up to 5hd turn to dust no saving throw
greater indead have the free option to leave, but will take 2d6 points of damage per round they are within the sphere's range.
any creature from the negative plane, to be hurled from the sphere and subject to the rules concering evil creatures throw rules.

Foebane
Evocation
Level: Rgr 4, Wiz/sor 4, clr 4, assn 4
Components: V,S
Casting time: 1 action
Range: touch
Target: weapon touched
Duration: 1 round /level
Saving throw: none
Spell resistance: no

this spell imbues one of the casters weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage. futhermore, while the caster wields the weaponm he or she gains a +4 resistance to saving throws against effects created by creatures of that type.

Kerel's Blast
evocation
Level: wiz/sor 5, clr 5
casting time: 3rds
Components: V, S
Arean of effect: 20ft radius
Range: 2 ft/ level
Duration: Instantaoeous
Saving throw: will save
Spell resisatance: yes
This spell taps into the postive plane releasing a burst of pure positive energy which does 1d6 per level in damage (for 15d6 maximum), will save is half damage. Undead creatures take full damage with no saving throw. Evil creatures save recieve half damage. Neutral creatures take half damage, good creatures are unaffected. if the caster is not good then he or she will take damage from the spell in the area of effect.

Anger of Noonday sun
Evocation light
Level: wiz/sor 6, clr 6
Components: V,S
Casting Time: 1 standard action
Range: 10 feet
Area: All standard creatures within a 10- foot radius burst centered on you
Duration: Instantaneous
Saving throw: Reflex negates
Spell Resistance: Yes
This spell unleashes a blinding flash of sunlight originating with you and expanding outward. Any creature with in the area of the spell that can see you must make a saving throw or be temporarily blinded. The blindness last for 1 minute per caster level.
An undead creature caught with in the spell area takes 1d6 points of damage per caster levels (maximum 10d6), or half damage if a reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead.

Resize
Transmutation
Level: Clr 0, Drd 0, Wiz/Sor 0
Components: V, S
Casting time: 1 action
Range: touch
Target: One article of clothing or armor
Duration: permanent
Saving throw: Fortitude negates (object)
Spell resistance: Yes
Resize alters one piece of non- magical clothing or armor to fit a differently sized creature. The object to be resized can be expanded or shrunk to fit a target up to one size larger or smaller than it originally fit. If resize is dispelled, the clothing or armor falls off its wearer and returns to normal size.


Waethra's Warm Welcome
Evocation
Level: wiz/sor 9
Range: 0
components: V, S, M
Duration: specail
Casting time: 2 rounds
Area of effect: a sphere with a radius of 10ft. /level of the caster
Saving throw: specail
spell resistance: speaical

this spell protects an area that is outlined by a flickering spell glow during the spell's casting, but the glow fades upon the spell completion. the protected area is spherical, centerded on the caster, and has a raduis od 10 feet per caster level. once the caster is complete, this designated area intercpts all intruding beings (other than the caster) who are employing magic or psionics that allow them to travel astrally, travel etherealy, or translocate ( in other words teleport, dimension foor, and the like) as they enter and returns them to where they begain their journey by a roundabout way. one being per level of the caster can be given a warm welcome before the spell is exhausted.
the welcome does not allow intruders to see into or telease anything into the protected area before it whisks them away.
intrufers are first transported into an extradimemsional space whose daekness is lit only by countless whiriling magic missiles like energy bolts. they fall through this area for one round and must make a saving throw vs. spell four times. for each failer, roll 1d8; the resuly is how many bolts strike the untruding being. each bolt burst on contact, doing 1d4+1 points of damage. the intrudinf being then falls out of the void of bolts to a location 70 feet above where its journey first begain, (In other worlds, if they traveled by various means or over several days to reach the area protected by the warm welcome, its magic rreturns them to the place where they first set out on that jourbey from, not merely to the beginning of itd last stage). this location may even be on another plane from the protected area. arrival above the spot where an intruding beings journey began is always safe; it may be shifted up , down, or sideways some distance to avoid arrivibg in solid objects ( such as the roof of a building or the celing of a chamber), but its arrival is always into empty air. unless the intruder can fly or avoid damage by magical means ( such as a feather fall spell), falling damage is 7d6 points of damage).
the spells materail components are a strand of spider web, two daggers, the eye of a phase spider, and two drops of the ichor of an astral dreadnought

Arrow Swarm
Evocation
Level: wiz/sor5
components: V, S, M

Duration: 1 round
Casting time: 1 round
Area of effect: a 90 ft. long cone with a 45 ft. diameter base
saving throw: reflex half
spell resisdtance: yes
these spell tranforms a single nonmagical arrow, which must be fired from a bow by a person other than the caster as the caster touches the arrow and intones the incantation, into a deadly cone of arrowfire that emeres from extradimensional space somewhere else. at a time of the casters choosing. the arrow vanishes when the spell is cast and is consumed by the spell, which creates two short lived duplicates of the arrow for each experience level of the caster up to 15 level. these arrows cannot be poisoned or aflame, nor can they carry a disease or any other magic aside from the spell they are part of, such as a curse, even if the original did.
these multiple magical arrows do 1d6 damage each, but when striking , they race about like excited minnows in a school, passing through organic material rather than striking and staying, and darting about with many chanfes od direstion rather than fkying once and then falling, at the end of two rounds od such swirling, they fade away, but ubtill then they occupy a conical area expandinf out 90 feet from an ubseen of orgin, widening 5 feet in diameter for every 10 feet from the point ogf the cone. (in other words, the cone is 5feet indiameter, 10 feet from the point of orgin, 10 feet in diameter, 20 feett from the point of orgin, 15 feet in diameter 30 feet from the point of origin). this area of flight cannot pass through walls, ceilngs, floors, or other solid, continuous barriers, and so can be constricted by surroundings, all living creaturers in the cone must make a successful saving throw vr spell ay -2 or be struck by all the arrows.
when this spell is cast, the caster chooses the spot where its point of orgin will take effect, which must be no more than 12 feet above a spot on the same plane wherethe caster has physically stood within the last 24 hours, and the general direction of the cone. the caster also decides if the spell will take effect instantly or br programmed.

if the latter choice is made, the spell is governed by a set of conditions enunciated aloud during casting, conditions with the same limitations as a magic mouth spell. the presce of a known , named individual or magical item, either unique or one of a type, can be part of the trigger conditions.
programmed arrows swarms have waited undetected for years before suddenly appearing and eruptingm but they cannot pass through or within a minor globe of invulnerability or any more powerful magical barrier, and do not trigger if their programmed conditions are not met when such an effect is present at their designated point of orgin. a dispell magic cast on the point of origen or a properly worded limet wish or wish spell destroys an arrow swarm without triggering it.
the material component for this spell is one flight arrow.

Lightning Reflection
Anjuration
Level: wiz/sor 5
Components: V, S, M
Castinh time: r
durtaion 1 turn
Saving throw: none
spell resistance: no
This spell protects the caster or a touched recipient (and all worn or carried matererial) against all effects of electrical and lingtning energu discharges; it also protects against magic missiles. All such attacks are reflected strait back at their sources for full normal effect. Magical or natural lightning and other raw energy discharges are protected against. fire is not protected against. the material components of the spell are a drop of quicksilver and ashard of metal of any size.

Lightning Ring
Evocation
Level: wiz/soe 8
Compoments: V, S, M
Casting time: 8
range: 10 ft/level
duration: 8 rounds
saving throw: reflex half
spell resistance: yes
this spell surrounds the caster with a bright white , crackling, chest high ring of lightning. the ring moves with the caster, who can cast other spells without harming the ring's functioning after the round in which the ring is established. while encircled by the ring, the caster is immune to damage from all lightning attacks.
Twice per round, the caster can emit a lightning bolt that streaks strait outward in a direction chosen by the caster. ( the bolt rebounds at an angle chosen by the dm if it striks somthing solid and nonliving.)
such bolts are 5 feet wide and 80 feet long and cause 8d6 points of damage to all creatures in their path. If creatures who are struck make a successful saving throw ve spell, they suffer only half damage.
alternatively, this spell can be cast all at once. The ring forms in one round, spinning about the caster (who is protected against all lighting damage for that round), then rises straight up and fires 8 lightning bolts at once at up to 8 different targets chosen by the caster. in doing so, the spell exhaust itself. the bolts do the same damage and have the same dimensions as those cast by the continuing duration version og the spell
the material components of this spell are a ring of any size fashioned of glass and a bit of fur from any animal.

Web of Lightning
Evocation
level: wiz/sor 8
components: V, S, M
Range: 40 yards + 10 yards'level
casting time: 8
Duration: Instaneous
area of effect: special
saving throw: reflex half
spell resistance: yes
this causes the simultaneous discharge of six lightning bolts. Identical; in properties to those bolts created by lightning bolt spell except that they may not br forked, yhese bolts do 7d6 points of damage each and manidest in one of two ways.
One manifesttation is widely used on battlefields; a starburst of six bolts radiating out from a single point visualized or chosen directly by the caster, who need not see its location. four bolts spring out in the cardinal directions ( forming an equal armed cross), and two additional bolts leap out in two of the diagonals in quadrants chosen by the caster.
the other manifestation of the spell is a ricocheting web within a 60 ft. diameter sphere. the sohere can be altered to fill a 30 foot by 30 foot room or smaller area, but not increased in volume. compressing it does not affect damage or other spell properties.
the effect is offten fit into a single doorway, with the bolts leaping from the frame as an intruder steps through.
in either manifestation, target beings must make saving throws individually against all 6 bolts, they save against fewer bolts if the path of a bolt leaves them out of harm's way, as in most uses of the starburst.
the material component of this spell are four lodestones or a bit of fur, and a small smooth rod of amber, crystal, or glass.

Teleport Fireball
Alteration
Level: wiz/sor 8
Range: 10 miles/ level
Components: V,S, M
Duration: Instantaneous
casting time: 1 round'
Area of effect: 20 ft. radius sphere
saving throw: reflex half
spell resistance: yes
This spell creates a fireball (dealing 1d6 points of damage per caster level up to 10 level) akin to that created by the 3rd level wizard spell fireball, except that it appears and detonates at another location within spell range. the table given in the dungeon masters guide under the teleport spell is then consulted to determine if arrival is safe or not. "low" results means the spell is wasted and takes no action, and "high " resukts form and burst above the intended fireball location. otherwise, the fireball is on target. creatures caught in the area of effect are allowed a saving throw vs spell to take only half damage; all items within reach of the fiery burst must also make item saving throws vs. magical fire.
the material components od this spell are a pinch of saltpeter, a piece of phosphorous, and a pinch of iron filings.





Heat Water
Transmutation
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting time: 1 action
Range: 5 feet
Target: 2 pints of liquid
Duration: concentration, up to 1 minute/ level
Saving throw: Fortitude negates (object)
Spell resistance: Yes
This spell causes up to 2 pints of liquid in a container to heat up. The spell takes 1 minute to bring water from cold to boiling point. The water can be kept at any temperature the caster wishes (above or at room temperature) as long as she concentrates. If further water is added to the container, the spell ends.

Blizzard Storm
Evocation
Level: sor/wiz 8, clr 8
Components; V,S, M
Casting time: 2 rounds
Range: close 25 ft +5 ft per level
Area: 10 ft by 10ft/2 level's of caster
Duration: Instananeous
Saving throw: reflex half
spell resistance: yes
this spell creates a blizzard storm with wind speed from 50 miles to 120 miles per hour, the damage comes from small pieces of ice chunks dealing 1d6 (double damage for fire creatures). cold damage also applies to the area, dealing 1d4 per level, for a maximum of 10d4 cold damage ( the temperture is between 20 to - 40 degrees in the spell zone).
a greater dispell magic, spell turning, antimagic zone, Mordenkainen's disjuction will stop the spell, the materail component is a light blue ice blue diamond worth 500 gold pieces.

Brenburr's Mythallar Teleporttation
conjuration
Level: sor/wiz 8, clr 8
Components: V, M
Casting time: 6 rounds
Range: no limit
Effect: see below
Saving throw: see below
spell resistance: see below
this spell allows a creature or group of creatures to teleport into a mythallar procted area. the strong magic pull of the mythallar can cause the spell to fail. if you cast the spell right you will find your self inside the mythallar procted area. floating cities gave mages, merchants, and others, Ioun stones with a riun on them. the Ioun stone wgen used with the spell allows the caster or group to arrive with in the mythallar procted area. the nain ingerant forthe spell is a destroyed mythallar and a Ioun stone with the matching ruin matching the one cast in the mythallar housing walls.

Footpad’s Grace
Transmutation
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: S, M
Casting time: 1 action
Range: personal
Duration: Concentration
The spell mutes all sound that the caster makes, bestowing a +3 bonus to his move silently checks. Material component: a tiny pillow that is used up in casting the spell.

Scarter's iron Storm
Evocation
Level: wiz/sor 5, clr 5
Components: V,, S, M
Casting time: 5rds
Duration: Instaneous
Area of effect: special
Saving throw: reflex half
spell resistance: yes
This spell enables the caster to fire razor sharp iron blades to leap from his or her hands to strike the creature. The blades are made of pure iron that affect creatures which suffer full damage from iron weapons. The caster can summon one missile for each of his or her levels and each missile inflicts 1d6 +2 points of damage. They are considered as +2 /three levels of the caster against creatures which are immune to such weapons, but these plusses are not cumullative to attack roll and damage.

The missiles are guided by the aura of the creatuire
Evil: this aura attracts the missiles, saves are made with _1/ each three levels of the caster.
Neutral: no effect
Good: this aura repels the missiles. +4 to save

Scater's Instant Dispell
Abjuration
Level: wiz/sor 6, clr 6
components: V, S
Castint time: 1
Range: 0
Duration: Instaneous
Area of effect: Special
Saving throw: special

This spell lets you actually cast dispel magic to counter a spell already thrown at you . If you have memorised the spell, you can cast it at any spell or spell effect thrown that round, even the vagaries of intiative and the like. It is assumed that you were castinf dispell magic as the other spell was being cast. This spell acts as dospell magic for chance of success based on level. IT can be used as a normal dispel magic and in that case the castinf time of the spell becomes 3.
Scater's restriction
Abjuration
Level: wiz/sor 6, clr6, brd6,
compoment; V, S, M
duration: permanent
casting time: 1day
area of effect: Special
saving throw: none
spell resistance: none
Cast this spell before starting spell research. the spell to be researched cannot be learnt by others except with permission of the one who researched the spell first or by the using of a limited wish. a full wish enables learning and ability to teach others. if the caster dies, they will require speak with the dead to get permossion. the material component is a goose feather.

Moonbow
Evocation
Level: wiz/ sor2, clr 2, rgr 2, assn
Components: V ,S, Df
Casting time: 1 action
Range: o ft.
duration: 1 round/ level
saving throw: NOne
spell resistance: no

this spell creates bow only the caster can use. the bow has all the attributes of a shortbow or long bow, as chosen by the caster during the casting . a thin beam of silver lighjt serves as the bow sring, and when ot is drawn back a shimmering , silver arrow made of postive energy appears. when the bow is fired, a stream of moonlight trails each shaft as it flies along its path. the bow can fire a maximmum of two arroes per round, and a successful ranged attack is required to hit the target.
the effects of a successful hit vary according to the type of target.
dispels magic darkness of 4th level or lower
deals 1d8 damage/ 2 levels to living creayures.
deals 1d8 damage/level to undead or lycanthropes.
if the castyer releases the bow for any reason, it fades into a cloud of luminescence that dances for 1d4=1 rounds and then vanishes into nothingness.

Enlarge Ward
Transmutation
level: sor/ wiz3
components: V, S, F
casting time: 1 full round'
area: personal
Duration: 1 round/ level
Saving throw: none
Spell resistance: no
This spell temporarily enlarges the area affected by a ward. A ward's can be enlarged by 10ft./ 2 levels of the caster, so a 8th level caster could enlarge a wards's radius to 70ft.
Lady Rolindin

03-28-06, 07:15 PM
Netheril Necklace
Necklace of the Arch Arcanist (female)
The necklace is a 30 inch silverskin chain hightly decerated in leavers and vines. the necklaces has 5 gems, middle one is a 2 inch tear droped shape ruby to the left and right is a 1 inch baby blue white diamons tear droped shaped, next to them is a 1 inch red ruby tear droped shaped, each ruby and diamond has golden Loin with Black Dragon wings embeded in them.
Powers of the gems:
2 inch ruby
Teleport 2 enemys you point at x3 a day, you can teleport at random if wish.
Anti magic zone 3x day, when this power is actavated all the gems loose their other powers for one round untill the anti magic zone is taken away ; for 1 round after powers come back.
Fireball 3x day
left blue diamond 1 inch
Lighting bolt 3x day
invisibilty 2x day
Blade barrior 2x day

right blue diamond
cone of cold 2z day
wall of ice 2x day
Ice storm 2x day

left ruby 1 inch
Sunburst 2x day
magic Misile 2x day
Dispell magic 2x day

right ruby
fire ring 2x day ( makes a fire surround your enemy)
fire/acid lighting bolt 2x day
Fire animal (your imaganation of aniaml) 2xLocation xx

Gem Lore Master
Gem Lore Master’s use the magic in gems and puts magic inside gems, and are able to read the magic held within. This is done an inner born magic that is brought out through training with a Master Gem Spell Caster. A gem lore master uses the spell like abilities of the gem as a spell book, and is an off class the Sorcerer/ Wizard class. A gem lore class substitutes ground gems of different types to cast spells, and can substitute ground gems of different types for spell components. For instance on lightning bolt the gem lore master will use a diamond or ruby dust instead of the bit of fur and amber, crystal or a glass rod. This ability comes from their ability to concentrate and use one kind of gem dust. Their spells cost them more because of using gem dust of different types. That’s why you find most of them working in large cities and studying under a Gem Lore Master. They have different types of spell’s they can use, Gem skin( 7th level, turns the casters skin into the type of gem holding), Greater Gem Skin (16th level Turns the casters skin hard as a diamond),Eye’s of gem’s (10 level, turns the casters eyes so they reflect gaze attacks at will), read gem magic (4th level reveals any gem spells, maps and activation words for spells in gems), read greater gem magic (12th level lets the caster see in their mind everthing in the gem from maps to gem spell books, proctection spells cast on gems, any words for glypes or wards on a map, deactivation words for traps and what ever else is put inside the gem). Gem Lore Masters direct their inner powers through gems, and use gems as spell books and to cast magic spells from. When studying their spell’s they use a spell book until they reach fifth level, where they can cast spells permanently into gems at will and make the spells permanent. At forth level they get the read gem magic bonus and can cast it at will. Till they get the permanency spell ability they have to use a spell book like a Wizard or Sorcerer, and then use their ability to cast spells into gems. At first level they get, gem cutting, appraise gems, concentration gem magic spells; because of their training with gems they get the bonuses. They start working with gems at 0 level, and skills to choose from for the class are, spot gems, knowledge (arcane gems spell casting), use magic devices (gems), bonus languages gem lore, draconic. Intelligence, wisdom, and constitution need at least a score of 10 for each, because they can accidentally blow up a gem in their face and worse by using the power of the gem, and channeling their energy through it. The better the score they get more benefits for the class. Gem Lore Master’s cast spells through gems, see level chart for attack bonuses, and use the wizard progression chart for spells levels. The class gets the same chart bonuses on page 8 of the Player’s Handbook used for pell bonuses.

100 gold pieces 1 spell
259 gold gieces 2 spells
500 gold pieces 3 spells
750 gold pieces 5 spells
1000 gold pieces 10 spells
1500 gold pieces 15 spells
2,000 gold pieces 20 spells
2,500 gold pieces 25 spells

To store maps and spell books, deactavation words for glyphs or wards, history of place or person, the caster will choose a gem worth 2,500 gold pieces or more.
The cast spells with trigger words into gems between 100 gp and 500gp to use when needed. Many types of gems are used by the caster, tiger eyes, diamonds( white, blue,) Quartz, rock crystal, jasper, this is for the caster to decide what kind and the value.

Adventures
Gem Lore Master’s are causus when adventuring with preparation and always having a gem close by to defend them self with. Gem Lore Master’s seeks knowledge, power, and the gems to conduct their studies; it would not be surprising to see more than one gem lore master adventuring together. Since at higher levels they can heal them selves with they powers of the gem.

Characteristics
The Gem Lore Master’s strength is his or her spell they channel through the gems, they learn new spells as they experiment and grow in experience, and can learn from wizards and sorcerers, and other gem lore master’s they meet. They learn to use the gems in different ways than a wizard does and can become quite deadly with a gem in their hand. Gem Lore Master’s prefer to specialize in a certain type of magic school; this makes them more powerful in their chosen field. This type of specialization can deny them access to some spells that lie out side their field (see school specialization page 57 of the Player’s Hand book).

Like a sorcerer, wizard; the gem lore master can have a familiar (these could be their only friends because of their obsession with gem magic).

Alignment

Like wizards, and Sorcerers a gem lore master tend to be lawful, because the study of magic rewards those who have discipline, but this not always true there have been told of gem lore masters who use their gift for evil.

Religion

Gem lore masters revere the god of magic, (Boccob in the players hand book, or Wee Jas the God of death and magic. While other worlds like the forgotten realms will have Mystra the God of magic and Shar with the dark weave magic), Gem Lore Masters are in general are more devoted to their studies than to their spiritual needs, but some do worship the gods of magic depending on how they use their gem magic.

Background
Gem Lore Masters know each other when they see each other as comrades or rivals, even gem lore masters from different cultures or magical traditions have a lot in common, because they all conform to the same laws of magic. Gem lore masters see themselves as being different that wizards and sorcerers, for they use the power of gems for magic and through a gem can be more powerful than them. They sometime join a magic guild, but most wizards and sorcerers some time look down on them, in their opinion of the guilds. The one’s that do join are usually more powerful before they choose to join a mage guild; they want to be recognized for their abilities with gem magic. Others join for the discounts on gems they can get a hold of and the spells available to them.
Races

Humans take to magic for a lot of reasons, curiosity, ambition, lust for power, or for personal reasons. Humans gem masters are practical innovators, creating new spells or using old spells creatively. Elves are enthralled by magic, and many of them become gem lore masters for the love of the art. Elf Gem Lore Masters see them selfs as artist: and they hold magic in high regard, and as a wondrous mystery, as opposed to the more human gem masters. Gnome illusion gem masters use more illusion spells than would a human or elf gem master. The gnome illusion master will use this field more because they are more gifted in this area.

Alignment: any
Hit die: d4
Skill points at 1st level (2 + Int modifier) X 4
Weapons and armor, gem lore masters like the wizard and sorcerer class can use a club, staff, dagger, crossbow of any kind, and quarter staff, a lore gem master quarter staff or staff will be different than a wizard or sorcerer. They will have gems embedded in them with powerful spells to cast when needed. They cannot wear armor or use a sword, armor or shield. These interferes with the casting of gem spells, and might cause them to be miss fire. Some fighter, gem lore masters have been know in the past, but if they take a dual class they have to have open arms to move and cast their gem spells, a breast plate at the most for the duel class fighter mage.

Spells

Gem Lore Masters cast arcane spells (the same as wizards and sorcerers and bards), which are drawn from the Sor/Wiz spell list on page 192 of the players Hand Book. The gem lore caster must prepare their spells in advance, by having the gems dust where they know it is at all times. They will have spell studied at their level and ready once they have studied the spells. The gem lore master must have (Int, wis, con of 10 or better, 10 + spell level for O level spells. 11 for each for 1st level gem spells, and so forth, they use the same difficulty class saving throw against a wizard spell, spell is 10 + the spell level+ the gem caster intelligence modifier. Like wizards, a gem spell caster can cast only a certain number of spells of each spell level per day. This daily base spell allotment is given below (same as wizard + bonus spells and ability’s are different). In addition, they receive bonus spells per day if they have a high Intelligence score (see table 1-1: Ability modifiers and bonus spells, page 8 of the Player’s Hand book). A gem spell caster must choose and prepare their spells ahead of time by getting a good night’s sleep and studying their spell book or spell gem for 1 hour. While studying, the gem spell caster decides which spells to prepare (see preparing wizards spells, page 177 of the Player’s Handbook. This depends on the level of the gem spell caster, if below forth level they still use a book to study and put the spells into gems to use later, or in their mind or both. If a fifth level or above they will have their spell book in a gem of their choose and will be able to study the spells in the gem. They need to not be disturbed or they can’t input the spell information in their mind or in a blank gem for releasing of the spell latter.

Bonus Languages:
A gem lore caster gets Draconic and gem lore as bonus after O level, (fresh out of school).
Familiar
A gem lore caster can obtain a familiar in exactly the same manner as a wizard, or Sorcerer, but they tend to be more exotic for the gem lore caster. At higher levels they tend to make magical animals made out of gems and endow them with powers to benefit themselves.

Scroll Scribe
Like the wizards and sorcerers, gem caster at first level gains scribe scroll as a bonus, but a gem caster will gain the ability to cast spells into gems as a scroll or spell for defense. They trade these gems among themselves, when around other gem casters.





(1)Level (2)Base Attack(3) Fort Save (4)Ref Save (5)Will save (6)Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, concentration, gem cutting,Spell casting into gem with trigger word, Scribe scroll 3 1 0 0 0 0 0 0 0 0
2nd +1 0 0 +3 4 2 0 0 0 0 0 0 0 0
3rd +1 +1 +1 +3 4 2 1 0 0 0 0 0 0 0
4th +2 +1 +1 +4 Reveal gem lore 4 3 2 0 0 0 0 0 0 0
5th +2 +1 +1 +4 Permanency spell casting into gems + bonus feat 4 3 2 1 0 0 0 0 0 0
6th +3 +2 +2 +5 4 3 3 2 0 0 0 0 0 0
7th +3 +2 +2 +5 Gem Skin 4 4 3 2 1 0 0 0 0 0
8th +4 +2 +2 +6 4 4 3 3 2 0 0 0 0 0
9th +4 +3 +3 +6 4 4 4 3 2 1 0 0 0 0
10 +5 +3 +3 +7 Bonus feat + Eyes of gems 4 4 4 3 3 2 0 0 0 0
11th +5 +3 +3 +7 4 4 4 4 3 2 1 0 0 0
12th +6/+1 +4 +4 +8 Greater reveal gem lore 4 4 4 4 3 3 2 0 0 0
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 0 0
14th +7/+2 +4 +4 Healing 1 hit points per three levels 4 4 4 4 4 3 3 2 0 0
15th +7/+2 +5 +5 +9 Bonus feat + gem lore feat 4 4 4 4 4 4 3 2 1 0
16th +8/+3 +5 +5 +10 Greater Gem skin 4 4 4 4 4 4 3 3 2 0
17th +8/+3 +5 +5 +1 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus feat + gem lore feat 4 4 4 4 4 4 4 4 4 4
Extra gem lore masters feats; split magic missle +2 hit and damage, gem mage shield+6 to ac, split lightning bolt +2 damage and to hit

Special Ability:

Gem Lore Master’s or gem spell casters get benefits that apply to the class, such as while casting through a gem they get a +2 to hit and +d8 damage for channeling through a gem and multiplying it’s power. Gem Lore caster and Masters get many other benefits for the class, according to their level see level chart. A gem spell caster not yet a master can at first level can cast spells into gems and then cast the spell when needed. Then cast another spell into the gem after the first spell is used, they can use the gem over and over doing this. At higher levels they will be able to up to three spells into one gem (ten level). At fifth level because of their training a gem caster will be able to cast his or her spells into a gem via permanency (through their training and concentration skills), they will no longer need a spell book of paper. He or she can by sheer force of will power cast all of their spells into one or more gems, a higher gem spell caster will have different gems for their lower spells on a Gem (diamond), mid level spells in a gem (ruby), and their highest levels in a better quality gem (blue diamond). Only a gem lore master can open the spells and other things in the gems, a read magic will only tell a mage that it is a map or one word. A gem lore master has the ability to open the inner secrets of the gems, cast one thousand years ago or yesterday. See spell levels for bonuses. Other wizards who have the gem spell training can open the gems contents that’s inside them, a regular mage can only reveal words or maps if not blocked.

Other Classes:
Gem Lore Masters prefer to work with members of other classes, the prefer to cast from behind fighters and strong paladin’s. They can cast spells into gems and then them give to other party members to use. This could help the rouge or even a cleric if they have to defend them selves. They may be inquisitive of other mages they meet, and trade spells for one they don’t have. They work well with wizards and sorcerers and will try to trade spells with them if any is in the group.


Universal gems for all magic spell fields
Magic casting: Hyalite, IOL, Ivory, Rock Crystal, Sapphire, Shou Lung amethyst

Abjuration Spells: ruby, rock crystal all spells can be used of field
Stone skin; Shandoni
Free action; Octel, Ziose
Magic Weapons: Crown of silver
Spell turning: Iris Agate, Sardonyn, Star Rose quartz
Rainbow spells: Hydrophane, Rainbow obsidian, tourmaline
Protection spells: Augelite, Moon stone, Oprase, Serpentine, Sky drop's, web stone, witherite, wonderstones
Anti magic and dispel magic: Black sapphire, Nune, Phenalope, Rogue stone, rosaline
Explosive spells: Black opal, orl

Conjuration
Musical: Jade
Teleportation: Psaedros, Sapphire, Shou Lung Amethyst, rock crystal
Resurrection spells: star ruby
Dragon Breath: Snow Flake Obsidian
Shield spells: amaratha, Sardonya
Cure diseases: Blood stone, topaz, tabasheer, sponomene, Star Sapphire, Blue stone, Sanidine, Dioptase, Emerald, irtios, and poisons: Oolite, Rhodochroseite, Jasper, Lacral's tears, Lynx eye, Moss agate, onyx, uluaen, Zen Dalure

Divination: chrysoberyl , ruby, rock crystal, deep rock crystal
Listen spells: Kornerudine
Detect magic and tracing: Luriyli, Rain drop, Tchazar, wonder stone
Seeing spells: aventurine, Amethyst, Andar, Blue quartz, Chrysoberyl, diamond, meerschaum, Mykaro, Star Diopside, tiger eye agate, water opal, zircon

Enchantment spells: ruby can use ruby for this entire field. rock crystal
Control spells: moon bars,
Charm spells: diamond
Mind control: frost agate, green stone, kings tear's moon bar, mynteer, sapphire
Sleep spells: banded agate, eye agate, frost agate, moss agate

Evocation spells: rubies can be used for all theses spells
Blade barrier: obsidian
Meteor storm: orblen
Force spells: rosteen
Magic missiles: boakhar, jargoon, ziose
Lighting spells; sun stone, tourmaline, water star, amaratha, amber, beljuril, hambergyle, microcline, sphene
Light spells: alexandrite, corstal, cleiophane, heliodor, mellochrysos, sulabra, sunstones
Fire spells: agni, azurite, beljurk, dishene, evclase, jacinth, fire agate, fire opal, flame dance, hambergyle, machite, mellochrysos, opal, orl, saganite, soap stone, thuparial, serdentine
Fertility spells: emerald
Wind spells; sulabra, sky drops

Illusion spells: rubies used for these spells too
Shadow spells: silk stones, sinhalite
Invisibility spells: arciton, blood stones, fluorspar, gold sheen, sheen,

Necromancy spells
Undead spells: chalcedony, epidote, samarsilite, tomb jade, uioline
Necromancy spells all: lynx eye, samarsiclite, smoky quartz, tomb jade, tremair, uioline
Magic jar: citrine, jet

Transmutation spells: ruby used for this field of spells
Mending spells: read tears
Strength; orblen
Disintegration: topaz
Dust / clouds spells: marble, turritella, webstone,
Message spells; brandeeni
Polymorph spells; angelar's, auenturine
shape change spells; algae,
Spiderclimb; datchas
Reverse gravity; xylopal
growth spells; emerald
Magic weapon spells; garnet, gold line, irtios, jasmal, sharp stone, star metal, thuparllal,
water spells; horn coral, hydrophane, lumachella, sanidine, serpentine


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Gem ruins of Arlake
Description: These four red rubies are one inch long, by two inches wide, and one inch thick. Each ruby is cut so it fits to the adjasion ruby and all four fit together to form a one four inch long, and two inches wide, by one inch thick. When all the pieces are placed together then a map will show Arlake tomb. When a gem ruin caster finds all four pieces, the four gems reveal more to them than a mage casting read magic. The gem ruin caster can see the full map in his head, see the spell book inside all four rubies, and be given the deactivation words to the glyphs and wards, and traps. Where as a mage can only get the map that in the rubies, a gem ruin caster can use the spell reveal gem magic and if high enough reveal greater gem magic (7 level) see gem caster class. A gem lore master can use his or her skills to find the command word and know how to place the four rubies in the secret slot to open the door.

History
Arlake was a wizard of great power who survived the fall of Netheril; he died two hundred years latter. Arlake was a gem master spell caster and wizard. Imprinting a map on the four rubies to his tomb and the tomb lay out, with the spell book and passwords. If any one tries to a pass wall, or similar spell, they will be teleported randomly somewhere else in the realms. Only the four rubies or a wish spell will let get you into the tomb.

Rubies properties

If a read magic is cast on a ruby stone it will reveal part of the map nothing else. Ruby number one: A lore gem master can get the following information from the stone, (jahernd) and (Kaximestrf) the first word is used for to unlock the door once all four stones have been placed in the secret space. The second word (Kaximestrf) will deactivate the glyph of warding (multiple Lightning bolts) once step inside the door. This word has to be said when first stepping in the door; a lore gem master can find the words. If only have the first ruby them when reveal gem magic spell use on ruby will release the first part of the map and inside the gem lore master head. Ruby number one will also give a pull and mental picture of the place the second gem is located at (not to Dm if you pc have the second or third gem, the ruby will point towards the closet gem be it ruby # 2 or ruby # 4). A spell book with two complete spells and a third partial spell that is completed when have the next ruby. The spell list: Split Lightning Bolts (one more per three levels, starts at third level), Lightning whirl wind and part of Fire eagle, and a proactive spell that a gem lore mast can cast two times a day. The proactive spell is split magic missile like magic missile except that it at every two levels can cast one more magic missile per missile cast.


Stone number two:
The word (Patilzen) will deactivate the Ruby stone golem, and the word (Degkeld) deactivates the disappearing floor when you first take ten steps into the tomb, and (Gthaerkd) dispel the denigration death ward by the stairs going onto the next room. Ruby number two protection spell that can be cast two times a day Fireball, the spells in the ruby are: the rest of Fire Eagle, Binding Rope, Rock Entrapment, Command Swords and part of Wizard Ring.
Ruby number three: Has the spell protection of Rock Storm, and the word (Xjakesrt), this word when spoken by the right wall will open the tomb door to Arlake tomb. A door will slide to the left revealing an opening. The spell book list is the rest of Wizard Ring, and the spells, Fire Circle, Acid meteors, with part of Explode Undead. The word (kwarengsre), to dispel the ward of death magic.
Ruby number four has the following, the rest of the spells: Explode undead, and the following spell book: Freezing Rain, Choking Smoke, and Stone Ball. The proactive spell of the ruby is Flight of Arrows, and there are two words in the ruby. The first word is (Junxetrya), this word will open a panel on the left and inside are three white diamonds with spell list and the next map to Arlake treasure vault. The second word of (ghrtzmae) will cause the stone crypt to move to the side and reveal stairs leading down to Arlake’s partial treasure (read below).

Notes: to the gem lore master that can find all four pieces of rubies and put them together. A gem lore master can be walking by some one wearing one of the gems and know what the ruby is by the way its cut and the shape. All proactive spells can be cast two times a day, and when the second set of white diamond map is found in the left wall, the gem master can use his spells to read where the treasure vault is, with the new spell book and the proactive spells in each diamond. Each Ruby is valued at 3,500 gp, but as gem master will be able to spot it right away as what it is. Dm’s put two major magic items form the dungeon Master book and two minor items in the room below the crypt, also you can say how many rings, and other items are in the room. Some gold coins from Netheril Empire, and some from the fallen kingdoms would be better to put into the crypt. This is up to you, put in what gold pieces and other items you fell Arlake would have below his crypt. Dm’s need to see the Gem Lore Master class to make a gem lore master and use him or her in any campaign.

Tracking
divination
Level: clr 4, Sor/wiz 3
casting time: 1 action
Range: specail
Components; V, S, M
Area: Specail
Durating: 1 hour per level
Saving throw: none
Spell rsetance: no
this spell is made to cast into pair items, they could be small rocks, buttons, or othersmall items. By placing the item on a map and a charater the item will move to the location on the map where the charater is located. by making the item permanit in items allow's a wizard to keep track of the chatater or creature

Paladin spells
Second wind
Transmution
Leve:1 Pal
casting time:1
components: V,S, DF
Range: touch
Target: Creature touched
Duration: 1hour/level
Saving throw: will negates (harmless)
Spell resistance:yes (harmless)

for the duration of the spell, the affected creature can perform long term strenuous activity as if it had the endurance feat.

Clear Mind
Abjuration
Level: 1 Pal
Casting time: 1 action
Range: personal
Target: you
Duration: 10 minutes/level
you gain a +4 sacred bonus to saving throws against mind affecting spells and effects.

Find temple
divination
Level:1 Pal
Casting time: circle, centered on you, witha radius of 5 miles +1/level
Saving throw: none
Spell resistance: no
With this spell, apaladin can easily find a place to worship and possible aid or shelter from the priest within. When this spell is cast, you sence the direction of the nearest temple to your god. If there is none within the spell's area, the spell instead shows you the diewction of the nearest temple dedicated to a god of the same alignment as yours. You can also specify a particular temple to search for, but you must have visited the temple personally at some point in the past.

Sacred Haven
Abjuration
Level: pal 4
components: V,S, DF
Casting time: 1 action
Range: touch
Target: creature touched
Duration: 1 minute/level
saving throw: will negates
Spell resistance: yes (harmless)
you shield one creature in a nimbus of holy energy. The creature gains a +2 sacred bonus to armor class. In addition, while proctected by this spell, the creature does not loose its dexerity bonus to armor class when flat footed.

Holy Mount
transmutation
Level: 3 Pal
Components: V, S
Casting time: 1 action
Range: touch
Target : your special mount
duration: 1 round/ level
Saving throw: none
Spell resistance: yes (harmless)
When you cast this spell, your special mount gains the celestial template for the duration of the spell (see page 211 of the Monster Manual for details on the celestial template). In addition, the affected mount gains a +2 sacred bonus to attack and damage rolls with its natural weapons.

Mass Stabilize
Conjuration (healing)
Components: V, S, Df
Level: 2 Pal, clr2
Casting time: 1 action
Area: 10ft./ level radius burst, centered on caster
Duration: Instantaneous
Saving throw: Fortitude negates(harmless)
Spell resistance: Yes (harmless)
this spell. designed to work on the battlefield, allows you to stabilize the dying all around you. A burst of positive energy spreads out from you , healing 1 point of damage to all living creatures in the area of effect, whether allied or not. This spell does damage to undead creatures.

Less Energized Shield
Abjuration
Level: clr 3, pal2
Components: V,S, DF
Casting time: 1 round/level
Range: shield touched
Duration 1 round/level
Saving throw: none
Spell resistance:no
When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire,cold,electricity, acid, or sonic). Whoever bears the shield gains a resistance of 5 against the chosen energy type. Additionally, if the wielder successfully hits someone with the shield with a shield bash attack, the victim takes 1d6points of appropriate energy damage in addition to the normal shield bash damage. The energy resistance overlaps(and does not stack) with endure elements and resist elements. A given shiled cannot be the target of more than one lesser energized shield or energized shield spell at the same time.

Moment of Clarity
Abjuration
Level: 2 pal
Components: V,S, Df
Casting time: 1 action
Range: touch
Duration: Instantaneous
Saving throw: none
Spell resistance: no
When you cast htis spell and touch a creature that is under the influence of a mind affecting spell or effect, that creature immediately receives another saving throw against the effect's original dc to break free of the effect. If the spell or effect did not originally permint a saving throw, this spell has no effect.

One mind l
divination
Level:1 pal
Components: V, S, Df
Casting time: 1 action
Range: close (25ft.+5 ft/ level)
target: your special mount
Duration: 10 minutes/ level
Saving throw None
Spell resistance: no
you temporarily strengthen the mental bond with your special mount when you cast this spell. If you do not already share an empathic link wioth your mount, you gain one for the duration of this spell. Additionally, the link with your mount sharpens your senses, giving you a +2 bonus to spot and listen checks and the scent special quality for the duration of the spell as long as your mount stays within range of the spell. The scent special quality is described on page 10 of the monsters manual.

One Mind ll
divination
Level: pal 3
Components: V,S, Df
Casting time: 1 action
Range: close (25ft. +5 ft./level)
Target: your special mount
Duration: 1 round/ level
Saving throw: none
Spell resistance: no
you temporarily strengthen the mental bond with your mount when you cast this spell , allowing you and your special mount to predict each other's movements, giving you a significant edge in combat. You and your mount gain a +4 flanking bonus to hit instead of +2 when the two of you are flanking the same opponent.

One Mind lll
Divination
Level:pal4
components: V, S, DF
Casting time: 1 action
Range: close (25ft. +5 ft/level)
Target: special mount
Duration: 1 round/level or untill discharged
Saving throw: none:
Spell resistance: no
You temporarily strengthen the mental bond you share with your mount when you cast this spell. This allows you to share your comabt expertise with your mount when this spell is cast. Your special mounts gains a +1 competence bonus to attack rolls for every three paladan levels you possess (maximum +5) for the duration of the spell as long as it remains within range of the spell.. You may instead indicate (via the mental bond) one enemy within the spell's range. You r special mount can then make a single attack against that enemy. If the attack hits, the mount does extra damage equal to your paladan level. Using the spell this way instantly discharges it. The mental bond is in all other ways identical to the empathic link that paladans share with their special mounts (see page 43 of the players handbook for information on the empathic link).

Sense Hertic
divination
Level:1 pal
Components: V,S, Df
Casting time: 1 action
Range: touch
Target: object touched
duration: 10 minutes/level
Saving throw: noneSpell resistance: no

This spell is usually cast on a weapon or holy symbol. If a n evil creature with the ability to cast divine spells comes within 100 feet of the item, it begins to glow with a faint blue radiance.You cannot tell where, or even in which direction, the detected crwature is, only that such a creature is near.

Spirtual Chariot
Conjuration (creation)
LeveL: pal 4
Components:V,S, Df
Casting time:1 action
Range: close (25 ft. +5 ft./level)
Target: special mount
Duration: 1 hour/level
When this spell is cast, a ghostly chariot forms behind the paladan's special mount. The charoit is large and ornatw, and it is made of tranparent, faintly glowing energy. Usally the holy symbol of the paladan's god is emblazoned on the sides of the chariot. The mount is correctly harnessed to the chariot. The chariot can hold 1 medium size creature or 2 small creatures plus the driver (usally the paladan). Any chariot fighting feats the paladin might have ( such as from the swrod and fist)can be ysed with the spiritual chariot. Although the spirtual chariot seems large and sturdy, its occupants have no weight, so the special mount can travel at full speed. If the chariot is ever unhitched from the special mount, it disappears. The driver of the spirtual chariot gains a +4 sacred bonus to her handle animal checks. The chariot is made of magical force and is immune to damage. It unteracts with other spells just like a wall of force. Those in the chariot have cover based on their size and position of their attackers. In most situations, medium size creatures inside the chariot gain half cover (+4 cover bonus to ac, +2 cover bonus to reflex saving throws). See page 133 of the players handbook for more information on the cover.

Sticky Saddle
Transmutation
Level: 1 pal
Components: V, S, DF
Casting time: 1 action
Range: oersonal
Target: you
Duration: 1 minute/level
this spell "glues" you to your mount. It becomes impossible for you to fall or be thrown off your mount. To pry you from the saddle requires a strength check dc 20, and you gain a +10 on all ride checks related to staying in the saddle. The spell must be cast after you are seated on your mount. If you are not seated on your mount when the spell is cast while you are ridung bareback, you are "stuck" to the mounts back. Otherwise, you are merely stuck to the saddle, but the saddle is attached to the mount normally. If you are knocked unconscious while this spell is in effect, you automatically remain in the saddle. The spell can be dismissed as a free action, and it does not impede the rider from making a soft fall if the mount is dropped in battle.

Winged Mount
Transmutation
Level:4 pal
Components: V, S, Df
Casting time: 1 action
Range: touch
Target: your touched mount
Duration: 10 minutes/level

this spell causes your mount to sprout giant, feathery white wings. This grants the mount a fly speed of 60 ft. with a maneuverability of good. the mount is slowed as normal for weight carried, barding worn, and environmental factors.

Tiny Mount
Transmutation
Level: 2 pal
components: V,S, DF
Casting time: 1 action
Range: close (25ft. +5 ft. /level)
Target: your special mount
duration: 1 hour/ level
Saving throw fortitude negates
Spell resistance: yes

This spell causes your mount to immediately shrink to the size of a toy, becoming a diminutive creature. The special mount retains its hit points, abilities, but its strength scire drops to 2 and it gians a +3 size ti its armor class and a +3 size bonus to attack rolls. Any barding or other equipment worn by the animal is like wise reduced. Thus, you can carry your mount into a dungeon, smuggle it into town, or even keep it in your room at the inn instead of the stable. This spell does not give the mount any ability to survive dangerous or inhospitable conditions. For example a diminutive mount could not survive in an air tight container or pack.

Word Of Binding
Conjuration
LeveL:1 pal
Components: V, Df
Casting time: 1 action
range: short (25ft. +5 ft/level)
Target: one creature of medium size or smaller
Duration: 1 round/level
Saving throw: Reflex negates
Spell resistance: yes
Occasionally a paladan wishes to restrain an enemy rather than kill him, whether to return him to justice or simply interrogate him. When you cast this spell and call the target(generally somthing like, " in the name of my god I bind thee"), a pair of shining silver manacles appear around the targets wrist and ankles. The target does not have to hear you to be affected by the spell, and a successful reflex save allows the target to dodge the forming manacles. The manacles are masterwork and made of steel. The inprisoned character can slip free with a successful escape artist check dc 35, or a strenght check dc28. The manacles have a hardness of 10 and 10 hit points plus 1 hit point per caster level. The manacles autmatically scale to fit any humanoid creature of medium size or smaller. While imprisoned by the manacles, the target cannot take any actions requiring the use of hid hands and can only move 5 feet per roubd. The manacles come complete with an amazing quality lock.

Detect Attitude
Divination
Level: brd 1, clr 1, pal 1
Components:V, S, Df
Casting time: 1 standard action
Range: close (25ft. +5 ft./level)
Target: one creature
Duration concentration, up to 1 rpound/ level
Saving throw: none
Spell resistance: yes
You sense the target's attitude (se the players handbook, page 72) toward you by seeing a faintly glowing colored aura surrounding it, visible only to you. You can determine how the target's attitude changes over time, allowing you to know the effectiveness of attempts to change the target's attitude. If you cast this spell on someone who has not met you, that person's aura always appears blue (indifferent).

Attitude Aura color
Friendly white
Indifferent Blue
Unfriendly Black
Hostile Red

Detect Guilt
Divination
Level: pal1, clr 1
Comonents: V,S, Df
Casting time: 1 standard action
Range: close( 25ft. +5 ft/ level)
Target: one creature
Saving throw: none
Spell resistance: no
You sense the presence of guilty in the target creature. This spell in no way reveals why the target feels guilty, only that ti does. Yhe level of guilt a creature feels has little to do wit whatever act cayses the creature's guilty feelings. A serial killer might feel no guilt for the brutal murders he commits, for example while a maid might feel strong guilt about firgetting to mop the kitchen floor. Good creatures tyically feel greater amounts of guilt than neutral creatures, who in turn usally feel more guilty than evil creatures. These generalizations cannot guarantee how a creature reacts to its own actions, but they give a general guidline.
a creature must have at least a 3 intelligence, 1 wisdom ,and 1 charisma in order to feel guilt. the spell fails if cast on a creature without those minimum ability scores.

Severity of Guilt Aura power
Has occasional Faint
pangs of guilt

Stomach-churning Moderate
guilt; worries about
what happened;

Loses sleep over
what happened
obseses about it Strong

Wants to take rask
actions to avoid
feeling the guilt overwhelming

Red Knight spell's
checkmate's Light
Evocation (lawful)
Level :clr 3, Pal 3 (Red Knight)
components: V,S, df
Casting time: 1 standard action
Range: personal
Target: one melee weapon in your possession
duration: 1 min/level (d)

You surround your weapon with a bright red aura that illuminates an area equal to a torch. Yhis aura gives the weapon a +1 enhancement bonus and the axiomatic property, and any creature within the radius of its full light (includind you) gets a +1 moral bonus on saving throws against fear effects.
If the weapon leaves your grasp, the aura immediatly disappears ( and its associated effects pause), though it appears again (and its effects resume), if you or another worshiper of your deity picks it up. Time that passes while the spell's effect are suspended counts against the spell's duration.
Lady Rolindin

03-28-06, 07:18 PM
Analyze Opponent
Divination
Level: clr 3, red Kinght 3
components: S, Df
Casting time: 1 standard action
Range: close (25ft. +5 ft. /level)
Target: one creature/ level
Duration: instantaneuos
Saving throw: will negates
Spell resistance: yes

You gauge the strengths and wealness of your opponents in order to gain combat advantages. Upon casting this spell, you learn a nymber of strengths or weakness of each target equal tp 1 + one per two caster levels ( maximum four per target)> You may choose to learn strengths, weaknesses, or some combination therefore that you specify. If a creature has more strenghts or weaknesses than you can learn with a single casting, you learn the most powerful ones first. Thus, if a monster can use finger of death at will and has sonic resistance 5, you would learn about finger of death first. for example, suppose a 7th level cleric cast analyze opponent on a black armored warrior, choosing to learn one strength and two weaknesses. The warrior fails his saving throw, and the dm informs the cleric player that the opponent has the ability to drain energy (a strength), is vulnerable to sun light, and can be repelled by a holy symbol (both weaknesses). The cleric comes to the conclusion that he is facing a vampire and breaks out the wooden stakes.

Knights Move
Transmutation (teleportation)
Level: clr 3, red Knight 3
Components: V,S, Df
Casting time:1 standard action
Range: 15 feet/ 2 levels (see texT)
Target: you
Duration: instantaneous

By accessing the astral plane, you can teleport with a limited distance and a circumspect form of movement. You may move up to 15 feet per two levels with this spell, but only in the fashion of a knight chess piece, with two thirds of movement in one direction and the rest in a perpendicular direction. For example, at 5th level you could move 20 feet in any one direction, then 10 feet in a perpendicular direction. At 6th level you could move 30 feet in one direction, the 15 feet in a perpendicular direction. If you arrive in a place that is alreadt occupied by a solid body, the spell simply fails.

Telepathic Aura
Divination
Level:clr 5, pal 4 (red Knight)
Components: V, S, Df
Casting time: 1 standard action
Range: 100ft.
Area: 100ft. radius emanation centered on you.
Duration: 10 min/ level
Saving throw: none
Spell resistance: no
You can mentally communicate with all alies with range, though this is one way communication. (You can send thoughts but you cannot receive thoughts in reponse.), and they all understand you regardkess of language. allies with intelligence lower than 3 ( such as animal companions, certain monster cohorts, and so on), understand basic commands but not complex information ("attack" is understood, but "ignore the foot soldiers and attack the spellcasters" gets the same reaction as "attack"). This epell is used to broadcast oreders to officers or large numbers of troops when silence is key or when the chaos of combat makes it difficult to hear those orders. red knights use these spells to command their troops while in combat, they command.

choaking Hand
Evocation
Level: wiz/sor 3, clr3
Casting time: 1 standard action
Components: V,S, M
Range: Short (25ft. +5 ft. per level)
Target: one creature
Effect: see below
Duration: see below
Saving throw: will save
spell resistance: yes
When this spell is cast a hand comes from the caster and goes to the target. THe hand will wrap it's fingers around the targets throat. once the hand grasp the victim throat a will save will do half damage, if fails first round, the target rolls every round. The hand does 1d6 +1 /every 2 levles, if saves then half (the hand has a partail grip). The victim doesn't make saving throw first round the hand will not let go, if victim tries to pull of the hand, they need to have the strength of 19 to pull off. the caster can use the hand to try a regrip again if a partail grip is on the victim. the material component is a small copper hand. The spell will last for 4 levels per round, 4th 1 round, 8th 2 rds, 12 3rds, 16 4rds 20th 5 rds.
the spell won't work if in a anti magic zone or spell turning or mordanikans disjunction.

Ebon Eyes
Transmutation(war)
Level: Ass 2, Clr 2, Sor/wiz 2
Components: V, S, M
Range: Touch
Casting time: 1 standard action
Target: Creature touched
Duration: 10 min. / level
Saving throw: None
Spell Resistance: Yes (harmless)
The subject of this spell gains the ability to see normally in magical darkness and magical shadowy condition, although it does not otherwise improve the subject’s ability to see in natural dark or shadowy conditions. While the spell is in effect, a jet- black film covers the subject’s eyes, a visual effect that gives the spell its name. Material component: a pinch of powdered black gemstone of any type.

Lightwall
Evocation (light)(war)
Level: Clr 4, Sor/Wiz 4
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: wall whose area is up to one 10 ft. square/ level or a sphere or hemisphere with a radius of up to 1 ft./ level)
Duration: 1 min/ level (d)
Saving throw: None
Spell Resistance: Yes; see text
This spell causes a wall of dazzling yellow- white light to come into being at any point within range. A Lightwall sheds light equivalent to a daylight spell. The wall is opaque to all creatures except the caster and so grants total concealment to any creature behind it. The caster can see through it without difficulty. A Lightwall has no physical substance and does not otherwise hinder attacks, movement, or spells passing through it. A creature that passes through a Lightwall becomes dazzled for the duration of the spell (a dazzled creature suffers a-1 penalty on attacks rolls, search checks, and spot checks). Spell resistance applies when passing through the wall. Sightless creatures and those already dazzled are not affected by passing through the Lightwall. Lightwall counters or dispels and darkness spell of equal or lower level, and any darkness spell of equal or higher counters or dispels it. Material component: a pinch of powdered sunstone.

Burden
Enchantment (mind-affecting)(war)
Level: Brd 3 Sor/ wiz 3
Casting time: 1 action
Range: Medium (100 ft. + 10 ft. / level)
Target: One creature /level no two of which can be more than 30 feet apart.
Duration: 1 round/ level
Saving Throw: Fortitude negates
Spell resistance: yes
The target suddenly feels burdened, as if she is carrying much more than she really is. The additional weight is 25 pounds per caster level. If this additional weight puts the target in the range of her medium or heavy load, she suffers maximum dexterity, check penalties, and a reduction in speed as outlined in the player’s handbook. If the additional weight puts the target over twice her maximum load, she cannot move more than 5 feet per round (as a full round action) and loses all dexterity bonuses to ac. If the additional weight puts her load at more than five times her maximum load, she cannot move and is helpless. Of course, the target can drop gear or even armor to reduce her load. Dragons sometimes use this spell nor to stop thieves running out of their liar, but to get them to drop valuables- both those they were stealing and those they brought in with them. Dragons find forcing thieves in their lair to leave with less than they came with the height of ironic humor

Thunder Head
Evocation: Electricity(war)
Level: Brd 0, Drd 0, Wiz/Sor 0
Components: V, S, M
Casting time: 1 action
Range: close (25 feet. + 5 feet/ level)
Target: One creature
Duration: 3 rounds
Saving throw: Reflex negates (see below)
Spell resistance: Yes
Thunderhead creates a small thundercloud over the targets head. Every round of the spell duration a miniature bolt of lighting leaps from the thundercloud to strike the target’s head. Each bolt inflicts 1 point of electricity damage that is negated by a successful reflex save.

Flag
Illusion (figment)(war)
Level: Brd 0, Cir 0, Sor /wiz 0
Components: V, S
Casting time: 1 action
Range: touch
Target: creature touched
Duration: 1 round
Saving throw: will negates (harmless)
Spell resistance: Yes
Flag causes a illusory flag 2 feet by 3 feet to appear over the targets head. The flag can be 1-20 feet up in the air and has a design of the caster’s choice. The spell is used as a signal, to rally troops, or as it was originally used, to mark which team you’re on in a pick up game of thalft.

Glittering razors
Transmutation(war)
Level: Brd 0, Clr 0, Wiz/ Sor 0
Components: V, S, M
Casting time: 1 round
Range: touch
Target: 1 metal object/ caster level
Duration: Instantaneous
Saving throw: None
Spell resistance: Yes
This spell polishes to a perfect shine any metal object touched by the caster. In addition to this effect, bladed weapons enchanted thus gain a +1 to damage for their next strike only. The spell effect is instantaneous and does not prevent further soiling of the object due to normal tarnishing and wear.

Yell
Transmutation(war)
Level: Brd 0, Drd 0, Sor/Wiz
Components: V
Casting time: 1 action
Range: personal
Target: you
Duration: 1 minute or until discharged
This spell amplifies the caster voice for one message up to 10 words in length. The amplification gives those within earshot a +10 to listen rolls to hear the message.

Resize
Transmutation(war)
Level: Clr 0, Drd 0, Wiz/Sor 0
Components: V, S
Casting time: 1 action
Range: touch
Target: One article of clothing or armor
Duration: permanent
Saving throw: Fortitude negates (object)
Spell resistance: Yes
Resize alters one piece of non- magical clothing or armor to fit a differently sized creature. The object to be resized can be expanded or shrunk to fit a target up to one size larger or smaller than it originally fit. If resize is dispelled, the clothing or armor falls off its wearer and returns to normal size.

Mirror Eye’s
Abjuration(war)
Level: Sor /Wiz 2
Components: V, S, M
Casting time: 1 action
Range: touch
Target: Creature touched
Duration: 1 minute/ level
Spell resistance: Yes (harmless)
When this spell is cast, the subject’s eyes appear reflective and the subject gains the ability to resist harmful visual effects. For the duration of the spell, the subject has a + 10 resistance bonus on saving throws against the gaze attacks of monsters such as basilisks and cockatrices, as well as the gaze effects of spells and spell like ability such as eyebite. The same bonus applies to savers against spells that affect vision, such as also glittterdust and blindness. The subject is also immune to being dazzled by any visual effect.
Arcane Material component: A fragment of mother-of -pearl.

Dispel war spell
Abjuration (war)
level: Clr 4, Wiz/Sor 4
Components: V, S, M
Casting time: 1 minute
Range: long (400 ft. + 40 ft./ level)
Target or area: One spellcaster, creature, or object: or 60-ft. radius burst
Duration: Instantaneous
Saving throw: None
Spell Resistance: No
As dispel magic, except as noted above. You also gain a +10 bonus on dispel or counterspell was spells. Although dispel war spell can be used to counterspell normal spells, its long casting time makes it impractical or impossible to use it in this way except against a spell with a casting time of at least 1 minute. Material component: Sapphires, sun stones, and topazes worth a total of 1,500 gp.

Lady Polaris Spray
(Netheril spell)
Evocation (force)
Level:Sor/Wiz 4, clr 4
components: V, S, M
Casting time: 1 action
Range: 100 +10 ft. /level (med)
Targets: one or more targets
Duration: Instaneous
Saving throw: reflex half, specail
Spell resistance: yes

When this spell is cast white stream come from the caster hands, (at 10 ft wide per 5 levels), a wall of force will hit the target or targets. The target gets a reflex save, if moves out of the way they receive half damage of 6d6. If they fail then recieves 6d6 damage plus needs to make a saving throw vrs. force blast. If the target fails the second saving throw, they then get thrown back wards. The target recieves damage from objects they hit, or the wall, or the floor 1d4 per object. If they make saving throw nothing happens, they just feel a force rush past them pushing them back wards a little. Dispell magic has no effect, but Mordenkain's disjunctions, greater dispel magic, greater spel turning, anti magic zone wil stop the spell.
The materal component is a shard of white crystal, and a 1 inch square piece of white cloth.

Dispel war spell
Abjuration (war)
level: Clr 4, Wiz/Sor 4
Components: V, S, M
Casting time: 1 minute
Range: long (400 ft. + 40 ft./ level)
Target or area: One spellcaster, creature, or object: or 60-ft. radius burst
Duration: Instantaneous
Saving throw: None
Spell Resistance: No
As dispel magic, except as noted above. You also gain a +10 bonus on dispel or counterspell was spells. Although dispel war spell can be used to counterspell normal spells, its long casting time makes it impractical or impossible to use it in this way except against a spell with a casting time of at least 1 minute. Material component: Sapphires, sun stones, and topazes worth a total of 1,500 gp.


Great Electric Bolt
Evocation (Electricity, war)
Level: Sor/ Wiz 4
Components: V, S, M
Casting time: 1 minute
Range: Long (400 ft. + 40 ft./ level)
Effect: Bolt of electricity 100 ft. long and either 10 ft. or 20 ft. wide
Duration: Instantaneous
Saving Throw: Reflex half
Spell resistance: Yes
As lightning bolt, except as noted. You can create the bolt anywhere within range and in any orientation you desire; it does not have to extend from you. Material Component: a handful of engraved copper and gold spheres worth at least 4,000 gp and a bit of animal fur.


Enhance Weapons
Transmutation (war)
Level: Brd 2, Clr 2, Wiz/Sor 2
Casting time: 1 minute
Components: V, S, M, Df
Range: Medium (100 ft. + 10ft./ level)
Targets: Weapons in a 60 ft. radius burst, up to twenty five-weapons/ level
Duration: 1 minute / level
Saving throw: Will negates (harmless)
Spell Resistance; Yes (Harmless, object)
As magic weapon, except as noted above. You choose which weapons to enhance, you may affect more than one weapon carried by a single creature, but each weapon affected by the spell counts towards the spell limit. Material Component: pieces of hematite worth a total of 1,000 gp.

Enhance Armor
Transmutation (war)
Level Clr 4
Components: V, S, M, Df
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft. / level)
Targets: Armor and shields in a 60 ft. radius burst, up to twenty-five items/level
Duration: 1 minute/level
Saving throw: Will negates (harmless), object)
Spell Resistance: Yes (harmless, object)
As magic vestment, except as noted, you choose which armor and shield to enhance. You may affect both the armor and shield of a single creature, but these count as two items toward the spell’s limit. Material Component: a mixture of adamantine shards and crushed beryl, worth a total of 3,00 gp.





Arbril's Spears
Transmutation (spears)
Level: Sor/Wiz fifth
Com: V/S,M
Casting time: two standard rounds
Range: 150ft. every four levels
effect see: 100 spears /5 levels
Saving throw: see below
Spell Resistance: See below
With the activation of this spell one hundred little spears Sliver in color, the hardness of silverskin four inches long and one eight of an inch thick come from the caster hands made from the magic weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The targets or targets of the spears save at normal if using Mystra weave, if using shadow weave they get a will save at -2 for each spear plus dexterity if can avoid the spears, same for weave user. Each spear does 1 to 4 points of damage.
Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics; Ever four levels the caster gets one hundred more little spears. Anti magic shell and Mordenkainen's Disjunction dispels the spears, dispel magic and greater dispell magic has no effect. the spears are made out of the raw magic from the magic field called upon.
Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using or five hundred. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in a hallway it should be the width of the hall way plus height. the materail component is a small 1 inch silver needle.

Hit the deck for this spell or run into the room through a door and hope not too many hit you.

Arbril's disks
Transmution
Level: Sor/Wiz fifth
Casting time: two standard rounds
Range: one hundred and fifty feet
Effect: 4 disk's every four levels
duration: Instantaneous
Saving throw: See below
Spell resistance: See below

Shadow disks come from the casters hands four at fifth level, four more every four levels. The disks are made from the raw magic and turned into hard razor sharp silverskin disks four inches round, dealing 1d8 per disk. Caster get a normal saving throw, shadow magic users recievean -2 save at normal save vs. magic. Dispel magic, greater dispell magic has no effect on the disks, anti magic shell or Mordenkainen's Disjunction will stop the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, reflex saving throw for the target if can.
the materail component is a small silver 1 inch disk.

Solipsism
Illusion (phantasm) (mind-affecting)
Level: Sor/Wiz 6
Components: V
Casting time: 1 standard action
Range: Medium (100 ft. +10 /level)
Target: One creature
Duration: 1 round/ level
Saving throw: Will negates
Spell Resistance: Yes
You manipulate the senses of one creature so that it perceives itself as the only real creature in all of existence and that everything around it is merely an illusion. If the target fails its save, it is convinced of the unreality of every situation. It makes no actions, not even purely mental actions, and instead watches the world around it with bemusement. The target becomes effectively helpless and takes no steps to defend itself from any threat, as it considers any hostile action merely another illusion.




Rings Of Binding
Evocation
Level: Wiz/Sor 6th, clr6
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. +5 ft. / level)
Target: one creature
Duration: 10 minutes / level
Saving throw: dex
Spell resistance: yes (see below)
The rings of binding spell is four rings thrown at the target. They turn into rings large enough to go around the target body. A dispel magic won’t work on the rings, but a spell turning will. To dispel the rings a MordenKainen’s Disjunction will work on the rings, a dextary check to avoid the rings will also cause the target to avoid the rings being thrown around their body. If the target fails dexitary check the four rings go over the head, one down to the ankles, the second ring will stay by the upper legs, the third ring will trap the arms to the sides of the body, the fourth will trap the arms to the upper arms. Once around the body with the mage concentration on the rings, they will tighten where they are being held in place around the body. A target has no room to move their arms or legs that much while the rings are not yet tight, they can try but the other rings will prevent them from taking out their arms or legs. The mage closes his fist and the rings will tighten, so the target cannot move their legs or arms. If the target is captured they are helpless until released and can become a free target. The material component Is 4 1 inch brass rings worth 1 gold piece a peace and thrown at the target.

Netheril cantrip
Dust
Transmutation
Level: Wiz/Sor0, Clr0
Components: V,S,M
Casting Time: instantanous
Range: close (25ft. +5ft. /level)
Target: one creature
Saving throw: reflex
Spell resistance: yes
The spell causes a small dust cloud to appear in the face of the targeted creature,it blinds the target for the round.
A reflex save will cuase no damage if the creature moves out of the cloud dust area. dispel magac,anti magic zone, Mordenkanens' disjunction will negate the cloud dust. If the subject fials their reflex saving throw they will be blinded for the round and untill they clear the dust out of their eyes they will fight half blind with blured vision, the materail component is a pinch of dust.

Netheril Cantrip
Bakers Hands
Transmutation
Level: Wiz/Sor 4, clr 4
Components: V,S,M
Casting time :1 standard action
Range: you
Duration 2 rounds
Saving throw: no
spell resistance" no
This spell is used to speed up the caster, for casting spells. The caster can cast two spells in one round, one extra the same round and two spells the next round. Both spells have to be 1 round spells and under 3rd level. The materail component is a small copper hand worth 10 copper pieces. this spell was used by Netheril bakers on thmseves so they could use prepare their food faster.

Rug Sweep
Evocation
Level: Wiz/sor 0, Clr0
Components: V,S,M
Casting time: 1 standard action
Range: medium (100 ft. +10/level)
Target: one creature
Duration: one minute then faids
saving throw: reflex
Spell resistance: yes
this spell was made by Kartz a Netherilian Arch arcanist, he saw a rug being beat on a line by hands using a rug rod. Kartz thought that a magic rug could be made to appear under an enemys feet, then pulled out from under them.the spell cause a magic rud to appear under the targets feet, its 2 ft wide by 4 ft long. Once the rug is under the target, the caster makes a pulling motion with their hands and the rug will be magically pulleds out from under them. A dispell spell magic, Mordenkainen's disjuction or anti magic field will stop the rug from appearing. Once the rug is puled out from under the targets feet, they get a reflex save. If reflex save is made the target will loose their action for the round having to readjust their balance.If the target fails then reflex throw the target will loose their balance and fall to the floor, the damage is 1d2 for falling . the materail component is a small 1 inch rug that disappears when spell is used cost of rug is 1 silver piece.
Easy March
Transmutation
Level: Clr 5, wiz/sor 5 Army 5(war)
Components: V, S, Df
Casting Time: 10 minutes
Range: Close (25 ft. +5 ft. /level)
Area: 30 ft. radius spread
Duration: 1 day/ level
Duration: fortitude negates
Spell Resistance: Yes (harmless)
You enable all creatures making local or overland movements (as per Table 9-3 on page 162 of the Players Handbook), including mounts, to move swiftly overland without suffering the tiring effects of prolonged travel. Creatures hustling under the effects of this spell are treated as though they are merely walking, ignoring the potential to take damage or become fatigued from hustling. In addition, forced march movements are easier to sustain, require only a dc 5 (+1 per extra hour), Constitution check each hour after a day’s initial 8 hours of travel.
For example, a troop (all which have a speed of 30 feet) marching under the effects of this spell could hustle for an entire day’s travel (8 hours), moving 48 miles without making any checks for fatigue. If the troop wanted to make a force march by traveling for longer than 8 hours, it must make a dc 5 Constitution check (+1 per every hour it continues on after its first additional hour) per continued hour of travel, moving another 6 miles each hour. This spell has no effect on round to round (tactical) movement or to modifiers to speed due to terrain, fatigue, weather, or other factors.

Lighten Load
Transmutation
Level: Clr 2,wiz/sor 2 Army(war)
Components: V, S, Df
Casting Time: 1 action
Range: touch
Target: Creature touched
Duration: 1 hour/ level
Saving throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)
You are capable of carrying a greater load than your strength might allow. While affected by this spell, your carrying capacity (as per table 9-1 on page 162 of the Players handbook) is improved as if you had gained 1 point of strength per caster level, to a maximum of + 10. This virtual strength is only useful for calculating carrying capacities and determining the effects of carrying loads (as per table 9-2 on page 162 of the Players Handbook). The strength bestowed by this spell offers no benefit to combat rolls, skill checks, or other activities moving a grappled creature; the bonus should not be interpreted as a bonus to any other situation except to those noted above. Thus, if a 6th level cleric were to cast this spell upon a character with a 12 strength, the target’s strength score remains the same, yet his maximum heavy load increase to 300 lb. As if he had a strength of 18.

Blackthorn's Preserving Ice
Abjuration (war)
Level: Wiz/Sor 5, clr 5
range: 3 yards/level
Components" V,S
Casting time: 1 round
Area of effect: on or more creatures
Duration: special
Saving throw:
none: Spell resistance :yes half damage
This spell will encase a unwilling or willing or unconscious creature in a block of ice halting any deterioration due to wounds, disease, or harmful effects. While in the ice the target does not need to eat, drink, sleep, or even breath. the target does not age in antway while encased in the ice. the ice is fragile having only 5 hp per level of the caster and if broken all the beneficial properties of the ice are lost. the spell will also end if the ice melts (at 100f the ice melts at 1 hp per round, at 60 f the ice melts at 1 hp per turn). this spell is generally used for the preserving of hurt companions.

Blackthorn's Fireproof
Abjuration (war)
level:wiz/Sor 3, clr 3
range: touch(personal)
components: V,S, M
duration: specail
casting time: 1 round
area of effect: 3'sq/level
saving throw: no
Spell resistance:no (vonatary)
This spell confers complete invulnerability to normal fire and to exposure to magical fire such as demon fire, fiery dragon breath, fireball,ect. untill an acclamation of 12 hit points of potential damage per level of the caster at which time the spell is negated, only items can be affected by this spell, no creature can be affected by this spell under any circumstances, the material component for this spell is powered ruby equal to 10gp per point to be protected.

Blackthorn's Body Armor
Abjuration
level:Wiz/Sor4, clr4
Range: touch (personal)
Componebts: V,S,M
Duration: special
Casting time:1 round
area of affect: (personal 1 creature)
saving throw: none
spell resistance: no
By means of this spell the caster creates a magical field of force that will protect a creature from physical harm. If this spell is cast upon a person that has any armor greater than elfen chainmail it has no effect. the body armor does not slow or hinder movement, adds no weight or encumbrance, it also does not orevent spell casting. The spell will benefit normal armor class by 2 steps. the points of damage that the spell will orovide total proptection from are 8 hp +2 per level of the caster. the spell last untill dispelled or the spell sustains damage equal to the total protection of the spell. the material compontent is a piece of platinum armour of at leasty 100gp, which has been blessed by a priest.

Blackthorn's Quicksand
Alteration (war)
level: wiz/sor 5, clr 5
range: 5 yards/ level
Components; V
Duration: 2 turns/ level
Casting time: 3
Area of effect; 10'X10'/ level
saving throw: none
Spell resistance:no
The wizard transforms normal earth or stone into a pool of quicksand. Anyone stepping into it will find himself sonking at a rate of 3 feet per round. Struggling doubles the sinking rate. the area affected looks normal and is 79% undetecable outdoors, 97% undetectable in a swampy area, and 50% undetectable indoors.

Arcane Bolt
Evocation
Level: Sor/wiz 1
Components: V,S
Casting time: 1 action
Range: Med (100ft. +10/ level)
Targets: up to five creatures, no two of which can be more than 15 ft apart.
Duration: Instaneous
saving throw: reflex half
spell resistance: yes
A bolt of magical energy shoots forth from your fingers tips at its target, dealing 1d6+1 points of damage. Fro every 2 levels of experience past 1st, you gain an additional bolt, which you fire at the same time. you have two at 3rd level, 3 at 5th level, 4 at 7th level, and the maximun of 5 bolts at 9th level or higher. if you shoot multiple bolts you can have them strike a single target or several targets. a single bolt can strike only one creature. you must designate targets befire you roll for sr or roll damage.

Sonic Blast
Evocation (sonic)
Level: Sor/Wiz 3
Components: V, S, M
Casting time: 1 action
Range: close(25ft. +5 ft/ 2 levels)
Area: 5ft. wide to close range )25ft.+5ft./2levels)
Duration: Instantaneous
saving throw: reflex half
spell resistance: yes
you generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level maximim 10d6) to eack creature with in its area. The sonoc blast may shove creatures in the area along the path of the spell. Any creature failing its saving throw must make a strenght check(dc equal to damage inflicted by the spell); those who fail find them selves bull rushed directly away from the caster as if by a larger creature with a strenght score equal to the damage the spell inflicted. the spell moves with the target; see the bull rush description in chapter eight og the players handbook for details on attacks of opportunity, stability modifiers, etc. if a creature is shoved back into a solid barrier such as a wall or strong door, the creature sustains additional 1d4 points of damage. like a lighting bolt, the sonic blast damages or destroys objects in its path. if the damage caused to an interposing barrier such as a closed door shatter or breaks throughit, the sonic blast may continue beyond the barrier if the spell's rang permits; otherwise it stops at the barrier. material components; a tiny glass cone.
Feed the Many
Conjuration (creation) (war)
Casting Time: 10 minutes
Level: Clr 4
Components: V, S, M
Range: medium (100 ft. +10 ft. / Level)
Effect: food and water to sustain one hundred humans or thirty-horses/ level for 24 hours
Duration: 24 hours (see text of create food and water in players handbook)
Saving Throw: None
Spell resistance: No
As create food and water, except as noted above. Material component: a silver, gold or platinum plate worth 500 gp, engraved with holy symbols.

Cavalry Call
Conjuration (summoning) (war)
Level: Sor/Wiz 2
Components: V, S, M
Casting time: 1 minute
Range: Medium (100 ft. + 10./ level)
Effect: Up to twenty- five light horses or ponies per caster level
Duration: 2-hours/ level(d)
Saving throw: None
Spell Resistance: NO
As mount, except as noted above, the summoned mounts must all be of the same kind (light horses or ponies). Material Component: a miniature statue of a horse made of copper, silver, or gold, worth 1,000 gp.

Morning Mist
Conjuration (creation) (war)
Level: Clr 2, Drd 2, Sor/Wiz 2
Casting time: 1 minute
Range: Long (400 ft. +40 ft./ level)
Effect: 100- ft. -radius cloud 20 ft. high
Duration: 1 minute/ level
Saving throw: None
Spell Resistance: NO
As obscuring mist, except as noted. You may center the cloud anywhere within range. The cloud may be stationary or move away from you at a rate of 10 feet per round, but you must make this choice at the time of casting. Material Component: bloodstones worth a total of 100 gp.


Small Stronghold
Conjuration (creation) (war)
Level: Clr 6, Drd 6, Wiz/Sor 6
Components: V, S, M, Df
Casting time: 1hour
Effect: One small stone keep (see text)
Duration: 1hour/ level
Saving Throw: None
Spell Resistance: No
You create a small stronghold made of magically conjured rock. This stronghold is identical to the “cheap keep” described in the stronghold builder’s guidebook. The walls of the fortress cannot be placed so that any solid portion of one would occupy the same space as a creature. The stronghold may enclose a creature in one of its open spaces but not harm or trap it. For example, a squadron of soldiers could be arranged within the outer walls of the prospective keep in such a way that the walls would form around them, placing them in defense-ready positions inside. When the spell ends, the keep collapses into dust. A dispel magic spell used successfully against the keep affects only the area encompassed by the dispel magic effect (a 30-ft. radius burst). Material component: 10,000-gp worth of gems(agate, sapphire, and topaz) that have been crushed, mixed into a crude model of the keep.

Burned to Bare Rock
Evocation (fire, War)
Level: Sor/wiz 4
Components: V, S, M
Casting Time: 1 minute
Range: Long (400 ft. + 40./level)
Area: 60 ft.- radius spread
Duration: Instantaneous:
Saving throw: Reflex half
Spell Resistance: Yes
As fireball, except as noted above. Burned to Bare rock can deal a maximum of 10d6 points of fire damage. Material Component: three flasks of alchemist’s fire and powdered ruby worth at least 3,500 gp.

Force Missile Storm
Evocation (force, War)
Level: Sor/ Wiz 2
Components: V, S, M
Casting Time: 1 minute
Range: long (400 ft. + 40 ft./ level)
Targets: Up to twenty- five creatures/ level within a 60 ft. radius
Duration: Instantaneous
Saving throw: None
Spell Resistance: Yes
As Magic missile, except as noted. You can fire only one missile at each target, regardless of your caster level. Material Component: 600-gp worth of diamond dust.

Great Electric Bolt
Evocation (Electricity, war)
Level: Sor/ Wiz 4
Components: V, S, M
Casting time: 1 minute
Range: Long (400 ft. + 40 ft./ level)
Effect: Bolt of electricity 100 ft. long and either 10 ft. or 20 ft. wide
Duration: Instantaneous
Saving Throw: Reflex half
Spell resistance: Yes
As lightning bolt, except as noted. You can create the bolt anywhere within range and in any orientation you desire; it does not have to extend from you. Material Component: a handful of engraved copper and gold spheres worth at least 4,000 gp and a bit of animal fur.

Rolling Fire
Evocation (Fire, war)
Level: Drd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range Long (400 ft. + 40 ft./ level)
Effect: Wall of fire 3ft. tall and 100 ft. wide.
Duration: 1 round/level
Saving throw: Reflex negates
Spell Resistance: Yes
You create a low movable wall of fire. Any creature struck by the wall takes 2d6 points of fire damage (reflex save negates). It ignites any flammable materials that it touches and illuminates its surroundings like a torch. It can be extinguished like a torch. It can be extinguished in 5-foot increments by any means that would put out a normal fire of that size. You may move the wall up to 30 feet along the ground as a move-equivalent action; otherwise it remains in place. The motion must be in a strait line, but can be either backward or forward. The wall can climb over barriers less than 4 feet tall, but it cannot cross water or other nonflammable liquids. The wall moves as a whole, even if parts of it have been extinguished. Material Component: a comb made of copper and gold powdered with a ruby dust, worth 1,500 gp as a whole.

Field of Blurs
Illusion (Glamer, war)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting time: 1 minute
Range: Long (400 ft. +40 ft./level)
Targets: Up to 500 creatures
Duration: 1 minute
Saving throw: will negates (harmless)
Spell resistance: Yes (Harmless)
As the spell blur, except as noted above. Material component: 1,500-gp worth of chrysoprase gems, powdered.



Friendsight
Illusion (Phantasm) (Mind-affecting, war)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting time: 1 minute
Range: Medium (100ft. +10 ft./ level)
Area: Allied creatures within a 60 ft. radius spread
Duration: 1 minute/level
Saving throw: None
Spell Resistance: NO
All subjects of this spell perceive each other as surrounded by a glowing aura of color you specify upon casting. Distance, cover, and concealment do not negate the aura unless they prevent any possibility of sight. (That is, any subject capable of spotting another subject under the prevailing conditions can see the latter’s aura.) Normally, this spell is used to prevent accidental attacks against allies in darkness, fog, battles with similarly dressed foes, and other confusing situations. This spell also gives each subject a +4 circumstance bonus on saving throws or opposed Charisma checks made to avoid any magical affect that would cause that subject to harm another target of the spell. Friendsight is a phantasm, so the perceived auras are entirely in the mind of the subject. The recipients do not actually glow, although they radiate magic that can be detected with detect magic spell and similar effects. Material Components: 100-gp worth of carbuncle and cat’s-eye agate, crushed.

Mire
\Transmutation (war)
Level: Drd 6, Sor/Wiz 6
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Long: (400 ft.+ 40 ft. /level)
Area: Surface rock in a 60 ft. radius spread, 10 ft. high
Duration: Permanent (see text of transmute rock to mud in players handbook)
Saving Throw: See text of transmute rock to mud
Spell Resistance: No
As transmute rock to mud, except as noted. Material Component: Brown, gray and black gems worth a total of 7,000 gp, all of which must be dissolved in acid.

Teleport Legion
Transmutation (Teleportation, war)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 10 minutes
Range: Medium (100 ft.+10 ft./ level)
Targets: Willing creatures within a 60 ft. radius burst (see text)
Duration: Instantaneous
Saving throw: None
Spell Resistance: NO
You instantly transport the target creatures to a location you designate, the destination must be on the same plane and either very familiar to you or a place you have studied carefully. You may transport up to ten medium or smaller creatures per caster level. Along with their gear. (A large creature counts as two medium creatures; a Huge or larger creature cannot be transported.) Mounts, familiars, and animal companions of the spell’s target are also considered willing creatures for the purpose of this spell for the purpose of this spell. Familiars do not count toward the spell limit, but mounts and animal companions do. Material Components: Two linked metal rings (one silver, one gold) studded with jacinths, worth a total of 7,000 gp.



Enhance Weapons
Transmutation (war)
Level: Brd 2, Clr 2, Wiz/Sor 2
Casting time: 1 minute
Components: V, S, M, Df
Range: Medium (100 ft. + 10ft./ level)
Targets: Weapons in a 60 ft. radius burst, up to twenty five-weapons/ level
Duration: 1 minute / level
Saving throw: Will negates (harmless)
Spell Resistance; Yes (Harmless, object)
As magic weapon, except as noted above. You choose which weapons to enhance, you may affect more than one weapon carried by a single creature, but each weapon affected by the spell counts towards the spell limit. Material Component: pieces of hematite worth a total of 1,000 gp.

Enhance Armor
Transmutation (war)
Level Clr 4, wiz/sor 4
Components: V, S, M, Df
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft. / level)
Targets: Armor and shields in a 60 ft. radius burst, up to twenty-five items/level
Duration: 1 minute/level
Saving throw: Will negates (harmless), object)
Spell Resistance: Yes (harmless, object)
As magic vestment, except as noted, you choose which armor and shield to enhance. You may affect both the armor and shield of a single creature, but these count as two items toward the spell’s limit. Material Component: a mixture of adamantine shards and crushed beryl, worth a total of 3,000 gp.
Lady Rolindin

03-28-06, 07:28 PM
ChoasEvoker
Skeletal Army
Necromancy [Evil]
Spellcraft DC: 42
Components: V, S, XP
Casting Time: 1 day
Range: 1200 ft.
Area: 320 ft radius
Duration: Instantaneous
Save: None
Spell Resistance: No
To Develop: 603, 000 GP, 13 days, 20,520 XP
Factors: Seed: Animate Dead (DC 23), From touch to target (+4 DC), Raise +30 HD of Undead (+30 DC), Target to 20 ft radius (+10 DC), Increase range by 100%*2(+4 DC), Increase area by 100%*5(+20 DC), Increase casting time to 10 min. (-20 DC), Backlash of 10d6 (-10 DC), XP Burn of 500 (-5 DC), Raises Skeletons (-12 DC), Increase casting time to one day (-2 DC)

This deadly spell was one of the spells reffered to by many a bard as part the Vile Three: a series of epic spells created by the dread demilich Racanath Xiltyn in the Ages of Darkness. The history of Racanath can be found at any good local bard, or by PMing ChaosEvoker, or looking for the record of the Staff of Racanath. As for the spells effect:

This spell raises up to 50 HD of Skeletons. This spell is used by a few Lich Lords in the Dead Nations who have managed to discover it, usually after a large scale battle where much death has been dealt. The typical rules for controlling undead still apply. However the great energies channelled by this spell are not without reprecusions. The energy coursing though one's body causes a sudden violent shock at the end of the spell causing 10d6 backlash damage. Also, part of the spell requires the sacrificing of memories and personal experiences causing a burn of 500 XP.

Recently, notes on variants for this spell in the handwriting of Racanath himself were found. They detail how to alter the spell in order to raise other kinds of undead:
Zombie Army: Raises Zombies (No change to spell stats other than that)
Ghoul Army: Raises Ghouls (Spellcraft DC: 44)
Shadow Army: Raises Shadows (Spellcraft DC: 46)
Ghast Army: Raises Ghasts (Spellcraft DC: 48)
Wight Army: Raises Wights (Spellcraft DC: 50)
Wraith Army: Raises Wraiths (Spellcraft DC: 52)
Mummy Army: Raises Mummies (Spellcraft DC: 54)
Spectre Army: Raises Spectres (Spellcraft DC: 56)
Morhg Army: Raises Morhgs (Spellcraft DC: 58)
Vampiric Army: Raises Vampires (Spellcraft DC: 60)
Ghost Army: Raises Ghosts (Spellcraft DC: 62)

Deathball
Necromancy [Evil, Death]
Spellcraft DC: 53
Components: V, S, XP, Ritual
Casting Time: 1 action
Range: 300 ft.
Area: 40 ft Burst
Duration: Instantaneous
Save: Fort Negates
Spell Resistance: Yes
To Develop: 702,000 GP, 28,080 XP, 15 days
Factors: Seed: Animate Dead (DC 23), Seed: Slay (DC 25), Target to Area: 20 ft radius (+10 DC), 1 Action Casting Time (+10 DC), Double Area of Effect (+4 DC), Increase Save DC by 10 (+20 DC), Backlash of 5d6 (-5 DC), Burn 500 XP from both casters (-10 DC), Remove Damage on Succesful Save (AD HOC: -15 DC), 1 additional caster contributing a 7th Level spell slot (-13 DC) Raises Shadows (-8 DC)

Another of the Vile Three spells. This nasty spell invented by Racanath was used by him in battle. He had plenty of lich allies who would help with the small ritual.

This spell forces all within the area of effect to make a Fortitude Save with an additional +10 to the DC, or die. Those who die from this spell are immediately raised as Shadows under the control of the caster. This cannot create more than 20 HD of Shadows at one time. This is a ritual requiring a single otehr caster who sacrifices a 7th lv spell slot. This spell causes 5d6 backlash to the caster and requires both the caster and the assistant caster to sacrifice 500 XP.

by Demonfey
Chains of Sin
SCDC: 50
You manifest the sins of your opponent in the form of corporeal chains around them, binding them instantaneously, and one end manifests in the caster's hand. They can't escape from them unless you let them or they atone for each sin. They are treated as helpless while contained as such, and are also treated as weightless by the caster, who can hurl them around and drag them in any fashion he or she decides to.
QUOTE: "Link, by, link..."

Hadoken
epic
SCDC: 100
Seed: destruction
Damage: 10d10*10d10/caster level
Focus: a pure black heart, namely yours
Draining the world of some love, and focusing it into a beam of mass destruction, you destroy more or less anything you want.
"it is fueled by...you know what? Screw it. Some things are just too horrible."
Red mage, 8-bit theater.
That is what is posted on the site, and so that is what's here

By von Crown
Blackbolt
Necromancy [Evil]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions like magic missile, except that the bolts are comprised of negative energy, healing undead creatures instead of harming them. However, since it is not comprised of force, it has no effect against incorporeal creatures (unless they are incorporeal undead, in which case they are healed)

Mordred's Morbid Marionette
Necromancy [Evil]
Level: Sor/Wiz 2
Components: V, F
Casting Time: 1 standard action
Range: Close (10 ft)
Effect: 1 corpse plus one additional corpse per five levels (maximum +4 corpses)
Duration: concentration, up to 2 rounds/level
Saving Throw: None
Spell Resistance: No

This spell temporarily turns one corpse plus one additional corpse per five levels (maximum 5 corpses total) into either a skeleton or a zombie, depending on the condition of the corpses. They remain active and follow commands for the duration of the spell, at the end of which they become uncontrolled and begin losing two hit points per round until destroyed.
Arcane Focus: Two of those wooden thing used to control puppets, one in each hand.
__________________


Aramar The Black
Bloodsleep
Transmutation
Level: wiz/sor4 clr4
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: One Creature
Duration: 1 hr./caster level
Saving Throw: Fort. negates
Spell Resistance: Yes

This spell cuases the target's blood to flow slower and provide somewhat less nutrients, resulting in slumber, weariness, weakness, hunger, and thirst. In the first round of the spell, the target must make a Fortitude save. Failure results in a -2 penalty to attack rolls, saving throws, skill checks, and ability checks. If the target is a mage, they must make a successful concentration check (DC = 10+ spell level + the caster level of the caster of BloodSleep) to succeed at spellcasting.
Failure to go to sleep within three rounds causes the effects of fatigue on top of previous penalties; and continuing to go within sleep within another three rounds cuases exhuastion.
Once exhuasted, the target must another fortitude save (DC 10 + Spell Level + Caster Level + 1 each succesive round) to stay awake. When thetarget finally falls asleep, they stay so until the spell expires and the target is awakened by normal means.
Unlike normal sleep spells, it is harder to awaken a terget of this spell by conventional means. Slapping a BloodSleep target only has a 15% chance of awakening them, and even attacking them only has a 90% chance. however, once awakened, the target still retains all penalties until the spell expires. They will probably want to back to sleep, not fight.


Four Fangs of Winter
Evocation
Level: Sor/Wiz 7, Drd 8
Components: V,S,M
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./ Caster Level)
Target: 1 creature per 3 levels. (cannot be more than 10 ft. apart.)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: ?

With this spell, you send forth four kinds of cold at the target(s).
Ice: 2d6 cold damage + 2d6 slashing damage.
Rime: 2d6 cold damage + 2d6 cold damage for an additional d3 rounds afterward.
Wind: 2d6 cold damage + the effects of a strong wind.
Cold Fire: 2d6 cold damage + 2d6 negative energy damage.
Material Component: A small piece of ice.

Silmarien aldalome
Plasma Surge

Evocation

Code:
Level : Sorcerer/Wizard Level 5
Components : VS
Casting Time : 1 Action
Range : Close (25ft+5ft/lvl)
Duration : Delayed/Held up to 1 Round/Level
Saving Throw : Fortitude Halves
Spell Resistance: Yes


A translucent aura of incandescent energy accumulates in the spellcaster’s hands. The energy so evoked may be delayed or held in the caster’s hands for up to 1 round per level of the spell caster. Thereafter, the energy must either be dissipated into the aether, if the caster so chooses, or alternatively, focused and hurled at a selected target. There is no attack role required to successfully hit a target, however, the spell caster must make a successful concentration check (against DC 20, plus spell level, minus caster level) in order for the spell to be effective.

The caster may choose the kind of plasma evoked, with mauve plasma effective against all creatures from the negative material plane only. Green plasma is effective against creatures from the prime material plane, and red plasma, effective against creatures from the positive material plane. A successful casting and targeting causes up to 1d8 points of damage per level of the spell caster, with 10d8 maximum but only against one target. A successful fortitude savings throw halves damage.

Serendipity Cascade
Divination

Code:
Level : Sorcerer/Wizard Level 5
Components : VS
Casting Time : 1 Action
Range : Spell caster or one willing recipient
Duration : One Serendipitous Purpose
Saving Throw : Special
Spell Resistance: No


Serendipitous purposes are such things as “will you help me locate the graves of my forebears on the ancient battle plains”, or “I seek the living descendants of my ancestor’s sister” or “I was separated from my family’s heirloom, during the sack of our kindred’s ancient home by orcs and trolls, and wish to trace the movements of my kindred and news of the heirloom since then.” When the object or person of the serendipitous purpose is unknown to the spell caster, the spell is ineffective.

A change to the recipient’s consciousness is effected by the completion of this spell such that the recipient’s percipience becomes attuned to the Divine Matrix of Interconnected Purpose. The spell imbues the recipient with a kind of prescience or 'whole-being attunement' to life. The alteration is subtle, such that willing recipients will note and experience coincidences relevant to the serendipitous purpose as powerfully meaningful. If the recipient allows the spell (Will Save negates), salient coincidences will, in cascade, eventually lead the fulfillment of the serendipitous purpose. The spell’s duration is therefore, variable but may range from between 1 day to 1 year and 1 day, depending on the subtlety, complexity, or remoteness of the serendipitous request.

Jubilative Restitution
Enchantment


Level : Sorcerer/Wizard Level 5
Components : VS
Casting Time : 1 Hour Per Level of the Caster
Range : 1 Community or Collective of 20 individuals per level of caster
Duration : Permanent
Saving Throw : Special
Spell Resistance: Yes


Upon uttering a jubilative restitution, the spell caster can bring a sense of transformation, purpose and forgiveness, to a community who has been adversely affected by extreme hardship of any kind. As the spell caster incants this musical lamentation, hardships such as war, famine, pestilence, crop failure, subjugation and deprivation take on a different ‘hue’ to the victims of such incursions. The spell-caster must consult with all community members prior to the jubilative restitution, in order to attune to the community’s legacy and in order to give lyrical structure to the spell. With the aid of this mystical song, individuals within a community find new purpose, hope and communion with each other, as traumatic themes are interwoven with themes of redemption. Old grievances are forgiven, resilience is fostered and the freedom to celebrate and plan for the future are recovered and restored, without individuals requiring retribution or counter-antagonistic action. No actual memories of the traumatic incursion are lost, so all affected individuals retain full recollection of the historic hardships. However, with the aid of the spell-caster, and within earshot of the reverberations of the orator’s voice, resolution regarding such traumas can be more quickly attained.

The spell is most effective when opposed factions are brought together for the casting of the spell. In that context, it becomes possible to restore deeply damaged relationships, without costing either party the important lessons of wisdom by the intial event. To the contrary, Jubilative Restitution implies acceptance, forgiveness and forebearance in a new attitude towards the opposing party, but where the healing involves also learning the lessons that prevent a repeating of history.

When this spell is cast, often on groups of hundreds or thousands of assembled individuals, a burst of silver-blue magical force is propelled skywards, in a vast surge of Lore, which explodes into a canopy of silveryblue. The ground itself seems to reflect the casters Verse and Song, so that every living thing becomes a wonder of colour, aroma and song that is overlayed onto painful memories. The entire community becomes attuned, where each glimpses the pain of the other through an almost first-hand experience. The mind and all the painful memories are then infused with magical fires and song, in a flood of incoming balm that permanently alters the meaning of the painful memory.

In the aftermath of the spell, it is very typical for most or all of the participants to be reduced to heaving tears, as each person suddenly sees firstly the cruelty of their own harsh judgments, secondly, remorse for the sudden knowledge of pain caused to another and, thirdly, vast floods of compassion, and waves of peace, as an aura of sacred stillness befalls the gathering. In the sanctuary of this respite, violence is impossible due to the visceral beauty of the experience, and from awareness that there is a better answer to strife than the answer of violence and bloodshed. People have been known to commit acts of untold generosity after such a ceremony and it has been often told that the worst enemies forged the truest, most loyal and most inspiring friendships thereafter.
Lady Rolindin

03-28-06, 07:39 PM
RedHase

coin of the Realm
illusion
Level: sor/wiz 0, Assn 1,
components: V, S
Casting time: 1 action
Range: touch
Target: 1 pebble
Duration: 1 hour /level
Saving throw: yes see text
Spell resistance: no
This spell cloaks a pebble in am illuision, making it seem to be a gold coin of what ever design the caster chooses. Note; creatures toucheding the coin or studying it are allowed will saves to recongize the glamer as an illusion.

Master Touch
Divination
Level: 1, assn 1, sor/wiz
components: V, f
casting time: 1 action
Range: self
Targets: self
Duration: 1 minute per level
saving throw: none
spell resistance: no
the spell grants the knowledge and expreience to cliam proficiency in whatever single weapon or sheild they hold in their hands when the spell is cast.

Mirror Move
Transmuation
Level: brd 2, assn 2, sor/wiz 2
components: V, S, M
Casting time: 1 action
Range: personal
Target: you
Duration: 1 minute/ level
saving throw: none
spell resistance: no
Mirror move allows you to reproduce any general feat with an obvious physical effect that you observed another perform, prividing you meet the prerequisites for that feat.

Understand object
divination
Level: brd 1, assn 1, sor/wiz 1
Components: S, M
Casting time: 1 minute
Range: touch
duration: instaneous
Targets: one touched object
saving throw: none
spell resistance: no
Understand object determines the non- magical funcetion of an objects or technological item. The caster must handle or touch the object through the casting time and spell duration to gain any knowledge. If the item has more than one function, the spell identifies its most general or most likely use. caster can gather further information about the item only through additional uses of the spell. The spell is used most offeten to help casters understand the nature and use of an object from another technological level or to gain some clues to extremely complex gadgets or puzzles.

Climb
Transmuation
Level: drd 1, rgr 1, Sor/wiz 1, assn 1
Components: V, S, M
Casting time: 1 standard action
Range: touch
Tagrget: creature touched
Duration: 1min/level
Spell resistance: yes
the subject gets a +10 enhancement bonus on climb checks. The enhancement bonus increases to +20 at level 5. To +30 (the maximum) at caster level 9th. Unlike spider climb, this does not allow the target to climb ceilings, and it does not give her a climb speed.

Wall of Smoke
conjuration (creation)
Level drd 1, sor/wiz 1, rgr 1, ass 1
Components: V, S
Casting time: 1 standard action
Range: 25 ft/ 5 ft/ level
Effect: two 5 ft. squares/ level that are 5 ft. thick
Duration: 1 round/ level
saving throw: Fortitude partail, see text
Spell resistance: no
This spell creates a thin opaque wall of black smoke, the wall is stationary once created. The wall blocks sight to a limited degree, creatures on opposite sides of the wall that cannot see over it gain concealment from eack other (attacks have a 20% miss chance). A creature that breathes can pass through a wall od smoke with ease if they hold thier breath. Other wise they must make a fortitude save to avoid being nauseated for 1 round.

Remove Scent
Illusion
Level: brd 1, Rgr 1, Sor/Wiz 1, ass 1
level: V, S, M
Casting time: 1 action
Range: touch
Area: Creature touched
Duration: 10 minutes /level
Saving throw: Will negates
spell resistance: yes (harmless)
the creature or object touched has all trace of olfactory presence removed for the duration of the spell. The scent ability cannot detect a creature under the effects of a remove scent spell. it also negates the harmful side effects of the noxious stench exuded by certain creatures, such as ghasts, undead for the duration of the spell.

Foebane
Evocation
Level: rgr 4, wiz/sor 4, assn 3
compontents: V, S
Casting time: 1 action
Range: touch
Target: weapon touched
Duration 1 round/ level
Spell resistance: no
The spell imbues one of the caster's weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage> Furthermore, while the caster wields the weapon, he or she gains a +4 resistancts bonus to saving throws against effects created by creatures of that type.
The spell is automatically canceled 1 round after the weapon leaves the caster's hand for any reason, the caster cannot have more than one foebane weapon at a time.

Secret Message
divination
Level sor/wiz2, rgr 2, assn 2, clr 2
Components: V, S, M
casting time: 1 action
Range: touch
Duration: 2 rnds/level
Area of Effect: Specail
saving throw: none
spell resistance: no
this spell allows the caster to speak and understand a language that can only be understood and spoken by the other recipients of this spell. the material component is the message which is written then burned as the spell is cast, with the name or names of the recipients.

Flaming Finger
Evocation
Level: sor/wiz 2, rgr 2, assn 2,
components: V, S
Range: 25 ft. +5 ft /level
Duration: Instantaneous
Casting time: 1 action
Area of effect: Specail
Saving throw: reflex half
Spell resistasnce: yes
when this spell is cast, a thin searing white heat shhots forth from the caster's index inger. this bolt will automatically hit a single target inflicting 1d10 points of damage, plus 1 piont per level of the caster, up to a maximum of 1d10 +10. Asuccessful save vs. spell reduces tjis damage by half. If a save is faild the recieve full damage, possessions do not have to make a save

Resistance Piercing
Alteration
Level: wiz/soe 3, clr 3, rgr 3
components: V, S
Duration: next spell
Casting time: 1 round
Saving throw: none
This spell wll add extra power to one other spell for the express purpose of punching through magic reisitance. the spell can negate 20 % +2% per levwel of the caster. This spell is useful to use with powerful spells on the next round.

Surefooted Stride
Transmution
Level: brd 2, Rgr 2, Assn 2, Sor/wiz2
Components: V, S, M
Casting time: 1 standard action
Range: personal
Target: you
Duration: 1 hour/level
Saving throw: none
Spell resistance: np
Your stride becomes confident and sure, you can move through dense rubblr or streets at full speed for the duration of this spell. You gain a +2 competence if climbing is needed, you can even run, charge and tumble faster with this spell.

Leomund's Hidden Hut
conjuration
Level: sor/ wiz 5, rgr 4,
components: V, S, M, f
casting time: 10 minutes
Range: 25 ft +5 ft/ level
Targets: 20 ft. square structure
Duration: 2 hours /level
Saving throw: none
spell resistance: no
this spell is similiar to Leomund's Secure shelter, except that the conjured structure is perfectly camouflaged to blend in with what ever terrain or surrounds are appropriate. It may appera as a house sized boulder in mountainous or eocky areas, a sand dune, a deadfall, a small grassy knoll, or even a mighty tree. The spell also conceals all tellale signs of habitation, including any smoky, light, or sound coming from within the lodge. creatures examining the lodge or studying its immediate vicinity note the presence and extent of the shelter with asuccessful wilderness lore check (dc30). If the lodge occupants are seen entering or leaving the lodge, the dc for this check drops to 10.

Stinging Needles
Evocation
Level: rgr 2, assn 2 sor/wiz 2, clr 2
Range: 25 ft +5 ft /level
components: V, S, M
casting time 1 action
Duration : Instantaneous
Area of efect: 1 creature
Saving throw: reflex half
spell resistance: yes
this sepll shhots tiny needle like missiles to a target, for each level the caster can fire 2 neddles up to 20 needles at 10th level. Thjose who make saves vs spell avoid half the needles, and reflex save does the same, you have to use one save. these small missiles are not very deadly, each needly inflivts only 1d2 points of damage. the spell is used agasinst those who are casting spells and are in spell casting motions. If the target is hirt by the needles they need to make a concentasrtion check ayt -2 to check thier concentration of spell casting. the material component is a handful od iron needles.
__________________


Alter Memory (Brain Washing)
Conjuration
Level: Sor/Wiz 6, Clr6
Casting time: 3 rounds
Range: touch
Duration: 5 minutes per caster level
Saving throw: Will save
Spell resistance: yes
This spell allows a creature to change the memorys of an another creature, a will save stops the spell. if the target fails then caster can change the victums memory of events by suggestion taking to them. You can change attudes towards an event or person if done long enought, two or more times the spell is cast on the target. over a long time peroid the subject can be made to believe that a friend is a enemy, and an enemy is a friend, A limited wish or wish spell has to be used to restore the memory of the target. Casting the spell into a item, ie head band or ring made permant allows the spell to be used easer.the materail component are a small 1 inch square of beholders brain and a silver ring worth 100 gold pieces.

Teleportation Portal
Conjuration (Teleportation)
Components: V, S, and M
Level: Sor/Wiz
Casting Time: 30 minutes
Range: see below
Effect: the caster opens up a stable portal that teleports one creature at a time to the other end of portal.
Duration: 5 minutes per caster level
Saving throw: None
Spell resistance: yes
This is a Netheril spell they used to move troops around from one place to another place. A black 10-foot circle opens up with flickering red specks. The caster needs to know location of the place to open the other portal; a scurrying will help do this. A greater dispel magic, Mordenkaien's Disjunction, or anti magic field will close the portal. Once open the portal will stay in place until the magic fails or magic is used to close it. It can be made permanete by using a permanency spell once opened. The material’s components are one blue diamond worth 5,000 gold pieces each and a small 1-foot gold rod, which are used up after the spell takes place.

Delusions of Grandeur
Illusion (phantasm) (mind-affecting)
Level: Brd 2, Sor/Wiz 2
Components: V
Casting time: 1 standard action
Range: Medium (100ft.+10./level)
Target: One creature
Duration: 10 min./level
Saving throw: will negates
Spell resistance: Yes
This powerful phantasm fools the subject into believing itself more competent than it really is. The spell makes any action the target considers attempting, even the most daunting feats, seem easily accomplished requiring only a token effort. Deadly wounds seem like mere scratches, stalwart foes appear weak and intimidated, and the subject’s own attacks seem stronger and more effective. As a result of its skewed perceptions, the subject suffers a-2 penalty on all attack rolls, saves, ability checks, and skill checks, as well as a -2 to its wisdom score. This penalty cannot reduce the target’s wisdom below 1. finally, the subject becomes so completely enmored with its own (false) abilities that it cannot fight defensively or take the total defense action.

Shield Companion
Transmutation
Level: V, S, Dragon Magic
Casting time: 1 action
Range: touch
Target: 1 shield
Duration: 1 round/ level
Saving throw: none
Spell Resistance: NO
The caster can make one unattended shield and have it float magically around him, protecting him as if he was using it, but suffering none of the penalties. Maximum dexterity, and spell failure chance. If anyone attempts to snatch the shield away, the spell resists it as if the caster was indeed wearing the shield, so a normal disarm attempt is necessary.

Small enough
Transmutation
Level: wiz/Sor 2
Components: V, S,
Casting Time: 1 action
Range: touch
Target: one creature touched
Duration: 1 round/ level
Saving throw: Fortitude negates
Spell resistance: Yes (harmless)
The target can fit through any opening or passage up to 6 inches wide, regardless of the target actual size. While passing through the opening or passage, the target shrinks down to become small enough to fit. While shrunk, the target can take only move-equivalent actions. As soon as he is once again in an area that can accommodate his size, he returns to normal, whether he wishes to or not. While his size is different, the caster gains appropriate ac modifications based on size, but nothing else about him changes (strength, hit points, an so on). If the duration ends and the target is within a space too small for him, he is ejected out of the space into the nearest space that will accommodate him. If such a space is not available, the target remains small but suffers 1 hp per round of damage. His surroundings also suffer that damage (ignoring hardness), so if the target has more hp than the surroundings, eventually he will destroy them and grow to fit the space. For example, if a huge dragon uses this spell to move through a narrow hole in a stone wall but foes plug up either end of the hole to trap her inside, the dragon and the stone wall suffer 1 hp of damage per round after the spell’s duration ends. The dragon likely has more hit points than the wall and eventually smashes out of it, most likely very angry.

Unstoppable Energy
Transmutation
Level: Wiz/ Sor 5
Components: V, S
Casting time: 1 full round
Range: personal
Duration: 10 minutes/ level or until discharged
The next time the caster releases any kind of discharged of energy damage, whether it be a breath weapon, a fire ball spell, or a lightning bolt from a wand, the energy ignores any protection offered by a protection for elements, endure elements, or resist elements spell. Innate resistance to energy type is also ignored, but immunities are not.

Vorpal Claws
Transmutation
Level: Wiz/Sor 8
Components: V, S, Dragon Magic
Range: Touch
Casting time: 1 action
Target: creature touched
Duration: 1 round / 2 levels (harmless)
Spell resistance: Yes (harmless)
One creature’s claws become magically sharp and prone to beheading other creatures. Upon a successful critical, the claws sever the opponent’s head if it has one. Some creatures (like many abominations and all oozes) have no head. Others (like golems and undead other than vampires) are not affected by the loss of their head. Most other creatures, however, die.

Profane Weapon
Transmutation (evil)
level:Anti Paladin1, Corrupter 1, Despot 1
components: V, S
Casting time: 1 standard action
Range: touch
Effect: weapon touched
duration: 1 min/level
saving throw: none
Spell resistance: no
This transmutation makes a weapon strike true against good foes. The weapon is treated as having a +1 enchancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporeal creatures (though the spell doesen't grant an actual enhancement bonus). Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer thebenefit to the projectiles they shoot. In addition, all critical hit rolls against good foes are automatically successful, so every threat is a critical hit. This last effect has a magical effect relatede to critical hits, such as a keen weapon or a vorpal sword.

Unholy sword
Evocation (evil)
level: Anti Paladin 4
Components: V,S
Casting time: 1 standard action
Range: touch
Effect: Melee weapon touched
Duration: 1 round/ level
Saving throw: none
Spell resistance: no

This spell allows you to channel unholy power into your sword, or any other melee weapon you choose. Thw weapon acts as a +5 unholy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against good opponents). It also emits a magic circle against good effects (as the spell). If the magic circle ends, the weapon creates a new one on your turn as a free action. This spell is automatically canceled 1 rounde agter the weapon leaves your hand. you cannot have more than one unholy sword at a time. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with profane weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts.

Blood Drinker
Necromancy (evil)
Level: Clr 4, Sor/ Wiz 4
Components: S, F/df
Casting time: 1 action
Range: touch
target: Creature touched
Duration: 1 round/ level
saving throw: fortitude negates
spell resistance: yes (harmless)

The target's teth elongate into fangs, and it gians the ability to suck blood with its bite, as a vampire does. As an attack action, the creature can make a successful grapple check against a pinned target. If successful, it inflicts 1d4 points of permanent constitution drain. If the target already has a blood drain attack (such as that od a dire weasel, gibbering mouther, rast, or stirge), it deals an additional 1d4 points of pernanent constitution drain. Also , if its blood drain attack deals temporary constitution damage, it instead deals permanent constitution drain for the duration of the spell.
Arcane focus; the tooth of vampire.

Spit Poison
Necromancy
level: clr 5, drd 4
components; S, Df
casting time; 1 action
range; 30 ft.
effect; spray of poison, up to 30 ft. long
duration; instantaneous (see text)
spell resistance; yes
you spit a spray of poison toward one target within range. You must make a ranged touched attack to hit the target. If you are currently poisoned, the target creature is subjected to the same poison. If you have a natural attack that transmits poison, the target is subjected to that poison. Alternatively, if you previously cast poison and have not discharged that spell, the target is subjected to the effects of that spell.
Beast Claws
Transmutation
Level: cleric 4, Druid 3, assn 3
Components: V, S, M
Casting time: 1 standard action
Range: personal
Target: you
Duration: 1 round/ level

Beast Claws changes your hands and fingers, giving you long, curving claws and heavy knuckles. These claws act as slashing melee weapons, inflicting 1d6 damage plus any magical or normal bonuses such as from strength, with a threat range of 19-20. Attacks with your transformed hands do not provoke an attack of opportunity. The claws do not hinder your manual dexterity or spell casting. Material component: the claw of a bird of prey, such as an eagle or falcon

Bite of the Seductress
Enchantment (charm) (mind Affecting)
level: dw 2, Sor/wiz 2, Assn 2
components: V,S, M
Casting time:1 standard action
Reach: touch
Target one living creature
duration: 1 hour/level

Saving throw: will negates
Spell resistance: yes
The drow understand love and feel its sting as others do, but theirs is a harsher emotion, based as much, or more on respect and yearning for the physical and emotional pain a partner can inflect as the tenderness. With the casting of this spell, the caster enchants a living being with a successful melee attack, so that they temporarily fall slavishly in love (as the drow see it), with him. In order for this spell to take effect, the caster must deal damage upon them with an unarmedattack, meaning creatures which cannot be damaged by unarmed attacks cannot be affected by this spell. Those who fail their will save to resist the bite become slavishly devoted to the caster,willlingly obeying commands and flinging themselves into har's way for the caster's benefit. This does not mean that they will obey his commands as though they were an automaton, but they will not hesitate to attack any foe which threatens their papamour, no matter how powerful. Unlike a charm spell. obviosly threatening actions by the caster do not instantly breal the spell, though lethal attacks grant them a new save to resist the bites effect.

Shriek of Abject Hatred
Evocation: (sonic)
Level: dw 4, Sor/wiz 4, Assn 4
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft. +10/level)
Area of effect: 20ft. radius burst
Duration: Instantaneous
Saving throw fortitude half
Spell resistance: yes
With a bloodcurdling shriek of absolute rage, the caster unleashes his hatred as an explosion of pure sonbic energy, so powerful that it can liquefy flesh. The balst deals 1d6 points of sonic damage per caster level (10d6 maximum) to eveyone with in its radius of effect (fortitude saves for half).
In addition to dealing damage, the shriek renders all who fail to save stunned for 1 round, and renders them deafened for one hour, meaning they suffer a -4 penalty to initiative checks, automatically fail listen checks and have a 20% chance pof spell failure when casting with a verbal component. Those who succeed at their save areaffected as though staggered for one round.

Skittering Darkness
Illusion (shadow)
Level: clr 5, Dw 5, Sor/wiz 5, Assn4
Components: V, S, M
Casting time: 1 standard action
Range 10 ft. +5 ft/2 levels
Area of effect: Sphere, centred on caster, with a radius of 10 ft. +5 ft./ 2 levels.
duration: 1 round/ 2 levels
Saving throwe:will partial
Spell resistance: yes

Upon vcasting this spell, the caster causes shadow and daekness to writhe and craw like a wave of spiders, striking at those who oppose him and gnaw at their flesh and sanity. Those who are within the intial area must immediately attemp a will save; if they fail, they are subject to attack from any shadow or area of darkness they enter, whether it be of natural or magical origin. At the beginning of each round they remain in darkness, shadow coalesce and attack, with a base attack bonus equal to a fighter equal to the caster level. On a successful strike, the claws inflict 1d6 + one half the caster level in damage. This effect follows each victim for the duration of the spell, so that even characters who flee the area of effect are subject to attack from creatures of shadow and night.
In addition to suffering physical injury, victims of this spell are subject to terrying psychological assault as well. The shadow shapes which appear to gnaw at their bodies are universally horrific in appearance, with linpy, otherworldly bodies, spade-like claws and mouths full of jagged teeth. Thet resemble nothing so much as visions from a childs nightmares. For the duration of effect of the spell when it was cast are shaken, suffering a -2 penalty to all attack rolls, skill checks and ability checks.
Victims of this spell can avoid damage by ensuring that they remain entirly out of the shadow. This can't be difficult to do, as even the victims own shadow will writhe forth to attack him. A character who is the focal point of a kight spell, or other , similar enchantment will not himself cast a shadow, though the aura he rAdiates may well doom his less fortunate companions. material com[ponent: a breath of traped air in an obsidian box at the stroke of midnight.

Secret Desires
Divination
Level: dw 1, sor/Wiz 1, Assn 1, Rgr 1
Components: V, M
Casting time: 1 standard action
Range: touch
Targets: one being touched
Duration: 1 round per level
Saving throw: will negates
Spell resistance: yes
The drow are masters of manipulation and the dark weavers, masters among masters. With but a touch and a few moments concentration, this spell grants understanding of the victim's subconsciopus desires and understands thier fears. For the duration of this spell, the caster gains a +1 per caster level insight bonus to all charisdma based skill checks involving the victim. when the spell ends, the victim has no ideal he has been manipulated inb any fashion. Material comp[onent: a single page of a diary or journal. at the moment of casting, the page burns to ash.

spider Gorge
Conjuration (summoning)
Level: dw 3, Sor/Wiz 3
Casting time: 1 standard action
Range: 25 ft
Area of effect: 5ft. wide line
Duration: instantaneous
Saving throw: reflex half
Spell resistance: yes
Distending the casters jaw to an unnatural degree, he vomits forth a stream of tiny spiders which engulfs anone unfortunate to be caught in its path, inflicting 1d4 points of damage per caster level(maximum 10d4). Those who sucee3d at reflex save only suffer half damage.
Those who fail their intial save are nauseated for one round and must immediately succeed at a fortitude save (at the same dc as thier reflex save) or suffer 1d4 points of constitution damage, as hundreds of spiders bites take their toll
material component: a handfull of live spiders, which must be devoured immediately after speaking the incantation.

Swarm Boil
Conjuration (summoning)
Level: clr 4, dw 3, wiz/sor 3
Components: V,S, M
Casting time: 1 standard action
Range: close (25 ft.+5 ft/ level)
Target: one creature
Duration: Innnstaneous
Saving throw: Fortitude partiL
sPELL RESISTANCE: YES
When cast this loatsome spell, causes immense boils to buble up from the victims skin. These boils erupt nearly instantaneously spilling forth a swarm of tiny spiders which live only to serve the casters whim. The victim of the spell suffers 1d6/ two caster levels (max 5d6), from the initial eruption of boils and the result flood of tiny spiders pouring from his flesh _ fortitude save is permitted for half damage.
In the riound following the eruption, the spiders form a swarm, exactly as the swarm spell summon swarm. the swarm has a number of hit dice equal to the victim's own and its size and the damage it deals are dependant upon its hit dice, as outlined in the swarm subtype description. The swarm remains in existence for a number of rounds equal to one half your caster level, and can be directed as a free action. At the end of the spell's duration, the swarm disappears.
Material components: a bag containing both a score or more dead spiders and a small vial filled with liquid taken from lanced boils.

Shadow Spears
Creation (spears)
Level: Sor/Wiz fifth
Com: V/S
Casting time: Four standard rounds
Range: 150 per level
effect see: below
Saving throw: see below
Spell Resistance: See below
With the activation of this spell one hundred little spears black in color hard as steal three inches long and one eight of an inch thick come from the caster hands made from the shadow weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The targets or targets of the spears save at -2 if using magic weave, if using shadow weave they get a will save for each spear plus dexterity if can avoid the spears, same for Mystra weave user. Each spear does 1 to 3 points of damage.
Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics;( easer to roll percentale dice) Ever three levels the caster gets one hundred more little spears. Anti magic shell and Mordenkaien’s Disjunction dispels the spears, dispel magic has no effect.
Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in hall way should be the width of the hall way plus height.

Blast your enemy with these spears and punch a whole through their chest, then laugh at them.

Shadow disks
con: creation
Level: Sor/Wiz fifth
Casting time: three standard rounds
Range: one hundred and fifty feet
Effect: See below
duration: Instantaneous
Saving throw: See below
Spell resistance: See below

Shadow disks come from the casters hands starting with four at fifth level, four more every three levels. The disks are made from the shadow weave and turned into hard razor sharp disks four inches round, dealing 1d8 per disk. Mystra caster get a -2 saving throw, weave users save at normal save vs. magic. Dispel magic has no effect on the disks, anti magic shell or Mordenkaien’s Disjunction will stop the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, refelex saving throw for the target if can.

Rentar's Hellhound
Conjuration (summoning)
Level: Wiz/Sor 6, Clr 6
Componente: V, S, M
Range: 9 yards +1 yards /level
duration: 1 day/ 2 levels
Casting time: 1 hour
Area of effect: Specail
Saving throw: None
Spell resistance: no

This spell calls a huge (350lb, 3 1/2 feet at the shoulder, and 6 feet long) black Rentar Hellwolf with glowing white eyes (60 foot infravision). It's a strong, lean and heavily muscled, it's skin is astrange black colour, drawn tight against its powerful body, its is hairless. Great hooked claws curl from its paws, and its snout split wide in a hideous grin revealing a mass of razor sharp teeth. The creature hit dice are 1d6 +2 per level of the caster (to a maximum of 15 +30). The number of attacks is 1 per 5 levels of the caster. The damage for each attack is 2d8 +1 per level of the caster, its armour class is a base of 5 plus 1 for every two levels of the caster. The creature movement rate is 40 feet, (i.e. a 12th level caster will have a hound that has 12 +24 hit dice, 2 attacks, 2d8+12 damage, 7 armor class, and 40 foot movement rate). The caster can have the hound guard him or another in which case the creature will stay with in 10 foot radius of the person to be proctected, or the caster can sendthe hound to attack any creature that the caster can see. Only one hound may be summoned at one time. the material components for this spell are a 1,000 gp black opal and the ash od a Hell Hound.

Alignment Change
Enchantmrnt
Level: Wiz/Sor 8, clr 8
Casting time: 2 rounds
Components: V, S
Area of affect: 1 creature
Range: 25 ft. +5 ft. /level
Duration: instant and permanent
saving throw: will restance -4
spell resistance: yes
this spell will change the alignment of the creature effected by the spell, if makes will save then changes to thus, a wish spell or miracile spell can reverse this spell

LG to N roll a die to determine if evil or good
LE to N roll a die to determine if good or evil
CG to N roll a die to deterimine good or evil
CE to N roll a die to detrmine if good or evil
TN, EN, Ln, N, Ng to C good or evil roll die for evil or good
if fails saving throw then.
Lg to Le
Le to Lg
Ln to En
Ng to Ne
N to Ne or GN
cn to Ce or CG
makes sav at -4

the materail component is a magic item of no less value than 5,000 gold pieces.

Miniature mind
Alteration
Level; Wiz/ Sor 5, Clr, 5, brd
Range: touch
Components: V, S, M
Duration : permanent
Area of effect: 1 object
Saving throw: none
this spell has a wide variety of usages, it prepares a item to be filled with kinds of information. When it is cast the object and a trigger word is stated, the object is ready for two things and are made in pairs so one can see and view what the second object is seeing.
First, it can be used to store sounds, after the trigger word is uttered, the object records every sound around it for 10 minutes per two leles of the caster. thus music played in a room, a message readby the object, or even a chat between two people, the owner of the object can listen to the recordingf sounds latter.
The second object if made, the listener can hear all sounds with in 10 ft. + 5 ft for every caster level. it by passes all wards since this is two items that are connected to each other. and anti magic foeild will stop the effect.
second efect, the object can record an image of an area in front of it. From the end of the object a cone of five feet long and one feet per radius per level of the caster. the trigger word is uttetred and the object takes the image of the place where the oblect was. or the object can have a second object to makean pair and the second object can be used to view an area when held.
using the combined two powers a with amade pair of objects, so vases, and one is placed in a house. the caster can see and hear everthing within the area covered by both powers, by uttering a command word then concentrating on the object. the objects can by pass a ward, because they both are atuned to each other and will work within an warded area. the only way to block the item is to have a anti magic field in the area of one of the atuned objects.

Dead End
Illusion (Shadow)
Components: V, S, M
Level Asn 1, Brd 1, Sor/ Wiz 1, Rgr 1
Casting Time: 1 standard action
Range: Touch
Target: One creature/ level touched
Duration: 1 hour/ level (d)
Saving Throw: Will Negates (harmless) or will disbelief (if interacted with) ; see text
Spell Resistance: Yes or no See text
A sneak-thief used to evading those pursuing him, the Black Cloak developed this spell to buy him more time during tight chases. This spell flawlessly disguises the spoor left by the target, concealing their tracks, scent, and other signs of their passage with an illusion that defeats even the senses of taste and touch. Any creature making a search check, using the scent ability, or using the survival skill to track a creature in the area the targets pass through is considered to be interacting with the illusion and may make a Will save to disbelieve. Creatures that succeed at the save may detect the target’s passage but suffer a -5 penalty on search, survival, or wisdom checks to track the targets of the spell or find signs of their passing. Spell resistance does not apply to this effect, Creatures merely passing through do not count as interacting with the illusion. Targets of this spell gets a Will save to negate it, and spell resistance applies. Material Component: a pinch of some adoriferous spice.


Marked Man
Divination
Level: Asn 2, Rgr 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 day/level
Although not a particularly skilled assassin, Karandras could seemingly find his quarry anywhere. He would use this spell to stalk his pray for days, learning their routines, before finally dropping in on the targets when they least expected it.
Upon casting this spell, you become attuned to the specific creature that owns the spell focus item. (A creature is considered to own the item on its person for 1 day or more. You do not count when considering what creature was last to carry an item.) This attunement grants you a + 10 bonus on search and survival checks made to track the items owner or find evidence of his passage. This spell does not give you insight into who or what the creature he is attuned to is or where that creature might be. Also, the spell does not provide you with the benefits of the track feat. this can be used in conjuction with minature mind spell and keep track of a person, it can by pass wards if the object was made in pairs. Arcane Focus: An object owned by the creature or a piece of the creature to be tracked, such as a tuft of hair or a fingernail.

Serene Visage
Illusion (glamer)
Level: Asn 1, Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: you
Duration: 1 min./ level
For decades the Black Cloak Saernavar served on his city’s counsel, his integrity never question even as lesser men fell by the way side under charges of graft and scandal. Considered the only honest man in the government, the city heaped increasing power upon him. Only upon reading his mocking memoirs, published after his death did the true extent of his crimes- many of which he pinned on his underlings- came to be known. Simple illusions aid your attempts to be persuasive. You gain an insight bonus equal to your caster level on all bluff checks.


Shock and Awe
Enchantment (Mind affecting)
Level: Asn 1, Sor/Wiz 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Targets: 1 flat footed creature/ level no two of which can be more than 30 ft. apart.
Duration: 1 round
Saving Throw: Will Negates
Spell Resistance: Yes
A quick spell and quicker dagger always ensure that the Black Cloak assassin Ahren could perform the most daring ambushes without suffering a scratch. This spell distracts its targets, preventing them from reacting with the deftness they might otherwise possess. Only effective when cast in the surprise round of combat and on flat footed creatures, this spell causes those it affects to suffer a - 10 penalty on their next initiative rolls. Targets that cannot be caught flat- footed (such as a rogue with uncanny dodge) cannot be affected by this spell.

Spontaneous Search
Divination
Level: Sor/Wiz 1, Asn 1, Rgr 1
Components: V, S, M
Casting Time: 1 round
Range: close (25 ft. + 5 ft. /2 levels)
Target: One 30 ft. cube
Duration: Instantaneous
Saving throw: will negates
Spell resistance: Yes or no (object) see text
After consolidating control of his gang, Master Traijin’s lust for wealth combined with his paranoia in interesting ways. He obsessed over his belief that the businesses in his neighborhood were holding back on his cut. He would sweep into one of them, mentally tabulate the value of everything in the place, calculate his share down to the copper piece, take his share, and stalk out without saying a word. He developed this spell for use during these audits.
You instantly become aware of the location and types of inanimate objects in the spells area as if you had taken 10 to use the search skill on the entire affected area. The spell also reveals what is inside containers, even locked ones, if your search results beats a dc equal to the open locks check required to overcome the locking mechanism. The effects of this spell are purely mental and merely give you an awareness of the area’s contents; it does not reveal traps, secret doors (although it could alert the spell caster to objects beyond them), open locks, reveal the contents of books or scrolls, or actually put items in your possessions. Creatures in the area may make a will save to negate your ability to learn what objects they possess. Material component: a silk glove.

Shadow Teleportation
Conjuration
Level: 8 wiz/sor, clr 8
components: V, S, M
Range: special see below
range: see below
Target: one ome more creatures within the ten foot scircle
Saving throw: will negates
spell resistance: yes
Casting time: 4 rounds

The spell when released causes a black sphere eight foot round and will pull the target into the black circle and pull them into the shadow plane if they fail. If makes will save the target will be blinded for five rounds having the shadow weave blocking thier sight. dispel magic won'y dispell the shadow circle its made of shadow stuff. if the tagret fails their saving throw then they get pull into the shadow plane and the circle disappears, the target has to make a will save every round they are in the circle. If they disappear with the circle then they have to find their own way out of they shadow plane, and must fight any creature they encounter with in the shadow plane by themselves.Anti magic zone or Mordenkaien's disjunction will stop the spell, or spell turning, dispell magic has no effect. this spell is used to teleport an enemy to the shadow plane, if save then is blinded and has to make a will save for five rounds. This spell works best when cast into a Chardalyn rock or ioun stone and thrown at the target, or put on to arrow heads and fired from a bow.

Eater From Within
Conjuration
Level: wiz/sor6, clr 6, dw5, Asn 4
components: V, S
Duration: 3rds/ level
Casting time:5 rds
Area of effect: one creature
Saving throw: none
Spell resistance: yes
This spell createats a small blood red ball of light that zips from the casters outstretched hand to the target creature and disappears with in. Any person that is not immune to disease will be effected by this spell. The spell can be countered wit ether a dispell magic or with a cure disease spell, otherwise the spell will commence eating the insides of its host at the rate of 1d3 hits points per round. While under this form of attack no being can cast spellws and all that try to fight have their attack, defence and saving throes reduced by -3 because tthe pain is so intense.
Lady Rolindin

03-28-06, 08:55 PM
The Harper foundation
the harper pin
http://www.gamebanshee.com/baldursgateii/equipment/images/harperpin.jpg
by baerdith
Created by my Harper Joram
--------------------------

Harper Ring:
This golden ring has 3 continual abilities and one ability that only works on command twice per day. It continually protects the wearer from damage from fire (as a ring of Energy resistance). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt.
It is as a minor ring of energy resistance, and so grants 10 points of resistance.
It also allows Arcane Sight as the spell at will.
It also acts as a ring of protection +2.

Finally upon command the ring will turn the wearer invisible as the spell invisability, two times per day.

CL 5; Forge Ring, Resist Energy; Arcane Sight, Invisibility, Shield of Faith. Price 20,500 gp. Cost to make: 10,250 and 820xp.

Joram modified a Ring of Protection with Resist Energy, Arcane Sight and Invisibility to make his ring therefore he did not need the Spell Shield of Faith, and it cost him considerably less to make that the price listed.

by Silmarien Aldalome
Poetry/Song Stuff = Harper-thingies = *grins*



A "Sauronic" striving with an Elven Harper!

The Evil Yore of Darkness Falls
In Hate you Stand - your Blade of Spite
The Stench and Death of Horror's Call
The Undead Grin - sharp teeth they Bite

The Dawn of Hope and Elven Tall
The Starry Sky of Beauty's Heights
The Harper's Love and Living Call
Our Song and Sword of Loyal Might

Dark Power twists your Mortal Form
Your Hate a Seed and In you Born
See all you Love a Ruined Storm
And thence your grin in Dearth forlorn

But none can smite the Elven Faith
It burns with Life and Beauty's Grace
Our Strength is Hope and cannot Break
For Joy is Ours our Choice to Make

Harper Agent

The semisecret organization known as the Harpers has members scattered all across Faerûn. These individuals are dedicated to battling evil, discovering and preserving forgotten lore, and maintaining the balance between nature and civilization. Harper agents are the "field agents" of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good. Equally adept at operating alone or in small groups, Harper agents display a versatility that few others can match.

Bards are the most common candidates for the Harper agent prestige class, but they are by no means the only qualified characters. Rangers, rogues, sorcerers, and wizards all possess the diversity of skill and ability necessary to become Harper agents. Clerics, especially of Deneir, Lliira, and Tymora, are occasionally found in the ranks of this prestige class, as are druids and monks. Barbarians, fighters, and paladins rarely become Harper agents because they lack the subtlety for the work.

Hit Die: d6.

Requirements

To qualify to become a Harper agent, a character must fulfill all the following criteria.

Alignment: Any nonevil.
Skills: Diplomacy 8 ranks, Knowledge (local -- any one region) 4 ranks, Sense Motive 2 ranks, Survival 2 ranks.
Feat: Negotiator.
Special: The candidate must be sponsored by a member in good standing of the Harpers and win approval from the High Harpers.

Class Skills

The Harper agent's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Survival (Wis), Swim (Str), and Tumble (Dex). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill Points at Each Level: 6 + Int modifier.

Class Features

All the following are class features of the Harper agent prestige class.

Weapon and Armor Proficiency: Harper agents are proficient with all simple weapons and with light armor. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

Spells per Day/Spells Known: Beginning at 2nd level, when a new Harper agent level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of Harper agent to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one spellcasting class before he became a Harper agent, he must decide to which class he adds each level of Harper agent for the purpose of determining spells per day and spells known.

Harper Knowledge: At 1st level, the Harper agent can access knowledge in the same manner as a bard can. This ability functions like the bardic knowledge ability, except that the bonus for the check equals the character's Harper agent level + his Intelligence modifier. If the Harper agent has another such lore ability from another source (such as bard or loremaster levels), his Harper agent levels stack with levels of all other classes that grant such an ability for the purpose of Harper knowledge checks.

Deneir's Eye (Su): At 2nd level, the Harper agent gains a +3 sacred bonus on saving throws against glyphs, runes, and symbols.

Lliira's Heart (Su): At 2nd level, the Harper agent gains a +2 sacred bonus on saving throws against compulsion and fear effects.

Tymora's Smile (Su): Beginning at 3rd level, a Harper agent gains a +2 luck bonus on any single saving throw of his choice once per day. This bonus can be added after the die is rolled and the success or failure of the save has been determined.

Lurue's Voice (Sp): At 4th level, the Harper agent may use speak with animals (caster level equals Harper agent level) three times per day.

Mystra's Boon (Su): At 5th level, the Harper agent gains a +2 sacred bonus on all saving throws against spells.

What are we to do? I know, I'll wait to see the Harper Paragon! (the Exalted Harper) and make my decision then...

by Kedi
HARPER ASSASSIN

Prerequisites:
Alignment: any good
Skills: hide 10 ranks, move silently 10 ranks, perform 5 ranks, bluff 4 ranks, knowledge (local) 4 ranks.
Feats: Alertness, Death attack and Bardic Music class features.
Special: Must have killed a person for no other reason other than to join the Harpers.

Hit Dice: d6
Saves: Good Reflex, Poor Fort and Will.
BAB: ¾ level
Class Skills: As Assassin plus Perform.
Skill Points per level: 6+Int mod.

Class Features:
Weapon and Armor Profiency: Harper Assassins gain no profiency in any weapon or armor.
Path of the Harper Assassin: [1st, 4th, 7th and 10th] Despite all the Harper Assassin share common things like stealthy, each Harper Assassin have different ways to accomplish their goals.
Path of the Bard: A Harper Assassin which chooses the path of the bard uses his songs in silence, prefering the art and magic instead of blades.
—Spellcasting: When a new harper assassin level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an harper assassin, he must decide to which class he adds the new level for purposes of determining spells per day. Note that the harper assassin can benefit the feat “Silent Spell”.
--Calumny: A 4th level bardic harper assassin with at least 11 ranks in Perform has mastered the fine art of slander and ccan deliver a performance that makes a specific character or group appear in worst light possible. Each member of the audience must make a will save with a DC equal to the harper assassin’s Perform check result. Success negates the calumny failure shifts the individual’s attitude toward the target by one category (friendly to indifferent etc.). Furthermore, each affected creature gains –2 morale bonus on all opposed social interaction checks against the target. This effect lasts for 24 hours
—Sharp Note: A 7th level bardic harper assassin with at least 14 ranks in Perform can sharpen the blades of all slashing and piercing weapons within a 10ft radius. The affected weapons function as if a 6th level sorcerer had cast a keen edge spell on them, except that it lasts for 10 minutes.
—Mindbending Melody: A 10th level bardic harper assassin with at least 17 ranks in Per þn perform can dominate a humanoid that she has already fascinated. This ability works just like a dominate person spell cast by a 9th level sorcerer. The target can make a will save (DC 15 + harper assassin charisma mod) to negate the effect.
Path of the Rogue: A harper assassin which chooses the path of the rogue concentrates on beign undetected, using cover identities to cover the actual personality and accomplish his goals silently.
—Cover Identity: (Ex)A typical rogueish harper assassin wishes to keep his true profession secret so she pretends to be a simple rogue, ranger or alike. In addition to allaying her companions’ suspicious maintaining a cover identity also leads opponents to underestimate the harper assassin until it is too late. At first level, a rogueish harper assassin establishes one specific cover identity. While operating in that identity, she gains +4 circumstance bonus on Disguise checks and +2 circumstance bonus on Bluff and Gather Information checks. In order to create a cover identity, the harper assassin must invest 2 skill points on a craft, profession or knowledge skill relating to his cover identity.
—Undetectable Alignment: (Ex) The web of different identities and agendas inside the harper assassin’s mind makes it impossible to detect his alignment via any form of divination once it reaches the 4th level. This ability functions just like an undetectable alignment spell, except that it is always active. Only divinations are confounded this way.
—Deep Cover: (Ex) At 7th level, the harper assassin can quiet her mind and completely immerse herself in her cover identity at will. While she is in deep cover, divinations spells detect only information apropirate for her cover identity, they reveal nothing relating to her harper persona.
—Mind Blank: (Ex) At 10th level, the harper assassin can become immune to all mind-sffecting spells and divinations by rigorýusly silencing her mind. Using mind blank is a standart action and the spymaster can do it number of times equal to 3 + intelligence modifier.
Path of the Murderer: The path of the murderer is even scary to most of the real assassins. They simple use their weapon for slaughter.
—Dark Blessing: A harper assassin applies his Charisma modifier (if positive) as a bonus on all saving throws.
—Poisonous Attack: At 4th level, whenever the harper assassin attacks at a target, his weapon is always treated to be poisonous.
—Aura of Despair: Beginning at 7th level, the harper assassin radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
—Kafa Kopar: At 10th level once per day, when the harper assassin deals a critical damage, the target of the critical damage instantly dies.

Bonus Feat: [2nd, 5th, 8th] The harper assassin can choose a feat described below.
Cover Identity: Avaible only to rogueish harper assassinYou create another cover identity, but you must spend at least 2 skill points on profession, knowledge or perform in oreder to use the identity.
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Insight Weapon: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Wisdom modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Logical Weapon: With a light weapon, rapier, whip, or
spiked chain made for a creature of your size category, you may use your Intelligence modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Persuasive Weapon: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Charisma modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Sneak Attack: Your attack deals extra 1d6 damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. You can select this ability more than once. (at 2nd the bonus rises to 2d6, at 3rd 3d6 etc.)
Evasion: You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be
used only if you are wearing light armor or no armor.
Improved Evasion: prequiste: evasion; As evasion except you take half damage at an unsuccesful reflex saving throw.
Slippery Mind: If you are affected by an enchantment spell or effect and fails your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on
your saving throw.
Lay on Hands: Avaible only to murderer You can heal wounds (her own or those of others) by touch. Each day you can heal a total number of hit points of damage equal to her you level x her Charisma bonus. You may choose to divide her healing among multiple recipients, and you don’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.
Subsonics: Avaible only to bardic harper assassin You play so softly that opponents do not notice it, yet your allies still gain all the benefits. Similarly, you can affect your opponents within a range of your music, and unless they can see you performing or have some other means of discovering it, they canot determine the source of the effect.
Requiem: Avaible only to bardic harper assassin You can extend your mind effecting bardic music effects so that they influence even the undead. all bardic music effects on undead creatures have only half the duration they normally would against the living creature.

How about this for the Harper Agent:

Harper Knowledge: At 1st level, the Harper agent can access
knowledge in the same manner as a bard can. This ability
functions like the bardic knowledge ability, except that the bonus
for the check equals the character's Harper agent level + his
Intelligence modifier. If the Harper agent has another such lore
ability from another source (such as bard or loremaster levels),
his Harper agent levels stack with levels of all other classes that
grant such an ability for the purpose of Harper knowledge checks.

Selune’s Radiance (Su): Low-Light Vision (or double the range of existing Low-light Vision)

Oghma’s Insight (Su): Harpers develop keen interests in many fields. The Harper gains a free skill focus in any one Knowledge Skill at 2nd Level.

Milil’s Voice (Su): At 3rd level, the Harper gains a +1 Holy bonus on all Charisma Checks.

Deneir's Eye (Su): At 4th level, the Harper agent gains a +3 sacred bonus on saving throws against glyphs, runes, and symbols.

Mielikki’s Step (Su): At 5th Level, the Harper adds +10 ft to speed in Light or medium armor

Lliira's Heart (Su): At 6th level, the Harper agent gains a +2 sacred bonus on saving throws against compulsion and fear
effects.

Tymora's Smile (Su): Beginning at 7th level, a Harper agent gains a +2 luck bonus on any single saving throw of his choice once per day. This bonus can be added after the die is rolled and the success or failure of the save has been determined.

Lurue's Voice (Sp): At 8th level, the Harper agent may use speak with animals (caster level equals Harper agent level) three times per day.

Azuth's Grace (Su): At 9th level, the Harper agent gains a +2 sacred bonus on all saving throws against spells.

Mystra's Boon (Su): At 10th level, the Harper gains the use of Extend Spell. The Harper may cast any spell she knows as if it were under the effects of the Extend Spell Feat, without affecting the casting time or level of the spell. She may do this 1+her charisma bonus times per day.

Harper Agent Prestige Class

Level Attack Save Special Abilities

F/R/W
1 +0 +0/2/2 Harper Knowledge; Selune’s Radiance; +1 level of Existing Spellcasting class
2 +0 +0/2/2 Oghma’s Insight, Free Skill Focus Perform; +1 level of Existing Spellcasting class
3 +1 +1/2/3 Milil’s Voice; +1 level of Existing Spellcasting class
4 +1 +1/3/3 Deneir's Eye; +1 level of Existing Spellcasting class
5 +1 +2/3/4 Mielikki’s Step; +1 level of Existing Spellcasting class
6 +2 +2/3/4 Lliira's Heart; +1 level of Existing Spellcasting class
7 +2 +3/4/5 Tymora's Smile; +1 level of Existing Spellcasting class
8 +2 +3/4/5 Lurue's Voice; +1 level of Existing Spellcasting class
9 +3 +4/4/6 Azuth’s Grace; +1 level of Existing Spellcasting class
10 +3 +4/5/6 Mystra's Boon; +1 level of Existing Spellcasting class

by aravilar holistacia
Weave Transcendent

Archmages with a knack for breaking the common rules of magic and Mystra’s weave rules sometimes transcend the boundaries of magic itself. Tapping into a new energy, the raw magic of the Weave, these trancendental wizards have been ordained by one of the two gods of spells, and they are always seeking to further the limits of mortal magic.

Prerequisites:

Able to cast arcane spells
Able to cast magic from the abjuration, transmutation, evocation, divination schools.
Able to cast epic magic, per the Epic Spellcasting feat.
Intelligence 25 or higher.
Knowledge(planes) 10 or higher.
Knowledge(arcana) 20 ranks or higher..
At least five metamagic feats.
Spellcraft 10 ranks or higher.
Must be Chosen of Mystra or Azuth (applies to the Magister).


Note: Elven mages who can cast high magic, as per the Elven High Magic feat, discussed later in this entry, can receive the Weave Transcendent Prestige Class by participating in the construction of a mythal and/or studying the effects of a mythal on surroundings designated by the DM.

The Class Skills of the Weave Transcendent (and their key abilities) are:

Knowledge(planes) (int), Knowledge(arcana) (int), Spellcraft, Concentration, Alchemy, Diplomacy.

Skill Points:

The Weave Transcendent gains skill points more slowly than a regular wizard, with 3+Intelligence modifier.

Class Features:

Intelligence and Wisdom Enhancement, Abjuration Enhanced Skill Focus,

Spells:

The Weave Transcendent is the pinnacle of mortal magic. If the Weave Transcendent does not have all metamagic feats upon gaining 1st level, the feats are assumed to be granted. The transcendent gains spells per day at a double rate that she did when she was in her original spellcasting class. She must choose which spellcasting class the spells per day apply to when dealing with more than one original class.

Weave Transcendent Statistics

Lvl BAB Fort Ref Will Title
1 +1 +1 +0 +3 Transcendent Apprentice
2 +1 +2 +0 +5 Transcendent Adept
3 +2 +2 +1 +7 Transcendent Mage
4 +2 +2 +1 +8 Transcendent Archmage
5 +3 +3 +2 +10 Grand Transcendent



Special Qualities:

Transcendent High Arcana

At first level, the transcendent can counterspell as a free action, while gaining another free action in the process. This second free actions results as the transcendent can stretch time by microseconds with each spell cast.

At second level, the transcendent gets an intuitive knowledge of spells, and receives a +10 to all Spellcraft checks.

At third level, the transcendent gains a pseudo-divination skill in which she can tell what spell is being cast before it is cast.

At fourth level, the transcendent can call on raw Weave energy, per the spellfire wielder feat. This spellfire deals damage equivalent to the base damage outlined in the FRCS and MoF sourcebooks, with an additional 10d10 damage dealt.

At fifth level, the transcendent becomes literally one with Mystra’s weave. Her racial description changes to Magical Beast/Native Outsider, and she gains the protections that a magical beast is entitled to (as outlined in the Monster Manual).
Lady Rolindin

03-28-06, 10:07 PM
The Dwarf Foundation

http://boards1.wizards.com/showthread.php?t=45096&page=3&pp=30
by Ouroboros
Stone Light:
When Sacrificing one of it's 0-level skills. A stone mage can comment the rocks to shiver small parts of there skin.
on a 30 ft radius of the mage starts a darkness spell every creature that has dark vision ignores this effect.
Extra Effect: The Stone Mage dark vision doubles until the end of the effect.
Duration: As Light Spell
Component: 1/4 lbs Kalk.

by Kazoron Mithriliaxe
Lava Missiles
The Stone mage is able to spend a full-round action summoning up a number of lava missiles equal to his Stone mage level, dealing 1d6 damage with each. The Stone Mage must be surrounded with stone, and can use this ability a number of times per day equal to his Stone Mage level.

(Could down the power if the stone mage became a 10-lvl prc instead of 5-lvl)
__________________


By Ouroboros
Jade Dwarves
Jade Dwarves are Dwarves from a Central/South American culture. As there more traditional bredderen they lived underground mining for obsidian and jade. There live was so secret that even the gods didn't knew of there existents. On there rampage to cleans the world they found the race trempeling in fear. By a miracle the gods decided to spear them. The thankful race are now known by there devotion to the gods and act as there messengers.
personality: Every Jade Dwarf gains some respect in human communities they are seen as a dedicated, courageous and magical race. They work for the community by managing build of a temple or working in the cord of the king often serving as there meseger or for entertainment. And always willing to step in for a priest.
Physical Description: A Jade Dwarf stans between 3 feet to 4 feet just as broad as normal dwarfs and a little lighter. A Jade Dwarf apears as a beard less dwarf with brown/grey skin, black blue eyes and black hair.. They are often scarred surprise lie by their own doing and often crippled or miss grown
A Jade dwarf wears his scars with pride as a sign to there devotion to the gods.
Jade Dwarf males often wear sandals and pants, And women often wear a manta. A Jade Dwarf is really seen without a obsidian mirror with is said the help enstabbeling contact with the K'uh (gods) but often in doesn't carrie much other juwelie unless the work for the king of the community.
Relation: A marriage between two Jade Dwarves is rarely seen by other races because love is a forbidden lore for the jade dwarf. And the other races see them really die. If Jade Dwarves fall in love or there time is near they make a trip to the underworld to spend the rest of there live and dead there.
A Jade Dwarf goes along fine with a human even better with the king. And see disfigured humans as people who deserve the same status as them what the often get with a jade dwarf in cord.
Jade Dwarfs are on good terms with Aarakocra's and often work as between persons for human en Aarakocra alike.
Jade Dwarven Lands: There are smaller kingdoms in the underworld where they have contact with the gods and are the only places where Jade Dwarfs are born and raised. Where some of the children are teached in the human way to strengthen the link between mortals and gods. When they are ready they leave there homes to go to the material plane and search for towns, cities or just a person who needs guides.
Religions: Jade Dwarves abandoned there fate for Moradin long ago as Moradin did abandon them.
They follow gods of kings, corn and Sun. When a Jade Dwarves leaves his home he chooses a god that he will represent. The link between him/her and the gods is broken with only a obsidian mirror with a connection to the underworld. They often scar themselves to show their devotion to his god, which often leads to, sterile when he returns home.
Language: Jade Dwarves speak a dialect of Dwarven with a Hieroglyph script. If a Western Dwarf wants to comunicate with a Jade Dwarf a inteligent check would be approved for both to understand. Jade Dwarfs speak to tong of man. And a few know Aarakocriaan, Giant, Gnome and Terran
Names: Jade Dwarves have to earn there names a Jade Dwarves earns there name only when they return home the more deeds done means that the name is longer.
At the world of humans Jade dwarves gladly except the short names that are given by them.
Male Names: K'awiil, Jol, Took, Ayiin, Chitam, Chaak, Joloom, Naab, Chiik, Kasper, Imix, Yoaat, Ix, Mo
Female Names: Balam, Way, K'inich, Nik, Chuwen, Pakal, Xook, Chan, Kinuw, K'uk', Ik'nal,
Adventurers: Not al Jade Dwarves are lucky in of to find a civilasasion to settle in. But there is always someone who needs spiritual guide's. Or the dwarf can't stand the way the temple is going and wil leave. Trying to raise the funds to build a new one.

Jade Dwarven
* +2 Constitution, -2 Dexterity: As there kin they are stout and tough but there often cripple body makes them a little slower.
* Medium Size: Not al Jade Dwarves are medium sized a quarter of them are small sized (and work in the cord of human kings
* Jade Dwarven base speed is 20 feet.
* Darkvision: 30 ft.
Stone cunning +2
* +2 racial bonus agaist posion
* +3 racial bonus agaist transmutation magic
* +1 bonus to Appraise and craft when things are made of stone or metal.
* Automatic Languages: Jade Dwarfs and (Cummon). Bonus Languages: Aarakocriaan, Giant, Gnome, Terran
* Favored Class: Cleric or Sjamaan

Dwarf, Jade 40 +3d6 +5d6 +6d6

Dwarf, Jade 40 100 150 200 7d20

Dwarf male 3'5" +2d8 90 lb. x (2d4)
Dwarf, female 3'3" +2d8 80 lb. x (2d4)

Hill Dwarfs (player handbook)
Mounton Dwarfs (Monster Manual)
Grey Dwarfs (Monster Manual/forgotten realms races of ferun)
Chapter I: Jade Dwarven History

Dwarvenkin existested longer then any dwarf cares to remember. The dwarven race is ancient but compared to the world around them they still are children

Moradin the all father began with a dream he created dwarves in a land that he know no other ancient god would care to l

When the legends are right and I am sure they are. Then did Moradin create the first dwarves when he did and where he did it is still to be found out.

The All father placed one clan of dwarves in a s small material plane called Meté appreciably between the second and forth rise of sun and moon.

The dwarven clan learned fast in it’s work of steel. And Moradin forged an allies with the god of steel of that plane.

The dwarves lived in peace so stable that the other races above had forgotten about them.

A powershift between the gods acured when Moradin and his following focused there touths on other dwarves in other plains.

Then a war broke out so fierce that it shook the earth and ripped moutons apart. Leaving the dwarven forges exposed to the upperworld.

As loud tunder and a killing spree of demons where send down on them the dwarves cried in terror and prayed to maradin to save them soon.

But Moradin did not came only tunder, fire and death.

The death and tunder stopped and there was only fire a bigfireball approached the scared dwarves backed away and cried for help they begane to curse the dwarf father for the wrong doing. Then the fire stopped close in of the burn the dwarves but it didn’t the flames took form of a giant dwarf an Azer it was Kínich who didn’t bare the title of Ajaw yet. The future king of the gods felt pity for the cowering dwarves and decided the spare them.

Till this day are the jade dwarves renowned to there loyalty to the gods of the plain Meté especially K’inich Ajaw and scoff at hearing the names of the Steel god and any god of the dwarven pantheon.

The Aeons of devotion
Sacrificial rituals where part of the world long before even the first dwarf set his foot on Meté. But it where the jade dwarves that gave it a purpose and part of daily live.
Many Jade dwarven lives where lost in the wars between the self appointed Ajaw of the gods Jadac Mexay Ajaw god of steel (and new sun god after slaying Ilhuicaqui Goddess of the sun). And the marshal of Ilhuicaqui strong armie K’inich.

K’inich armie who where vastly outnumbered contained a great number of humans, jade dwarves, azers, xochitl orcs and aarakocrains of 100.000 strong assisted with a handful of rustmonsters, dinosaurs, gaints and gaint eagles.
They had to fight an armie more then 1.000.000 strong. Consisting out of humans, tabaxi, lizardfolk and gaints assisted with iron golems and other creatures from the elemental plain of steel. Jadac Mexay Ajaw also had control of all fire elemetals but his experience it there use was limited.

After along battle Jadac was loosing with it’s armies fighting enemies from both up and under and the god K’inich and his guards closing in he was right to feel worried. He ordered that his armies must be ten folded and tried to increases it’s godly power with blood sacrifices. K’inich was also growing in power his many victories made many other tribes van man and xochitl orcs join his armie. Even many other dwarves that survived the end of the sun joined K’inich side. More rustmosters where captured and more Gaint Eagles where convinced of the justice the god-marshal would bring. The moral of the enemy dropped with the day while K’inich troops moral grew. While K’inich was sacrificed with flowers and setting free caged creatures and slaves. Jadac Mexay Ajaw’s sacrifices where to fast and numerous. Without any retuals a god can’t grow in power with mass murder. Ritual sacrifices to Jadac Mexay Ajaw where defiled by Gaint Eagles that piced that rescued the victims from the retual altars.
Every day Jadac Mexay Ajaw grew with anger as Kínich grew closer to overthrow him. On the 13th day of Ollin at the 376th year after the end of the 3th sun. It was that day that Jadac and Kínich crossed swords together. It was an even match Jadacs sword Rust Bane drew blood, K’inich Macauitl Tecupopoca (vulcanomirror) didn’t drew as much blood but blocked most of Jadacs attacks. Then Jadac felt blood all over his body sure that he had won he was suprised with K’inich blow with it’s Macauitl that he fell from the stares of his own throne.
Closing in for the kill K’inich approaches but the side he saw stopped him. Jadac Mexay was bleeding from his iron eyes came blood, out of it’s nose and ears, nails, mout hand it even became to drip from it’s skin. Jadac was weakened and was not able to fight anymore. K’inich was disgusted by the side of all negative divine power Jadac tried to gain to get the upperhand in there last fight. It was the blood of the creatures jadac butchered. Jadac was contained to let him bleed out. There after K’inich drew a dagger and removed Jadacs heart gainging the power of Ilhuicaqui and made him the new Ajaw of the gods K’inich Ajaw.
The heartless Jadac Mexay fled the lands searching for any god that could help him overthrow Meté again. (Moradin is it’s foremost ally but jadacs loyalty is of course questionable).

After Jadac was overthrown the world grew dark and the sun didn’t rise. The moon goddess Cuanipopola ruled the lands K’inich Ajaw didn’t approve of any blood sacrifice in it’s name. And began to weaken. Members of al races began to pleat to the azer to tell the lord to fight her. But K’inich Ajaw couldn’t fly to the moon to challenge her. K’inich had lost the battle before it started. All races tried to sacrifice other things flowers, fish, animals but nothing helped. Then a Jade Dwarf rouge named mitzlin whose tatics saved many battles but where seen as cowardice. Stepped forward he saw orcs build a huge bonfire before the god in the hope it would awaken the sun in the Ajaw. He stepped forward shouting "My lord the world neets you, Meté needs the sun, Meté needs a king…. Meté needs a sun that let’s maize sprout to feed and to bring hope. Don’t you hear to plies for help order some sacrifices to let the sun rise for just one day."
"One day" the last word egod in the room and it was quite for a long time.
Then K’inich spoke "brave mitzlin I just can’t order a creature to take the live of a fellow being. I would be evil by robing someone from there loved one, there, child, there parent. Please understand that I feel like a father to you all. I just can’t order strength for granted by doing so. Would put the fight against Jadac in fain he will appear in my guise and he will be me"

Mitzlin smiled "You will not be Jadac my lord, my Ajaw. There will be no death because you never ordered. You will be K’inich Ajaw always the mighty protector and sun god of Meté. You will be strong by love and respect so please except what I have to offer…" Mitzlin had barley spoken it’s words as he began to run toward the bonfire a jumped. No scream was heard and every had little time to recover. K’inich Ajaw himself carried Mitzlin out of the fire. Mitzlin was heavily burned but still a live he spoke to his lord "Please take my heart expected it as a gift to all beings that desire peace and frutality" K’inich Ajaw gave a nod and a the 2 orcs held Mitzlins legs and 2 jade dwarves held Mitzlins arms a Azer removed Mitzlins heart. The hearth was given to K’inich Ajaw who fild strong again he carried the sun to heavens but the moon didn’t yield Cuanipopola wasn’t about to give up her place in the sky. K’inich Ajaw was ready to confront her.
News how the sun had risen again spread as a bonfire (pardon my prease).
Many bonfires where set and sacrifice where mate just like that of Mitzlin but this time with a drug. (every tripe and race made one even tabaxi some for the last time)
K’inich Ajaw saw the bonfires and accepted every offer.

Cuanipopola is a human goddess with her soul trapped in the moon herself she can’t die as long as the moon remains.
K’inich Ajaw attacks her and smites her. Suprised that the Ajaw can indeed harm her every scar he inflicted on her created on the moon. It didn’t took long for her that she could only yield to this mighty foe. This happened in 9th Quiahuitl at the 376th year after the end of the 3th sun or better known as 9th Quiahuitl the first year of the reborn 5th sun. Although K’inich Ajaw distrusted her he accepted her marry aprosal making her his 3th wife.
In there joing came a twin the blood goddess Itzpo and the gold smith god Coyotec.

The Jade Dwarves continued to work for there god. And honouring Mitzlin as the perfect way of the unlife.
In the name of K’inich Ajaw they rebuilded cities and when K’inich Ajaw asked them to not control the lives of others they did so.
They lived under the sea of shadow in the underdark where the sun sleeps. There they train the dwarves most creatures se as a true jade dwarf: loyal to it’s god. The real excellent students or little mutated of them are choice to go to Meté so that it will never forget that the gods need mortals as hard as mortals need gods.
They where the once that let the creatures from the stars be respected for honouring there gods. They where the once that made peace between there gods and the gods of the Oxlaku.
They where the once that excepted the Lamalian religion.
They where the once that organised a counter attack of the Mudi and there mostly evil gods.
They where the once that must accepted the ultimate fusing between K’inich Ajaw and Tlauetzal (head god of Oxlaku.
And they are the once ready for Jadacs return with everything he can throw at Meté.

Derro (Monster Manual )
Deep Dwarfs (Monster Manual)
Azer (Monster Manual)
Shield Dwarfs (forgotten realms: races of ferun)
Gold Dwarfs (forgotten realms: races of ferun)
Artic Dwarfs (forgotten realms: races of ferun)
Wild Dwarfs (forgotten realms: races of ferun)
Korobokuru's (Oriental Adventures)
Gully Dwarfs (Dragonlance Campain setting)
Stone Dwarfs (Kamakar playerhandbook)
(Jade Dwarfs) (my desine


Gold dwarves use the standard dwarven racial traits listed on page 14 of the Player’s Handbook except as follows:
+2 Constitution, +0 Charisma: Gold dwarves are stout and tough, but not gruff and reserved like their shield dwarf cousins.
Low-Light Vision (replaces Darkvision): Gold Dwarves, in my campaign, did not originate from under the mountains, and therefore have not been given their advanced eyesight.
+2 racial bonus to Knowledge (architecture) to buildings made with a majority of stone. Also, a +2 racial bonus to Knowledge (dungeoneering). While Gold Dwarves appreciate stone, they only look into its architectural value. A majority of their stone-sense is therefore, gone. (replaces Stonecunning)
+4 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins. Gold Dwarves have a much greater resistance to poison than their hill dwarven cousins.(overlaps former +2 bonus against poison)
+1 racial bonus to attack rolls against aberrations: Gold dwarves are trained in special combat techniques against the many bizarre creatures that live in the Vale of Nightmare (my version of an above-ground Underdark). (replaces bonus against orcs and goblinoids)
No bonuses against giants: Gold dwarves never had to face the challenges the shield dwarves face and never learned those special techniques.
No bonuses against spells or spell-like effects. Gold Dwarves have less of a resiliency against magic.
No bonuses to Appraise or Craft checks that are related to stone or metal. Gold Dwarves are not as proficient smiths as their cousins.


Rune Magic

Overview

1. Only Mountain Dwarves, Frost Giants, and Fire Giants have access to rune magic.
2. Characters learn new runes by taking the appropriate Lesser Rune or Master Rune feat.
3. In order to benefit from a rune’s power, you must know that rune (have the appropriate feat for that rune).
4. Any character, regardless of class, may inscribe any rune they know.

Lesser runes cost 5,000gp in materials and 400 xp to inscribe. The process takes 1 month.

Master runes cost 20,000gp in materials and 1,600 xp to inscribe. The process for a master rune requires three months.

The rune creation process requires access to a fully-equipped forge. The cost for the runes includes obtaining and/or renting appropriate equipment.

Stacking rules

All bonuses provided by runes are considered to be “rune bonuses”. They will stack with any normal magical effect, class ability, or other source.

Rune bonuses will stack with each other, but not with itself. So two different runes with similar effects will stack, but there is no benefit to putting the same rune on an item more than once.

The Runelaws

The Law of Form
Weapon runes may only be inscribed on weapons. Armor runes may only be inscribed on armor. Some runes can be inscribed on both, however, the process for inscribing each form of rune is slightly different so each form of the rune (weapon and armor) must be learned separately by taking the appropriate feat.

Some weapon runes further restrict which types of weapons they can be inscribed on. Armor runes on the other hand may always only be inscribed onto an existing suit of breastplate armor, banded mail, half-plate, full plate, or reinforced plate. In addition, runes may be woven into the fabric of a chain shirt, or chainmail armor, but this can only be done at the time the armor is created and runes cannot be added later to these types of armor.

The Law of Power
A single item may never have more than three runes inscribed on it. In addition, a single item may not have more than one master rune inscribed upon it. Finally, in order in inscribe a master rune on an item, the item must first bear 2 lesser runes from the same rune group as the master rune. Each master rune will have the runes in its group listed beneath it.


The Runes

Master Rune of Ancestral Vengance
Rune Group:
Any two lesser runes

Effects:
On any hit in which the weapon damages a creature with orc, elf, or giant blood, consult the following chart:

Target is:
orc or elf with levels/HD 2 or more lower than wielder – Smites dead (no save)

orc or elf with levels/HD 1 or less lower than wielder – Maximum damage

½ orc or ½ elf (any level) – Maximum damage

Giant-type (any level) – On roll of natural 20 followed by a critical confirmation the target is instantly struck dead. (No save)

In addition, the weapon glows if any of the listed creatures are within 60’ (barriers notwithstanding). Consult the following table to determine the color of the glow:
Orcs – Red
Elves – Green
Giants - Blue
Restrictions:
Weapon


Master Rune of the Forge
Rune Group:
Form, The Hammer, Shattering, Force, any one lesser rune from the Metal rune group
Effects:
Weapon inflicts an additional 5d6 of fire damage on each hit.
On any round in which a cold-subtype creature or a construct is damaged by this weapon that creature must make a fort save with a DC = total damage dealt. If the save is failed, the creature/construct is instantly slain/destroyed.
Restrictions: Weapon


Master Rune of Magic (Armor Form)
Rune Group (Armor Form)
Eldritch Power, Spite, Warding, Spells
Effects (Armor Form)
Wearer gains SR equal to 12+ level.
Restrictions (Armor Form)
Armor


Master Rune of Magic (Weapon Form)
Rune Group (Weapon Form)
Eldritch Power, Force, Searing, Spite, Spell Stealing
Effects (Weapon Form)
Once per round, on a successful hit that inflicts damage, the wielder may cast any touch-range spell of 5th level or less through the weapon as a free action that does not provoke attacks of opportunity.
Restrictions (Weapon Form)
Weapon


Master Rune of Metal
Rune Group:
Adamantite, Silver, Mithril, Iron, Steel
Effects:
When used in melee, the weapon ignores the armor bonus (but not magical enhancement bonuses) of any metallic armor or shield used by the target.
Restrictions:
Weapon


Master Rune of Rulership
Rune Group:
Benevolence, Diplomacy, Leadership, Will, Years
Effects:
Once per round as a free action the wearer may cast the Greater Command spell against a single target. Using this ability does not provoke attacks of opportunity.
Restrictions:
Armor


Master Rune of Stone
Rune Group:
Basalt, Earth, Granite, Obsidian, Marble
Effects:
Grants the wearer DR of 5/-
Restrictions:
Armor


Master Rune of War
Rune Group:
Hurling, Impact, Might, Penetration, Seeking, Swiftness
Effects:
The wielder gains an additional ranged or melee attack at their highest base attack bonus each round.
Restrictions:
Weapon


Rune of Adamantite
Effects:
The weapon counts as if it were made of adamantite for the purposes of defeating damage reduction. In addition, the wielder may critical constructs as if they were normal living creatures.
Restrictions:
Weapon


Rune of Basalt
Effects:
The wearer gains a +2 bonus to all fortitude saves.
Restrictions:
Armor


Rune of Benevolence
Effects:
The wearer gains a +1 bonus to all saves.
Restrictions:
Armor


Rune of Diplomacy
Effects:
The wearer automatically scores a 20 on all Charisma-based skill checks.
Restrictions:
Armor


Rune of Earth
Effects:
As long as the wearer is on his feet and in contact with the ground, he cannot be moved against his will. Trip, overrun, and attempts to pick him up automatically fail, as do any spells or other magic that might move him. Exception: If the character is affected by any spell which requires a will save (i.e. failed his save) the Rune of Earth no longer applies as he is considered to be acting in accordance to his (new) will.
Restrictions:
Armor


Rune of Eldritch Power (Armor Form)
Effects:
The wearer gains +2 to all spell save DCs and +2 to his caster level.
Restrictions:
Armor


Rune of Eldritch Power (Weapon Form)
Effects:
During any round in which you score a successful hit that inflicts damage, the target’s SR is reduced by your character level until your next turn.
Restrictions:
Weapon


Rune of Force
Effects:
Your weapon ignores miss chances for incorporeal creatures and inflicts +2d6 force damage.
Restrictions:
Weapon


Rune of Form
Effects:
As a free action you may switch your weapon’s damage type (piercing vs. bludgeoning vs. slashing).
Restrictions:
Weapon


Rune of Granite
Effects:
The armor gains a +2 increase to its armor bonus to AC, and a +5 bonus to its hardness.
Restrictions:
Armor


Rune of Hurling
Effects:
The weapon’s range increment increases by +10 feet. It also returns to the wielder’s hand just before their next action. (Note: If the weapon also carries a Master Rune of War, the character may make 2 hurling attacks, THEN the weapon returns again just before the character’s next action.)
Restrictions:
Weapon: Throwing axe, hand axe, battle axe, light hammer, warhammer


Rune of Impact
Effects:
Any hit scored by the weapon when it is thrown counts as a critical hit.
Restrictions:
Weapon: Light hammer, or warhammer (w/ Rune of Hurling) only.


Rune of Iron
Effects:
The weapon counts as cold iron for the purposes of beating damage reduction. In addition, it gains the Bane (evil outsiders) property.
Restrictions:
Weapon


Rune of Leadership
Effects:
The wearer gains a +4 bonus to their Charisma score.
Restrictions:
Armor


Rune of Marble
Effects:
The wearer gains a +2 bonus to their Constitution score.
Restrictions:
Armor


Rune of Might
Effects:
Whenever the weapon scores a critical threat or critical hit, it automatically inflicts maximum damage.
Restrictions:
Weapon


Rune of Mithril
Effects:
The weapon counts as silver for the purposes of bypassing damage reduction. In addition the wielder may score critical hits against undead creatures as if they were normal, living creatures.
Restrictions:
Weapon


Rune of Obsidian
Effects:
The wearer is immune to level or stat drain from necromancy spells or undead creatures.
Restrictions:
Armor


Rune of Penetration
Effects:
The weapon ignores the armor and enhancement bonuses of light and medium armors. Shields remain effective.
Restrictions:
Weapon: Crossbows and picks only


Rune of Searing
Effects:
Wounds inflicted by the weapon may not be healed through regeneration or fast healing.
Restrictions:
Weapon


Rune of Seeking
Effects:
The weapon’s range increment is doubled and the target’s dodge bonuses are ignored.
Restrictions:
Weapon: Weapon must have a range increment listing


Rune of Shattering
Effects:
The weapon inflicts maximum damage when striking constructs or when damaging objects.
Restrictions:
Weapon


Rune of Silver
Effects:
The weapon counts as silver for the purposes of bypassing damage reduction. In addition the weapon gains the Axiomatic weapon property.
Restrictions:
Weapon


Rune of Soul Stealing
(the corresponding Master Rune has been lost)
Effects:
On a critical hit in melee, the wielder heals damage equal to the unmodified die rolls for damage to the target.
Restrictions:
Melee weapon


Rune of Spell Breaking
Effects:
On any round in which this weapon strikes a foe, the target is also struck with a targeted dispel magic. (1d20+10 caster level check).
Restrictions:
Weapon


Rune of Spell Stealing
Effects:
When struck by this weapon in melee the target looses 1 random spell from his highest spell level as if that spell had been cast for the day. The wielder is healed of damage equal to the level of the spell stolen.
Restrictions:
Melee weapon


Rune of Spells
Effects:
The wearer may cast all spells as “laden” spells without having to expend the additional spell slot.
Restrictions:
Armor


Rune of Spite (Armor Form)
Effects:
The caster gains a bonus of +4 to all spell penetration checks.
Restrictions:
Armor


Rune of Spite (Weapon Form)
Effects:
The weapon ignores any magical armor bonuses, or enhancement bonuses on armor or shields protecting the target.
Restrictions:
Weapon


Rune of Steel
Effects:
The weapon negates bypasses an amount of unbeatable damage reduction equal to its enhancement bonus.
Restrictions:
Weapon


Rune of Storms
Effects:
Inflicts +2d6 electrical damage and emits a loud thunderclap. In any round an opponent is struck by the weapon, that opponent must make a fortitude save (DC 15) or be stunned for 1 round and permanently deafened. Any use of this weapon is clearly audible for miles around.
Restrictions:
Weapon


Rune of Swiftness
Effects:
So long as this weapon is on the wielder’s person, he automatically receives an initiative score of 20+ modifiers.
Restrictions:
Weapon


Rune of The Hammer
Effects:
Once per round on a successful hit, any creature up to 1 size larger than the wielder must make a balance check with a DC equal to the highest single-hit damage the weapon dealt that round. If the check is failed, the creature is knocked prone.
Restrictions:
Weapon


Rune of Warding
Effects:
The wearer gains +4 to saving throws vs. spells and spell-like abilities.
Restrictions:
Armor


Rune of Will
Effects:
The wearer is immune to mind affecting spells and powers.
Restrictions:
Armor


Rune of Years
Effects:
The wielder gains +4 to their Wisdom score.
Restrictions:
Armor

by Silmarien Aldalome
Culture & History

The Dhâerrim have a highly developed stone-based earth & stone magic in addition to expertise and precision with the tools of warrior folk. But they are a very isolationist culture.

The origins of this are ten thousand years ago, at the end of the Fifth Age of Aarendor, when the Dwarves formed a splinter group. At this time, the Dhâerrim removed themselves from the events of the world. When the Dark Lord and Usurper was deposed by new discoveries in Elven High Magic and the birth of the Two Trees of the Formeno Naure (The Elven Ost-In-Edhel=City of Elves) the Dwarven Loremasters became deeply troubled.

The Eldest of the Dhâerrim was a Dwarven Seer who had prescience. He saw that the Elven High Magic would one day fail and that when this occurred, the Dwarves would be endangered by the change in the Order of the World. Thus, a migratory pilgrimage occurred, with 500 of the Faithful, who travelled far away from the travails of Aarendorean life.

Guided by Morradin, and Thor, the chanting Dwarven Warrior folk were lead to a secret underground labyrinth of vast proportions. When these caverns were found, the Dwarves were awed and gladdened - for they were saw life and shapes in the stone leaping out at them. Their Stone Lore was kindled by the Grace of the Dwarven Deities and the Fathers of Clan Dhâerrim bowed low before Morradin and Thor.

And Thor stood forth and said This place is a Sanctuary, crafted for the Dwarves when the World Was Made. For we saw that this Day would Come and that the Stone Folk would need it. While you remain here you have our blessing.

Find your Stone Lore here - and flourish.

But hearken - there will come a Day when you will be called forth from these Halls - and thence all the world will be changed forever.

With that The Dwarves began a great labour - crafting the Stone with th Inspiration of the Muses. The delved and created vast hallways, chambers and many pillared halls. The Underground Realm of The Dhâerrim became a vast interconnected metropolis and Empire greater than any on Aarendor.

And, as the Dwarves delved, they found a deeply buried highly polished Stone. An Aspect of Creation it was - and imbued with indecipherable magical power. Some artifact of immeasurable power and purpose. Earth-Magic it was, the Heart of Stone and Dwarvendom in Aarendor. And in its light - the Dwarves learned New Lore. Stone Lore - a mastery over Stone that transcended anything ever known before.

Thus, they transformed their underground Labyrinth into a network of interconnected marvellous Stone Conduits, secret doors, and Living Lore. For, the Dwarven City was more than just stone. As they evolved, it became a Living City, where the very stone itself was a part of the city's life.

They proliferated and their numbers swelled, and they formed the Great Council of the Stone Folk - whose Leaders were great Dwarves with long silver beards and who were regally dressed.

Many places existed, alight with Stone Magic - where vats of glowing amethyst grace the Council Chambers with mauve light as the Dwaven Folk crafted their world.
by Ouroboros
Earthy Protector
A Earty Protector represents a order of dwarves that dedicated there lives for the protection of the dwarven community and the bond of earth herself.
It's members include paladins, rangers and druids dwarves that in a way are distant to the community.
But in the big picture they defend the caves that lead to the dwarven cities defending dwarf and any non evil beings that live there.
Bonded with a Earthy Padalstal that gives them there needed knowledge of the terain.
In time of warfare Earth Protectors serve as much needed fast calvarie or scouts.
Hit Dice: 1d8

Requirements
To qualify to become an earthy protector, a character must fulfil all the following criteria.
Race: Dwarf
Alignment: Any non evil.
Base Attack Bonus: +6
Skills: Sense Motives +6, Ride +8, Balance +5
Feat: Widen Spell, Mounted Combat, Ride bye Attack
Special: The character must have a earthy paddastall as a companion either Special Mount or Animal Companion.

Class Skills
Concentration, Tumble, Balance, Climb, Search, Handle Animal, Hide, Listen
Skill Points at Each Level: 4 + Int modifier

Table DprC-1: Earthy Protector
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +2 +0 +2 Ongoing Turn and Destroy Air Elements, Rock Sticker (2), Special Mount
2 +1 +3 +0 +3 Eye in the storm, Inproved Stabilty, Melt into Stone (2)
3 +2 +3 +1 +3 Earthy Puddle, Rock Sticker (3), Spell Class +1
4 +3 +4 +1 +4 Defile Gravity, Wall of Stone (2)
5 +3 +4 +1 +4 (advanged) melt into stone (2), Rock sticker (4)
6 +4 +5 +2 +5 Spell Class +1, Wall of Stone (3)
7 +5 +5 +2 +5 (advanced) melt into stone (4), Rock Sticker (5)
8 +6 +6 +2 +6 Inproved Stabilty, Glide, Wall of Stone (4)
9 +6 +6 +3 +6 Spell Class +1, Rock Sticker (6)
10 +7 +7 +3 +7 (advanced) melt into stone (6), Wall of Stone (+5), Eartquake

Class Features
All of the following are class features of the earthy protector prestige class.
Weapon and Armor Proficiency: An earthy protector gets no extra weapon or armor profiency.
Ongoing Turn and Destroy Air Elements (Su): An earth protector gains this abilty only if it has prefius levels in turning abilities.
A class that could turn undead for exable gains this ability each level it takes in the earthy protector class but doesn't gain further turn undead levels.
Rock Sticker (Su): An earthy protector can stick to stone walls as in the spider climb spell but only against mud or rock 2 times a day.
This abillity increasses with 1 each 2 levels.
Special Mount (Sp): The Earthy Pedastal mount of the earthy protector gains levels as Paladins Mount (page 45 of the playershandbook)
Levels of paladin and earthy protector stack.
Eye in the storm (Sp): An earthy protector has a free of movement effect when underground.
When an earthy protector makes contact with earth it can case the ground to shake in a 30 ft (+ 5 ft for each 2 earthy protector levels) radius.
Every one that hasn't a freedom of movement on rocky terrain must make a balance check DC 15 + earthy protector levels.
Does that fail get a -10 to there attack roles and concentration skills for one round.
Improved Stability: a dwarves stability grows with 4points at 2de and 8th level.
Melt into Stone (Su): As the spell two times a day this will increase at 4th, 7th and 10 th level.
At 5th level the earthy protector gains the ability to see true the stone it is fused into.
Earthy Puddle (Su): An earthy protector can trade a charge from it's rock sticker,
melt into stone or wall of stone ability to change the radius of it's Eye in the storm abilty to change the stone into mud.
Any creature into the puddle fights if they are loaded to there full carrying capacity.
Defile Gravity (Ex): As long as an earthy protector remains on a moving earthy padalstall it can move every where where there is rock or mud.
Wall of Stone (Su): As Spell
Glide (Sp): When an earthy protector falls down it falls with a speed of 10 ft that doesn;t grow.
The earthy pedastall and it's rider can move into the air at half speed This abilty can be turned of at will.
Earthquake (Su): As the spell it will cost 4 energy types of either Rock Sticker, Melt Into Stone or Wall of Stone.

Earthy Padalstall
Small Magical Beast (Earth)
Hit Dice: 2d10+2 (12 hp)
Initiative: +3
Speed: 50 ft. (10 sqares)
Armor Class: 16 (+3 Dex, +1 Size, +2 Natural)
Base Attack/Grapple: +1/ - 4
Attack: Punch +1 1d3, Bite +4 Bite 1d4
Full Attack: Punch +1 1d3, Bite +4 Bite 1d4
Space/Reach: 5 ft./0 ft.
Special Qualities: Dark Vision 60 ft., Melt into Stone (Ex)
Saves: Fort 4, Ref 3, Will +0
Abilities: Str 10, Dex 16, Con 13, Int 2, Wis 10, Cha 8
Skills: Listen +5 Spot +5
Feats: Weapon Fittese Bite
Environment: Underground
Organization: Trope 3d4
Challenge Rating: 1/2
Treasure: The total body flued of an earthy padalstall is worth 1 sp.
Alignment: Neutral
Advancement: -

Before you stands a disk the only thing that proves it is alive are it's blinking rodent like eyes.

An earthy pedestal lives mostly on a diet of small rodents, birds and insects.
The dug of an earthy pedestal has traces of silver and there eggs are made of gold an earthy paddastall egg is worth 2 gp.
Most elders let there young fend for them self but there is always a dwarven druide or earthy protector nearby to protect a nest
of these persevers of dwarven fututure
Carrying Capacity: A earthy padalstall can carry it's maxium load without suvering any effects maxium load 280 lbs.

Combat
An earthy padalstall flees at any trace of danger bye using it's melt into stone abilty.
They fight only when cornered.
Melt into Stone (Ex): An earthy padalstall can melt it self (and only itself) into stone in it it can see clearly.
This gives the creature the abilty to burrow into stone with out leaving a trail (earthy padalstalls are house broken and dung only on used places)
Dhâerrím Stone Mages

The first golden rays of the sun rise over the Armies of Aarendor, and a horn rings out on the ancient battlefield and as the first light touches the earth of the Dark Tower for the first time in one thousand years. The axes of the Dwarves are raised to the skies, with the swords and bows of Man and Elf and a great cheer of ten thousand rises into the morning skies. The talons of the Dark Citadel rise into terrible spires before the armies as the twisted ramparts and tortured stonework is revealed at last by the touch of sunlight. The Lords of the Dwarves, Elves, and Men ride forth - bearing the banner of their lineage. For the Dwarves, the midnight blue banner blows on the winds, bearing the Helm of Moradin of Mithril thread, that flashes in the sunlight and with the sun and the moon to either side and blazing smithy at the base. By this banner, that of the Elves with seven mithril stars on night sky behind an image of two trees. Their silvery branches adorned with green leaves, the one bearing the sunlight thread behind it, so that it glows golden and the other, with the hue of moonlight. And for men, a great runed sword, crested with the rising sun.

By the reckoning of the Dwarven History Tomes of the Dhâerrím, Dwarf, Elf and Human formed this alliance over ten thousand years ago. And it was during this moment, when the Elves Gifted the Dwarves with a talisman. A small highly polished red crystalline stone that shone with piercing light. The Lord of the Elves came to the Dwarves, his piercing grey eyes burdened by grief and by the bloodshed of the battlefield as the chill morning breeze blows his silvery blond hair about him. And his words are recorded here - forever to be known to the Dwarves and never forgotten.

It is a Shard from Eartheart - that from which Moradin sparked Life into Stone and so created the Dwarven Heart and when the world was newly made. Fate should have this find the Dwarves that your shall know your true nature. For not ever has Dwarf and Elf fought side by side, and this Gift is ever Honoured by the Elves so. Follow Eartheart and the Dwarves shall prevail

And in the final moments, it was Dwarven steel that first bit the Dark Lord. And thence Verse of Elf and strength of Man who felled him. And the Dark Lord forever relives his falling, and ever sees the Dwarf Lords' bright eyes as he falls. But even as the Dark Lord fell he swore eternal vengeance for those wounds bear him eternal pain.

But the Shard spoke to the Dwarves, and kindled a longing in them to find Earthheart. And so after the Dark Lord was vanquished, a great host of Dwarves assembled, and their eyes turned to the Mountains. The Dhâerrím began a great migration, guided by the heart's compass and by the Shard of Stoneheart. Ever it shone more brightly in the darkness as the Dwarves delved and they bore Moradin's spirit in their work. And so it was that they discovered Eartheart deep within the feet of the Mountains: a large red crystalline sphere, shining with living fire, and alight with Moradin's Spirit. Thus, the Dwarves first beheld Eartheart. Closer now, in the Light of Moradin's Spirit than the Dwarves had known.

And in its light the Dhâerrím were awed, and filled with lore inspired by Spirit. They raised their heads, and chanted in low baritones, learning an attunement with Eartheart. In its light, the Dwarves mirrored the Spirit of Moradin in their work, and so created their greatest achievements that lead to the pinnacle of Dwarven Civilisation. In all things, the Dwarves surpassed their knowledge, learning skill in metal work, gem, and stone. But also of Eartheart, Dwarves became imbued with a kind of Magical Lore. The Lore of Eartheart, is mastery over Living Stone.

1. They must be a Dwarf.
2. Base Attack Bounus (BAB) of +10.
3. Great Wisdom and Strength - at least 14 on these abilities
4. Any Good Alignment.
5. Have witnessed Eartheart or a Shard of Eartheart.

Class Skills
Climb, Heal, Herbalism, Concentration, Knowledge (Arcana), Knowledge (Religion), Knowledge (Nature), Knowledge (The Planes), Listen, Spellcraft, Scry, Spot.

Skill Points
4+Intelligence Modifier

Class Features
Weapon & Armour Proficiency as per parent Class

Spells
If appropriate, at every level, the character gains spell slots as if you had gained a level in the spellcasting class she belonged to.

However, she does not gain any other benefits of the parent class that would have been gained with level advancement (feats, special abilities). If the character had more than one spellcasting class before becoming a Dhâerrím Stone Mage, you must decide which class to add the new Prestige Class to for the purposes of determining spells per day.

Dhâerrím Stone Mages
Code:

Lvl BAB Fort Ref Will
1 +1 +2 +0 +2
2 +2 +3 +0 +3
3 +3 +3 +1 +3
4 +4 +4 +1 +4
5 +5 +4 +2 +4


-

-

Code:

Function DC
----------- 15
----------- 15
----------- 20
----------- 25
----------- 30
Lady Rolindin

03-29-06, 12:53 AM
http://boards1.wizards.com/showthread.php?t=340976&page=1&pp=30
The Purple dragons of Corymer
Marshal class
http://www.wizards.com/default.asp?x=dnd/ex/20030906b
by Mr Grinreaper
Specifics on Loxos?

well, they have 6 racial hd, +2 level adjustment
darkvision to 60 feet
large size
base speed 30 feet
2 trunks allowing 2 slam natural attacks (1d6)
berserk rage: like a barbs raging ablity except every time a fellow loxo clan member dies
trample: can make a 1d8+1 and a half str bon dmg attack by running through an opponents square (overrun, charge or bullrush i guess
+8 str +2 dex +2 con -2 cha
+4 nat armor bonus
favored class:ranger

and they look like elephants with two trunks that stand on 2 feet
Ultimate Barbarian
http://boards1.wizards.com/showthread.php?t=168661
Ultimate Knight
http://boards1.wizards.com/showthread.php?t=169215

gold dragon by dyne
Huge Dragon (humanoid)
Hit Dice: 23d12 +138 (293 hp)
Initiative: +4 (Dex)
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Armor Class: 34 (-2 size +22 natural +4 Dex)
Base Attack: +23/+44
Attack: Bite +36 melee (2d8+13)
Full Attack: Bite +36 melee (2d8+13), 2 Claws +34 melee (2d6+6), and 2 Wings +34 melee (1d8+6)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Tail Sweep, Breath Weapon, Spell-Like Abilities
Special Qualities: Darkvision 120 ft., Low-Light Vision, Immunity to magic sleep and paralysis effects, Water Breathing, DR 5/magic
Saves: Fort +19, Ref +17, Will +20
Abilities: Str 36, Dex 18, Con 22, Int 20, Wis 30, Cha 24

the military forces of cormyr
posted by Lady rolindin

heres the information on the cormyr Knights.

Enlisted ranks rank equivalent
Blade private
first sword sergeant, staff sergeant
sword major master sergeant, gunny sergeant

commissioned officer
swordcaptain lieutnant
loinar captain
ornrion major- lt colonel
constal colonel

general ranks
oversword brigadier general
battlemaster lieutenant general 3 to 4 stars
Lord high marshal general of the army

pay
balde 12 golden lions/ month(gp)
first sword 18 golden loins/month (gp)
swordmajor 24 golden loins/month (gp)
swordcaptain 36 golden loins/month (gp)
Loinnar 45 golden loins/month (gp)
Ornrion 54 golden loins/month (gp)
Constal 63 golden lions/month (gp)
Oversword 96 golden loins/month (gp)
Battlemaster 108 golden loins/month (gp)
Lord High Marshal 120 golden loins/ month(gp)

Your posstion is Dyne since you started this guild is Lord commander
you have under you a (guidon) carries the units flag, (Orderly) to attend and perform various tasks for a senor officer, (company Swordmajor) second in command you need to chose one of the knights. (Drillmasters) econd in cpommand under theswordcaptain. (Campmaster)a swordmajor fills this position, (Quartermaster) to a swordmajor.

table of organization and equipment
unit type abbr #men composition
squad sqd 12 firstsword leads 10 blades, a royal scout
company cpy 28 swordcaptain leads two squads,a swordmajor
http://www.candlekeep.com/library/articles/cormyrforcesa.htm
Purple dragons of coymer link to candlekeep.com
dragon issue on paladans and knights
by lady rolindin
september 2002
knights need for npc's they are;
Animal handler
page
smith
squire
flag barrer
for each knight.
I want 2 for my red knight/war wizard page(someone I could train to be a red knight) and smith, the restof the other players will have to tell you how many to add for them in the npc count. once you know that then you can add them up and then all the other npc's
cooks, cook helpers, kitchen help, butchers, bakers, sheep hearders, smiths, smiths helpers, courtier's,heralds,servants, maids, buttlers,farmers if you want help I can look up how many npc's would be be in a castle with 6 companies. to me it's sounds like a medium size castle we have here, close to large. and the surrounding villages and towns who support the castle. those npc's to count to.
my guess number for all of it is 3,500 to 5,000 tatal, everone counted for, then make a list of them all.
Training from War Wizard College
(from Candlekeep .com War wizards.)
the magic way
+5% in understanding spells
+1 on STs vrs spells (saving throws)
-1 on spell casting time

The Tatical Way
Animal handling proficiency
Animal training proficiency
Engineering proficiency

The Phsical Way
Direction sense proficiency
fire building proficiency
endurance proficiency-3
surival proficiency-3

the Religious way
Astrology proficiency
Religion Proficiency
Lady Rolindin

03-29-06, 02:32 AM
Guilf of Ultimate Evil

by von Crown
Second Chance

Conjuration (Healing, Teleportation)
Spellcraft DC: 99
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)

Nuts and Bolts: Seed: life (DC 27), Transport (DC 27). Factor: activates when subject is slain (+25 DC), No loss of levels (Ad Hoc +20 DC).
Second Chance returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is transported to the place where the spell was cast and restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for Second Chance to act upon. A shaft of dark energy erupts from beneath the target, in which they dissapear (and reappear in a similar fashion at the place of the casting). The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. Second Chance does not work on a creature that has died of old age.
by Droga
The Skull of Dromkar

High artifact of the mighty Skygge. This skull grants them powers, they draw their magics directly from it. Weather it is linked to the weave or the shadow weave, nobody knows. It is believed that there is a more sinister power behind it, but only Droga the Lightbane knows for sure.

As the story goes, the Lightbane is the last of the greatest Skygge. Lords of the shadow plane in their day. However, they were under the control of a powerful demonic force known as Dromkar. His name now long forgotten by most demons and devils as well. He was cast out from his kind for doing the unthinkable. He bred demon and devils into one being. He called these creatures, the Skygge.

They were a mighty race, more powerful than most demons and devils. But there was a downside, he had made them too well. The skygge had the arrogance of both demon and devil. They hated their master and resented the fact that they were forced to serve. Thus began a rebellion against their master, lead by Lord Droga, who would become known as the Lightbane. The battle lasted for many years, both sides fighting non stop, for they needed no rest. Dromkar battled back against the skygge, but eventually was overcome. The Lighbane struck him down with a final blow, only to look around and see that all of his people had fallen in battle.

This would not stop him, he had come too far to turn back now. He took Dromkar's body and sealed his soul within it. Then, divining the corpse of thier master, he created a new plane called Dromkar on the edge of the shadow plane. There, he infused magics into the skull of their old lord, using his soul to make the magics powerful. Droga removed four fangs from the skull, placing them within his own hands. For at the time, Skygge had four arms. He used the magics to bring forth the next generation of Skygge, the elders. From there the skygge's power has lessened as the soul is drained of more energy, though it takes many thousands upon thousands of years to drain its energy completely. Now the skull serves as an artifact to draw powers from, as well as create new skygge.

Description:
The Skull of Dromkar is a massive skull, larger than that of even a collosal sized creature. It sits on the plane of Dromkar, Droga the Lightbane's throne stands before it. A blood substance runs all within the skull, the mouth is filled with in all the way up to the eyes where it pours out, filling Dromkar's rivers of red that run across its barren fields.

Properties:
-The skull of Dromkar has no purpose of its own. It's power is controled by Droga the Lightbane himself.
-The four fangs of the skull can let the power of the skull be used elsewhere. This includes the material plane. Though a gate to Dromkar must remain open for this to work.
-The skull has a hardness of 20, 1000 hit points, and will reform in 1d10+1 days if destroyed. Only a miracle or Wish spell can completely destroy the skull.
-The fangs have a hardness of 20, 300 hit points, and if destroyed return to the skull, but cannot be removed for another 1d4+1 days.
-If the corpse of a once living creature is brought into the skull by a skygge. The powers of the skull will create a half-skygge from the corpse. (giving the creature the half-skygge template) This creature has memories from its past life, but is compeled to do evil and obey any Skygge that issues them an order.
-Any good character that touches the Skull itself will instantly lose 1d4+1 levels (temporary). The skull will also attempt to shift their alignment, and corrupt their soul. The character must make a will save (DC 50) or be brought one step closer to chaotic evil. They must make a save every day until they become Chaotic Evil or make one of the saves.
-A good character who touches one of the fangs of the skull takes 10d6 unholy damage (ref DC 35 for half).

Powers:
The Skull of Dromkar's power is immense on the plane of Dromkar. It supports everything and can expel any outsiders from the plane at the command of the lightbane. The fangs are it's source of power on the material plane. Any evil character who holds one of these gains power from it.
-Magical Supremacy- The fang doubles the effectiveness of any spell cast by the weilder of the fang. This includes range, damage, and any other numerical effect. So a fireball cast by an evil level 10 wizard would deal 20d6 damage rather than 10d6.
-Defense of the Blood- The fang grants the weilder the ability to counterspell any spell that targets him or her specifically. Spells such as hold monster, but not area spells such as lightning bolt.
-Power of the Blood- If the fang is driven into the body of a skygge, or other evil character, it grants them the power to call upon the blood of Dromkar. This creates a blast of unholy energies that deals 10d8 damage to everything in its path if the user is evil. The blast deals 20d6 damage to anything in its path if the user is a Skygge. This ability is a 200ft long, 30ft wide beam. It is usable once per week because of the energy used in the blast.

The Skygge

The Skygge as a Race
The Skygge are a race of shadowy beings from a border plane called Dromkar. On the edge of the shadow plane, their own is filled with shadows and darkness. The world is littered with black bones that rise from the grounds as if they were trees. It's rivers flow with a thick red liquid. The central piece of their world is the Skull of Dromkar. A massive horned black skull, it's eyes pour forth the red liquid that forms their rivers, called the Blood of Dromkar, it is a thick and evil substance. The mouth of the skull stands open, and periodically skygge will emerge from within, being born when enough shadowstuff and skygge energy has been collected.

Before this massive skull sits a throne of polished black bone. This, is the seat of power on Dromkar, the throne of the lightbane. Droga the lightbane, a massive creature of shadow, so dark is his nature that a shadowy field surrounds him, obscuring the view of any but those with the best of eyes in the darkness. His own eyes glow with a blood red anger. He is a vengeful lord, and strikes down the enemies of his kind. Often the Skygge travel forth into other lands under his command. Seeking great power and thrill. The skygge are a warrior race, they enjoy battle and would wish to die in no other way. To lose is dishonorable, to surrender is cowardice, and to flee is unforgivable. Skygge enjoy "fair" battles, fair in the sense of numbers for the most part. If they agree to one form of battle and another is what they discover when the battle starts, they are greatly angered.

History of the Skygge
The first appearance of the skygge in known history happened many many years ago. Most records of this time are lost, yet there is mention of a great shadow. It is said that the Skygge came through offering their services to the king of the human lands. When he saw these creatures he believed they had hidden motives and struck out against them. Angered by this blatant insult, the Skygge came through cracks in the very world, what we would today likely call portals. In one night the skygge had annihilated the kindom completely. The soldiers were all dead or in hiding and the royal family was lost forever. The clearest note in these documents recalls the aftermath of the battle. It reads as follows:

"And in the end, the city lay in ruins. The towers of the great keep had fallen into the streets below. The palace burned like some great funeral pyre. As the shadow's fled back from whence they came, a hideous laughter echoed through the night sky. Looking upon these vile cracks in the sky, a pair of great eyes gazed down upon the world. Red orbs of terror and malice that shook the very foundations of the earth."

Many later stories tell of similar things. Skygge laying waste to cities and countries in short time. Then, abruptly their story ends. They skygge go unheard of for many years. Until recently, when the creatures have once again emerged from the shadows. With nothing but horror following behind them.

The Stats

Skyggekin

Medium Outsider (evil)
Hit Dice: 1d8-1 (3 hp)
Speed: 30ft
Armor Class: 13 (Dex +1, Leather Armor +2)
Base Attack/Grapple: +1/+6
Attack: Claw +3 (1d4+1)
Full Attack: 2 Claws +3 (1d4+1)
Space/Reach: 5ft/5ft
Special Qualities: Powerful Build, Shadowtouched, Darkvision 60ft
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 12, Dex 12, Con 9, Int 10, Wis 10, Cha 8
Feats: Weapon Focus (Claw)
Emvironment: The Shadow Plane of Dromkar
Organization: solitary, pair, Training Clan (10-50)
Challenge Rating: 1
Alignment: Always Chaotic Evil
Advancement: By class
Level Adjustment: +1


Although like their brethren being agile and powerfully built, a Skyggekin's shadowstuff body isn't formed as solid as it's other brethren. They are also very forward and nieve. These Skygge are a result of the remains of energies left from the creation of a half-skygge. The sliver of mortal energy left when it is torn from the being and replaced with shadowstuff occasionally forms into a new creature. Mixing with shadowstuff and skygge energies to form the skyggekin. They stand around seven to eight feet tall and their hands end in sharp claws. Their skin is not as dark as most skygge's but rather a duller black. Their eyes are usually a solid color, but not as bright as their brethren. Through certain rituals a skyggekin can be infused with shadowstuff and made into a full fledged Skygge grunt, but they must train hard before their bodies can withstand the pain these rituals involve.

Shadowtouched (Ex): While within 20 ft. of any shadow (no matter the size) the Skyggekin gain a +10 bonus on all Hide and Move Silently checks.

Powerful Build (Ex): Skyggekin can use weapons a size category larger than normal for their size. They are also treated as large for opposed rolls when it would be beneficial (grapple, overrun, bull rush, etc).


Skygge Grunt

Large Outsider (Chaotic, Evil)
Hit Dice: 4d8+8 (26 hp)
Initiative: +4
Speed: 40ft
Armor Class: 16 (+1 Dex, +6 natural, -1 size)
Base Attack/Grapple: +4/+11
Attack: Claw +8 (1d8+3)
Full Attack: 2 Claws +8 (1d8+3)
Space/Reach: 10ft/10ft
Special Attacks: Shadow Meld
Special Qualities: Spider Climb, DR 5/good, Darkvision 60ft
Saves: Fort +6, Ref +4, Will +5
Abilities: Str 16, Dex 13, Con 14, Int 7, Wis 13, Cha 8
Skills: Hide +11, Intimidate +10, Jump +10, Listen +8, Move Silently +7, Spot +8
Feats: Weapon Focus Claw, Improved Initiative
Environment: Shadow Plane of Dromkar
Organization: solitary, pair, warband (10-30), invasion force (31-200, 5 Skygge Elders, 1 Droga)
Challenge Rating: 3
Alignment: Always Chaotic Evil
Advancement: By Class
Level Adjustment: +3

Skygge Grunts are the most abundant creatures on the plane of Dromkar. Formed from shadowstuff and a mixture of the Blood of Dromkar. A thick reddish blood filled with magical power that flows from their central artifact, the Skull of Dromkar. Their bodies are a dark black, so dark that their skin appears to absorb the light around them. Their eyes are a glowing yellowish color and their arms are massive. The claws at the ends of these arms are almost as large as a human's body. Easily larger than a halfling or other small races. These creatures stand about 12ft tall.

Spider Climb (Ex): A skygge has the ability to climb up walls and even across celings as if it were under the effects of a spider climb spell. It moves at it's full base speed and can move up to two times it's base speed in a charge action. This ability comes from a natural action of the Skygge's body, it's shadowstuff (in it's hands and feet) forming to hold onto a wall or other surface when it walks up a wall.

Shadow Meld (Su): In any condition of illumination other than full light a skygge may take a move action to melt away into the shadows. This grants the Skygge total concealment. They are treated as if invisible while in this state. Artificial illumination, even a light or continual flame spell, does not reveal a skygge. A daylight spell, however, does. As does a true seeing ability. Because the skygge is not actually invisible, forms of magic to see invisible creatures have no effect. A skygge may move normally while in this state and not be detected as long as it remains within 10ft of a shadow cast by a creature or object of size small or larger. If the Skygge attacks it becomes visible for the round in which it attacked, disappearing again at the begining of it's next round, again, as long as the skygge is within 10ft of a shadow.


Skygge Elder

Large Outsider (Chaotic, Evil)
Hit Dice: 6d8+12 (39)
Initiative: +3
Speed: 40ft
Armor Class: 18 (-1 Dex, +4 Natural, +6 Skygge Shadow Mail, -1 size)
Base Attack/Grapple: +6/+13
Attack: Claw +11 (1d8+4)
Full Attack: 2 Claws +11 (1d8+4)
Space/Reach: 10ft/10ft
Special Attacks: Shadow Meld, Spell Like Abilities
Special Qualitites: Spider Climb, DR 5/magic and good, Darkvision 60ft
Saves: Fort +7, Ref +4, Will +6
Abilities: Str 16, Dex 9, Con 14, Int 9, Wis 12, Cha 15
Skills: Bluff +11, Hide +11, Intimidate +15, Knowledge (any one) +8, Listen +10, Move Silently +8, Spot +10
Feats: Weapon Focus (Claws), Improved Initiative, Power Attack
Environment: The Shadow Plane of Dromkar
Organization: solitary, pair, invasion force (31-200 skygge, 5 Skygge Elders, 1 Droga)
Challenge Rating: 5
Alignment: Always Chaotic Evil
Advancement: By class
Level Adjustment: +3


When Skygge are born from the blood that flows within the Skyll of Dromkar, sometimes an Elder is created. These elders are slower than their cousins, but they gain innate magical power. Giving them the ability to call upon a limited selection of spell like abilities. Their bodies are a dark black, so dark that their skin appears to absorb the light around them. Their eyes are a glowing orange color and their arms are massive. The claws at the ends of these arms are almost as large as a human's body. Easily larger than a halfling or other small races. These creatures stand about 14ft tall.

Spider Climb (Ex): A skygge has the ability to climb up walls and even across celings as if it were under the effects of a spider climb spell. It moves at it's full base speed and can move up to two times it's base speed in a charge action. This ability comes from a natural action of the Skygge's body, it's shadowstuff (in it's hands and feet) forming to hold onto a wall or other surface when it walks up a wall.

Shadow Meld (Su): In any condition of illumination other than full light a skygge may take a move action to melt away into the shadows. This grants the Skygge total concealment. They are treated as if invisible while in this state. Artificial illumination, even a light or continual flame spell, does not reveal a skygge. A daylight spell, however, does. As does a true seeing ability. Because the skygge is not actually invisible, forms of magic to see invisible creatures have no effect. A skygge may move normally while in this state and not be detected as long as it remains within 10ft of a shadow cast by a creature or object of size small or larger. If the Skygge attacks it becomes visible for the round in which it attacked, disappearing again at the begining of it's next round, again, as long as the skygge is within 10ft of a shadow.

Spell Like abilities:

3/day- Protection from Good, Darkness, Minor Image, Cause Fear
1/day- Shadow Evocation
Skygge Droga


The creatures just kept coming. A black tide poured forth over the horizon in a never-ending wave of chaos and destruction. The yellow eyed creatures struck down their strongest fighters, while the smaller ones disappeared before showing themselves once more, usually holding the head of a friend. They showed no mercy, all that stood before them fell. Then, came the most terrifying sight yet. A massive creature standing at least sixteen feet tall rose up from the shadows. Walking in the middle of the creatures, the black sea parted for it. It's red eyes shone in the darkness, staring right through and beyond. The others seemed to take great pleasure in it's arrival. They strcuk harder, and withstood more than they had before. All the while, the red eye'd creature laughed, amused by the weak resistance. It was now but a matter of time, before all was lost.

A skygge Droga is the higest level among skygge society. The Drogas are the leaders of clans, and are seen as directly below their great lord, Droga the lightbane. The title is one of great respect and only granted to those the Lightbane deems worthy.



Hit Die: d10

BAB Fort Ref Will Special
1. +0 +2 +2 +2 Skygge Leadership
2. +1 +3 +3 +3 Skygge Clan (150%)
3. +2 +3 +3 +3
4. +3 +4 +4 +4 Greater Skygge Clan (200%)
5. +3 +4 +4 +4 Shadow Lord


Requirements
Race: Skygge Elder
Feats: Leadership
Knowledge (Tactics): 8 ranks
Diplomacy: 4 ranks
Special: Must be initiated into his Skygge Droga position in a magical ritual performed by their lord, Droga the Lightbane.

Class Skills
Bluff (cha), Climb (str), Diplomacy (cha), Hide (dex), Intimidate (cha), Knowledge (Tactics) (int), Move Silently (dex), Sense Motive (wis)
Skill Points: 4 + Int Mod

Class Features

Weapon and Armor Proficiency: The Skygge Droga gains no weapon or armor proficiencies.

Skygge Leadership: The Skygge Droga gains the ability to call upon Skygge to serve under him. The Droga divides the number of his level 1 followers by two, gaining this number of Skyggekin under his command. His level 2 followers may be composed only of Skyggekin (with 1 class level) as well. Level 3 followers may be selected from Skyggekin (with 2 class levels) or Half-Skygge (with 1 class level). Level 4-5 followers may be gained from half-skygge or Skygge Grunts. For level 6 Followers, the Droga may choose between any of these or a single Skygge Elder, replacing any other level 6 followers. This ability replaces the normal leadership feat. (These figures are for non-epic leadership)

Skygge Clan: At level 2 the Droga's power is well known to other Skygge. He gains an increase in followers and may now adapt a clan name. The clan name is then added onto his title (Droga of the Dark Claw Clan for example). At level 2 the Skygge elder can call 50% more followers to him. This increases all the previous statistics by 50%. At level 4, he may call an additional 50%, effectively doubling the numbers listed in the Skygge Leadership ability.

Shadow Lord (Su): At this level the Droga's power over his followers reaches a new height. All skygge fighting under the command of the Droga gain a +2 morale bonus to attacks. In addition to this, they gain hit points equal to 5+the Droga's Cha mod. This ability effects the Droga as well.

The ritual to become a Skygge Droga is a closely guarded secret like many of the Skygge's past. All that is know is that it increases the height of a Skygge elder by two feet. It also changes their eyes from an orange color to a glowing red. These are status symbols among skygge society. All Skygge below a Droga must obey it, or suffer consequences. While great respect is paid to a Droga, the Skygge under one are usually respected by it. As long as one does not retreat from battle or surrender.
Servant of the Skygge

The Skygge are an ancient violent race of barbarians from the Plane of Shadow. They live to kill, and do so without mercy. In fact their favorite targets are humanoids, mostly humans, and attack them without second-thought. Though they are viscious their leader are more intelligent than the average Skygge, and know that they cannot live without allies. Therefore, the elders grant select humanoids with dark cloaks of immense powers, allowing them to become one with their kins abilities.

The Servant's of the Skygge are natural born killers, and are selected when they prove their abilities. Mostly murderers and thieves are selected for this job, but many warriors are as well, for their toughness in battle. They are the Skygge's eyes and ears, and sometimes even blades to the outside world. Mostly used as spies or sentries, they are cunning and swift. Ready to pounce and strike their targets with a vigor unknown to normal mortals.
Hit Die: d6


BAB Fort Ref Will Special
1. +1 +0 +2 +0 Shadow Cloak Ability 1
2. +2 +0 +3 +0 Shadow Cloak Ability 1
3. +3 +1 +3 +1 Hide in Plain Sight
4. +4 +1 +4 +1 Shadow Cloak Ability 2
5. +5 +1 +4 +1 Shadow Cloak Ability 2
6. +6 +2 +5 +2 Sneak attack +2d6
7. +7 +2 +5 +2 Shadow Cloak Ability 3
8. +8 +2 +6 +2 Shadow Cloak Ability 3
9. +9 +3 +6 +3 Always Sneaky
10.+10 +3 +7 +3 Shadow Transcensence



Requirements
To qualify to become a Servant of the Skygge, a character must fulfill the following requirements.
Feats: Combat Reflexes, Improved Initiative, Stealthy
Skills: Hide 6 Ranks, Intimidate 6 Ranks
Special: Sneak Attack +2d6, Evasion class ability. Must be granted the Shadow Cloak from a Skygge Elder in order to start levels in this PrC.

Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex)
Skill Points: 4 + Int Mod

Class Features
The following are class features of the Servant of the Skygge prestige class.

Weapon and Armor Proficiency: The Servant of the Skygge gains no weapon or armor proficiencies.

Shadow Cloak (Ex): The Servant of the Skygge is granted a cloak that looks like it was created of pure shadow. In reality it is the skin of Skygge slain upon the battlefield and made into a cloak. This cloak grants the servant of the Skygge the powers of their shadowy ways and allows him to utilize simple shadow tricks to his advantage. At 1st level it starts out with one of the abilities listed. The Shadow Cloak gains extra abilities that can be chosen from the respective lists below.

1st Level Abilities
Smoke Aura-
The Shadow Cloak emits what seems to be pure black smoke making their figure harder to see.
Bonus: +2 on Hide checks
Special: May not have this aura along with Mist aura
Mist Aura-
The Shadow Cloak emits what seems to be pure white smoke making your movements harder to distinguish.
Bonus: +2 on Sleight of Hands checks.
Special: May not have this aura along with Smoke Aura
Chilling Aura-
The Shadow Cloak gives off a chilling cold that makes you more frightening.
Bonus: +2 on Intimidate checks
Special: May not have this aura along with Warming Aura
Warming Aura-
The Shadow Cloak gives off a gentle warmness you feel more comfortable while talking.
Bonus: +2 on Bluff checks
Special: May not have this aura along with Chilling Aura

2nd Level Abilities
Sensing Skin-
This skin grows across the Servant's own, making him react quicker.
Bonus: +2 bonus to Initiative
Special: May not have along with Dense Skin
Dense Skin-
This skin grows across the Servant's own, making him more durable.
Bonus: +2 natural armor bonus to AC
Special: May not have along with Sensing Skin
Resistant Skin (Cold)-
Makes the Servant's skin more resistant to the element of cold.
Bonus: Cold Resistance 5
Special: Must have the Chilling Aura ability.
Resistant Skin (Fire)-
Makes thes Servant's skin more Resistant to the element of Fire.
Bonus: Fire Resistance 5
Special: Must have the Warming Aura ability.

3rd Level Abilities
Mithril Scales-
These scales grow across the Servan't skins, increasing his speed and agility.
Bonus: +4 Bonus to Dexterity and gains the Dodge feat from free.
Special: May not have these scales along with Adamantine scales.
Adamantine Scales-
These scales grow across the Servan't skins, increasing his strength and toughness.
Bonus: +2 Bonus to Strength and DR 5/magic
Special: May not have these scales along with Mithril scales.
Spined Scales-
These scales grow across the Servan't skins, allowing him to grasp objects easier.

Bonus: Allows the Servant to use Spider Climb continuously, natural attacks that hit him deal 1d6 damage to the attacker.
Special: May not have these scales aloing with Bladed scales.
Bladed Scales-
These scales grow across the Servan't skins, giving him a bonus to his offensive capabilities.
Bonus: 2 claw attacks, deach dealing 1d6 damage plus 1 1/2 times strength mod.
Special: May not have these scales along with Spined scales.

Hide in Plain Sight (Ex): The Shadow Cloak allows him to duck down in shadows much more easily than without it. So much more easily in fact, he can use his Hide ability whilst being observed or in any other circumstance, as long as he's within 10 ft. of a shadow.

Sneak Attack: The Servant's sneak attack ability increases in damage by +2d6 at 6th evel. This jump in damage is due to their more murderous and stealthy ways.

Always Sneaky (Ex): The Servant always tries to move with as much stealth as possible, dodging the unwary eyes of commoners easily. They are great at stalking and the Shadow Cloak inproves this ability henceforth. At 9th level the Servant is always taking 10 upon his Hide and Move Silently checks, whether he is moving at full speed, or in a full-out run. He no longer suffers movement penalties for these checks whilst taking 10.

Shadow Transcendence: His cloak has now become as powerful as the long dead Skygge it was created from. The master of the cloak may no longer remove it, for it is grafted itself around his body, borever part of him and transforming him. The Servant becomes an Outside with the Shadow descriptor, he gains a both Darkvision 60 ft. and Low-light vision. As an Outsider he no longer ages and therefore cannot die from old age, nor suffer the penalties of aging. His homeplane is that of the Plane of Shadow, and he can survive there without suffering any detrimental affects. He is no long affected by spells that target humanoids such as Hold Person but he can now be affect by spells such as Banishment and Magic Circle of Protection.


Shadowstarfie by Demonfey
Powers and Weakness:
Shield: You create a shielding force around you or another being, composed of shadowstarfire. The shield protects them from either arcane harm, or physical harm, determined at the time of creation. The shield only lasts for ten hits.
Attack: You either form a ray or blade of black flames, dealing 10d8 points of damage (half fire, half raw magic). It can be manipulated freely by the user.
Create: You can alter the structure of other items into a new form. You can also bestow old items with new power, as long as they are masterwork. This takes time and resources of equal weight to make an item. For example, ten pounds of wood could be changed into ten pounds of gold.

If used too much, and the charges are depleted (each spell the user has equals one charge per spell slot (an example is a 9th level spell is equal to 9 charges), the caster is fatigued for the rest of the day.
Lady Rolindin

03-29-06, 02:42 AM
by von Crown

SEIGE KRAKEN

Gargantuan Magical Beast (Aquatic)
Hit Dice:20d10+180 (290 hp)
Initiative:+4
Speed:Swim 20 ft. (4 squares)
Armor Class:20 (-4 size, +14 natural), touch 6, flat-footed 20
Base Attack/Grapple:+20/+44
Attack:Tentacle +28 melee (2d8+12/19-20)
Full Attack:2 tentacles +28 melee (2d8+12/19-20) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6)Space/Reach:20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)Special Attacks:Improved grab, constrict 2d8+12 or 1d6+6
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision, pressure cannon
Saves:Fort +21, Ref +12, Will +13
Abilities:Str 34, Dex 10, Con 29, Int 1, Wis 20, Cha 20
Skills:None
Feats:Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Environment:Temperate aquatic
Organization:Solitary
Challenge Rating:?
Treasure:Triple standard
Alignment:Usually neutral evil
Advancement:21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment:-

Six of the beast?s tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body. Just above this sits a hard, bony tube.A bit behind this is the entry to a interior hold (10'x10') where the kraken can provide enough air for 1 hour per hit die it posseses per day (standard 20 hours) divided by the number of living creatures it has to sustain. Seige Krakens cannot speak, but can initiate a basictelepathic link with anything within it's hold.
COMBAT
Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws, or blasts them at a distance with it's pressure cannon. An opponent can make sunder attempts against a kraken?s tentacles or arms as if they were weapons. A kraken?s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken?s tentacle or arm deals damage to the kraken equal to half the limb?s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.
Pressure Cannon (Ex):
Once every 1d4 rounds, a Seige Kraken can launch a burst of pressurized water at an opponent. this is a 5' shere that busts when it strikes a solid object, dealing 5d20 points of bldgeoning damage to every creature within 20' of the point of impact (Reflex DC 32 Halves) (The save DC is strength-based)
Improved Grab (Ex):
To use this ability, the seige kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A seige kraken deals automatic arm or tentacle damage with a successful grapple check.
Jet (Ex):
A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex):
A seige kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment and causes water-breathing creatures to have to make constitution checks as if they were drowning. Due to their internal reservoir of air, Seige Krakens Are immune to this effect. Creatures within the cloud are considered to be in darkness.
Skills:
A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Xel'Dri Swarm
Fine Vermin (Swarm)

Hit Dice: 16d8
Initiative: +3
Speed: Fly 50 ft. (Perfect), Burrow 40 ft.
Armor Class: 24 (+3 Dex, +8 size, +3 Natural)
Base Attack/Grapple:
Attack: Swarm (2d4 plus Poison)
Full Attack: Swarm (2d4 plus Poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Poison, Distraction
Special Qualities: Hive Node
Saves: Fort +14 Ref +8 Will +6
Abilities: Str 6, Dex 16, Con 18, Int -, Wis 12, Cha 10
Skills:-
Feats:-
Environment: Any
Organization: Any
Challenge Rating: ?
Treasure: None
Alignment: Always Lawful Evil
Advancement: +5 feet of space for every additional 8 Hit Dice
Level Adjustment:-

Combat
Distraction (Ex):
Any livingcreature vulnerable to a swarm's damage that begins it's turn with a swarm in it's square must succeed on a DC 22 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex):
Blood of Dromkar: Injury poison delivered by the swarm's attack, the damage is a change in alignment by one step for each effect. To resist it requires a fortitude save DC 22. The pure evil that flows through the targets body changes their appearance as well. With each step their skin becomes darker. If the second save is failed, their skin become black to mirror the taint that is now on their soul. They do not want to change back to their origional alignment, they instead like their new alignment, wishing never to go back. An Atonement spell cast immediately after a wish can restore the alignment to the person. This is because they will need to rid the body of the Blood of Dromkar first.
(changes: LG => LN => LE, NG => TN => NE, CG => CN => CE)
Hive Node (Ex): Each creature in the swarm has a Slave Hive Node.

by Redhase

Drow new class and feats and paths

Drow Dark Weawers (class)
classes
Dark weavers bridge the gap between arcane and divine and between sorcerrer, wizard and cleric. Drow dark weavers favour magic which nbest represents the glory of their goddes, so their spells are themed arounbd webs, poisions, spiders, darkness, and murder all things she considers holy.

Drow ceremony Master (class)
the black ceremoniews are of the most important aspects of drow culture, empowering and guiding the fortunes of all drow

Drow Crouching Spider (class)
in addition to being a powerful spell caster, the dark weaver is a skilled infiltrator and killer

The Path Master (class)
while all dark weavers have access to two favoured paths, only the most skilled and fortunate among them are capable of handlinf more. these capable few are know as path masters and it is their duty to bear the brunt of the dark mother's will, to wield magic in her service and dedicate themselves eternally to the promotion of her ideals and her desires.

The Mind Spider (class)

the mind spider is an arcane spell caaster who has transcended the simple cut and thrust of political gamesmamship practised by droe slaves.the mind spider is the ultimate slave master, one who needs no whip to control those who serve him.

Drow Magic feats
Awakner
Black Avatar of Vengeance
Bringer of Great Change
Dark Allies
Dark Mother's Favour
Death Collector
Executioner's smile
improved poison focus
master of ceremonies
nurturer and punisher
poison focus
poison mark
power of blood
sharp fangs
swift and terrible fangs
unshakeable devotion
womb of night

New Drow spell's
Animated web
Become Swarm
Bote of the Seductress Black Wind of Mourning
Black Rainbow
corruptions kiss
dark baubles
devour the shadow
embrace of the dark mother
eyes of the retrievere
legs of the spider
night bolt
pestilence
plague
razor the vein
red hourglass
retch
secret desires
shadow fangs
shriek of abject hatred
skittering darkness soul poison
speed poison
spider eyes
spider gorge
spider mother
spider totem
stone spears
swarm boil
symbol of grief
virulence
void of the wolf spider
wall of spiders
web bind
web whip
wretched excess

here's the feats; really good
awakner;
you are especially skilled at directing the engery of black cermonies for summoning and dismissing effects
black Avatar of vengeance
you are especially skilled at directing the energy of black cermonies in destructive ways

bringer of great change
you are especialy skilled at directing the energy of black cermonies in ways which fundamentally transform's the target(you could make great fighter that when touched poison some one or more) (can change their skin to hard as steel or something else)

Dark Allies
your commitment to the dark mother of spiders and her holy work is clear to all and lesser beibgs flock to your service
prequisites; leadership

you gain a +2 profane bonus to your leadership score and atrack more cohorts.

Dark mother Favour
you have earned the dark mothers of spiders favour and she has gifted you with an ubderstanding of her ways which other spellcasters cannot match'\.

Death collector
you can substitute organs and flesh for inexpensive spell components
10 gp or lower
Executioner's smile
you draw great strenght and joy from the act of striking the killing blow in a black ceremony.

improved poison focus
your ability to focus the harmful effects of poison into absolute clararity of thought are approaching supernatural levels.
makes your immune to the poisons you chose to use this skill on. to intell poisons and +2 added to intellanges for one day

poison mark
your familiar bears the mark and favour of the dark mother of spiders, allowing it to transmit a poison melee attack, 3x day

power of blood
the dark mother of the spiders thrives on violence and the shedding of blood and looks with favour upon those who wield spell and blade with equall skill
what it does is you don't need to perform the somatic or verbal components of a spell in any round once you have successfully struck and damaged a creature (living creatures only).

sharp fangs
your spells are like the sharpest of spider fangs, piercing through spiritual flesh with ease.
what it does when casting a spell against an opponent you have successfully struck and damaged in a previous round you gain a +2 bonus to pierce their spell resistance.

swift and terrible fangs
what it does is once you have struck an opponent, you get an +2 added to your spell's saving throws so they creature struck can fail easer.

Womb of the night
your spells are especially potent when cast at night and you are believed to enjoy the favour of the dark mother of soiders. what it does
spells are cast at +1 caster level in darkness
so a you cast a spell and you are 15 level, it becomes a 16th level save and to hit.(can take this feat again and become +2 next time)
did leave some out, wrote down the one's that can be used with out the classes or being a certain class
__________________

poison Mark
your familiar bears the mark and favour of the dark Mother of spiders, allowing it to tranmit poison with a malee attack
Prerequisites: must be bonded to a familiar, or have ability to attract a familiar as a class ability.

Benefits:
three times a day, your fimilir can deliver a powerful poison with a success mele attack. the poison deals 1d4 points of intial constitutation damage, with anouther 1d4 points of secondary constitution damage one minute latter. A fortitude save is allowed to resist the effect; the dc of the save is equal to 10 + one half your caster level (17.5 or 17 dc save), if your familiar already possesses a poison attack, then the save dc of the attack is increased by +4. (17 +4 =21 dc save)


Sharp fangs
your spells are like the sharpest of spider fangs, piercing through spiritual flesh with ease.

Prerequisites: power of Blood
benefits:
when casting a spell against an opponent you have successfully struck and damaged in melle combat in the orevious round, you gain a +2 bonus to pierce their spell resistance. The benefits of this feat stack with thise gained from the spell penetration feat and other similar feats. Special:
this feat can be selected a second time. the second time it is selected, the ability to pierce spell resistance applies for two rounds after you have successfully struck the target.

Swift and Terrible Fangs.
The spider is merciless is it destruction of the weak, so are you.
Prerequisites: power of the blood
Benefits:
when casting a spell against an opponent you have successfuly struck and damaged in melee combat in the previous round, the save dc of the spell is increased by +2 . the benefits of this feat stack with those gained from the spell focus feat and other similar feats.
Special; this feat can be selected a second time, the second time it is selected, the increased save dc applies for two rounds after you have struck a target.

Womb of the Night
your spells are especially potent when cast at night and you are believed to enjoy the favour of the dark Mother of the spiders.
Prerequisites:
access to one or more paths,or ability to cast 2nd level arcane spells.
Benfits:
during the hours between sunset and sun rise, or when shrouded in complete, non magical darkness, your spells are cast at +1 caster level. to receive the benefits of this feat, only you need be in darkness, meaning you do not lose the bonus if your intended victims are lit. or they are carrying torches or lanterns.

Dark Mother's Favour
you have earned the dark mother's of the spiders favior and she has gifted you with an understanding of her ways which other spell casters cannot match.
Prerequisites;
Ability to cast 5th levl spells, abilty to cast favoured path spells.
( you could learn some of the path spells to use these feat from the book, spells that the class use)
here's the paths( they applie to spell caster's to)

Corruption;
you may use misdirection once per day as a spell like ability.
0 daze
1st wretched excess
2nd hideous laughter
3rd corruption kiss
4th soul poison
5th feeblemind
6th anti life shell
7th symbo; of weakness
8th horrid wilting

Darkness path
Granted power you gian the blind fight feat free
0 l dark baubles
1st darkness
2nd blindness/deafness
3rd deep slumber
4th shadow conjuration
5th skittering darkness
6th shadow walk
7th night bolts
8th shadow evocation

death rite
you may use death touch once per. your death touch is a spell like ability that is a death effect. you must succed at a melee atcak against a living creature using the rules for tiuch spells
when you touch, roll 1d6 per you casater level, if the total equals the creatures hit points it dies.
0 retch
1st death watch
2nd death knell
3rd halt undead
4th phantasnmal killer
5th slay living
6th undead to death
7th finger of death
8th trap the soul.
other paths for wizards to chose form if you want to know ore I can put up the path you want,
(wizards can takes paths,)
other paths
matron
Mourning
Poison and disease
predator
the spider
webs
whip

paths is a path that a loyal follower takes when following Loth, that is what a path is.
if you chose a path then you get the benifts for taking that path, just like a cleric does whith their spells and such.
a wizard can take one path(regular), other classes get more pathsbecause of the class. . If you chose to a path to worship Loth, if not then you stay a wizard with no bunus from Loth. the path spells are instanious,a nd you get the benfit of a spell like abity or feat, like the pioson path, they get the ability to have devine health like a palatin does as thier bonus

by Dyne
Lock with no Key
Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full-round action
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell functions like Arcane Lock, but you may allow others to bypass it by setting a password. Any being speaking the correct password unlocks the object, but it automatically locks again upon closing.
Additionally, Knock does not function on an object under the effect of lock with no key.
Material Component: Gold dust worth 50 gp.

Safe Keeping
Conjuration (Summoning)
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 10 minutes
Range: See text
Target: One chest and up to 1 cu. ft. of goods/caster level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell functions like Leomund's secret chest, but there is no danger of losing the chest if it is left on the Ethereal Plane for more than 60 days. Also, the chest may be easily placed back on the Ethereal Plane after being retrieved without having to cast the spell again, and anyone with possession of the replica may store and retrieve the chest freely. However, the chest must cost at least 10,000 gp, and the replica must cost at least 100 gp.
Focus: The chest and its replica.

Dimensional Barrier
Abjuration
Level: Sor/Wis 9
Components: V,S
Casting Time: 10 minutes +1 round per 5 ft.
Range: Point where spellcaster is standing
Area: (400 ft. +40 ft./level) radius
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
Functions like dimensional lock, except area covered is larger and effect is permanent. The area affected by the spell has a radius equal to 400 ft. +40 ft./level of the spellcaster, with the area centered on the point where the spellcaster is standing.

When casting, you weave a tracery of faintly glowing lines around the area to be affected by the spell, similar to a glyph of warding. When the spell is completed, the tracery becomes nearly invisible.

When completed, the tracery acts as a barrier against extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, teleport without error, vanish, teleportation circle, or any similar spells, abilities, or psionics.

by Demonfey
Zamiel no Oni, lesser6d8 HD, average 51
Initiative: +2
Speed: 40 ft, 40 ft fly (poor)
attacks: 2 kicks+9, four claws +8/+3
Damage: kick 1d6+4, claws 1d8+4
Face/reach: 5 by 5
Special attacks: spell like abilities, fear aura, improved grab, pounce
Special qualities: DR 10/jade; fast healing 3, regeneration 2; fire immunity
Saves: fort 10, ref 7, will 8
Abilities: str 18, dex 15, con 20, int 9, wis 17, cha 16
Skills: balance +9, bluff +9, intimidate +9, intuit direction +8, knowledge (planes) +7, listen +8, move silently +9, search +7, spot +8, wilderness lore +8
Feats: alertness, flyby attack
Climate/terrain: shadowlands/any
organization: solitary or wing (2-8)
CR 12
Treasure: standard
AL: CE
Advancement: 7-12 HD (medium), 13-18 HD (large)

Creatures born from the essence of the true Zamiel no Oni, they are footsoldiers and aerial infantry forces. They are creatures 7 feet tall, with four arms, bat wings, demonic horns, black skin, and glowing yellow eyes, varying from two to three eyes. These creatures inherited the fire immunity and ability to change form from the soul that made Zamiel no Oni, but not its intelligence. Beware of their claws, for they tend to try sweeping attacks from the sky.
Combat:
Improved grab: standard rules
Pounce: can make full attack after jumping-or swooping-upon an enemy.
Regeneration: holy, jade, and crystal weapons harm them normally.
Spell like abilities: at will: alter self, darkness, body blaze (see Sandstorm), desecrate
Lady Rolindin

03-29-06, 11:58 PM
http://boards1.wizards.com/showthread.php?p=6681278
Materials review And approval
Astermia (star gnomes) by tenzhi
http://boards1.wizards.com/showpost.php?p=5244590
the Eternist by Tenzhi
http://boards1.wizards.com/showpost.php?p=5667428
The Terror Knight by Sargatanas
http://boards1.wizards.com/showthread.php?t=487625
posted by gabrion classes
Ultimate incarnate
http://boards1.wizards.com/showthread.php?t=275673
and the Mystic class
http://boards1.wizards.com/showthread.php?t=220711

by Sssargoth
the Kitsune race
http://boards1.wizards.com/showthread.php?p=7973916

Common Dragon Racial Traits
All dragons have the folowing in common.
Dragon Type: Dragons are immune to effects that only affect humanoids, such as charm person. This is a boon to any dragon that travels with humanoids.
Keen Senses (Ex): A dragon can see four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision and can see in the dark up to 120 feet.
Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each type of dragon has one or two additional immunities as given in its description.
Dragon Overland Movement (Ex): Once a dragon attains a fly speed of at least 100 feet, it gains the ability to fly over vast distances in a single day. See the Monster Manual, page 70, for how far a dragon can fly in an hour or a day, based on its fly speed.
Automatic Languages: Draconic. Bonus languages: Any (other than secret languages, such as Druidic).
Favored Class: Dragon. A dragon cannot multiclass int another dragon class. The best multiclassing choice for a dragon is fighter or barbarian, altough taking levels as a sorcerer advances the dragon's spellcasting ability. Players of dragon charicters should also consider the dragon prestiege classes in the Draconomicon.
Common Dragon Class Skills
A dragon's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Sense Motive (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha). Each dragon kind has additional class skills as listed in its description.

Common Dragon Class Features
All of the following are class features of the dragon classes. Each dragon class gains these features at different charicter levels. Check the descriptions below and the dragon's monster class advancement table to see when a dragongains the class feature in question.
Weapon and Armor Proficiency: Dragons have no proficiency with weapons, armor, or shields in dragon form. A dragon in humanoid form is proficient with simple weapons.
Age Catergory: As described in the Dragon PCs and Age Catergories sidebar, dragon level progressions do ot require a player to wait hundreds of years before advancing his dragon charicter. For refrence, the dragon's age catergory is listed at the level it attains all the traits and features it requires to be considered a dragon of that age. At levels before wyrmling status is attained, dragons are considered hatchlings (age catergory 0).
Blindsense (Ex): Every dragon ca pinpoint creatures within 60 feet. Opponents the dragon can't see still have total concelement.
Bite: Every dragon has has a bite attack that is a natural weapon dealing the indicated damage plus the dragon's strength modifier. Note that, like all other monsters, dragons do not gain multiple natural attacks for having a high base attack bonus.
Claws: A dragon has up to two claw attacks that are secondary natural attacks dealing the indicated damage plus 1/2 the dragon's Strength bonus.
Wings: Medium and larger dragons can slap opponents with their wings, eve while flying. Wing attacks deal the indicated damage plus 1/2 the Dragon's strength bonus and are treated as secondary natural attacks.
Tail Slap: A large dragon has a tail slap attack that is a secondary natural attacks dealing the indicated damage plus 1-1/2 times the dragon's Strength bonus.
Breath Weapon (Su): A dragon may use its breath weapon at will as a standard action, but it cannot use the breath weapon again until 1d4 rounds have passed. If it has more than one type of breath weapon, it can still breathe only once every 1d4 rounds. The save DC against the a dragon's breath weapon is 10 + 1/2 the dragon's Hit Dice + the dragon's Constitution modifier. See page 69 of the Monster Manual for the length of a dragon's breath weapons.
Size Catergory: As a dragon advances, its size increases as noted in the dragon advancement tables. The dragon gains all the charicteristics of the new size, but it does not gain the typical ability score changes due to a size change. The dragon's changes to ability scores are accounted for the advancement tables.
Spells: Higher-level dragon PCs know and cast arcane spells as a sorcerer of the level indicated in parentheses in their advancement tables, gaining spells for a high Charisma . Each dragon type may also cast spells from the cleric spell list and from the spell lists of two or more domains.

Silver Dragon

Dragon (Cold)
Silver Dragons are the most gregarious of all dragon types. They often spend many years in humanoid form and in the company of humanoids. When not living like humanoids, they prefer lairs high in the sky, such as on mountain peaks. For more information about Silver dragons, consult the Monster Manual and the Draconomicon.

Racial Traits
Starting Ability score adjustment: +2 CHA.
Cold Subtype: Silver Dragons have immunity to cold. They take half again as much damage (+50%) as normal from fire damage, regardless of wether a saving throw is allowed, or if the save is a success or failure.
Small: As small creatures, wyrmling silve dragons gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium creatures do, and their lifting and carrying limits are three-quarters of those of Medium charicters.
Silver Dragons base land speed is 20 feet.
Immunity to acid: A silver dragon takes no damage from acid.

Additional Class Skills
In addition to the class skills all dragons have, a silver dragon's class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), and Jump (Str).

Class Features
All of the following are class features of the silver dragon monster class.
Feats: A silver dragon recieves one feat at 1st level and additional feats at 3rd, 8th, 13th, and 16th level.
Alternate Form (Su): The silver dragon can assume an alternate form once per day at 2nd level, twice per day at 5th level, ans three times per day at 7th level. The silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action. This ability functions as a polymorph spell cast on itself at its caster level, exceptthat the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in animal or humanoid form until it chooses to assume a new one or return to its natural form.
Cloudwalking (Su): Beginning at 3rd level, a silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously, but can be negated or resumed at will.
Breath Weapon (Su): Silver dragons have two types of breath weapon, a cone of cold and a cone of paralysing gas. At 5th level it gains its cold breath. At 10th level, the dragon gains its paralysing breath. Creatures within the cone of paralysing gas must succeed at a Fortitude save or be paralysed for 1d6 rounds plus 1 round per age catergory of the dragon.
Spells: A silver dragon may cast spells from the Air, Good, Law, and Sun domains as arcane spells. See Commin Dragon Class Features for mor details.
Spell-Like Ability: Beginning at 19th level, the silver dragon can cast feather fall twice per day. Caster level equals the dragon's age catergory (dragons at or below wyrmling level are 1st level casters, very young dragons are 2nd level casters, and so on).

Skill Points: (6 + Int mod) x4 at first HD, and 6 + Int mod each HD after that.


Silver Dragon Advancement

Hit
Level Dice BaB Fort Ref Will Special
1 1d12 1 +2 +2 +2 Feat, Bite 1d6, 2 claws 1d4
2 2d12 2 +3 +3 +3 +1 natural armor, alternate form 1/day
3 3d12 3 +3 +3 +3 Feat, cloudwalking
4 3d12 3 +3 +3 +3 +2 Con, +2 Int, +2 natural armor
5 4d12 4 +4 +4 +4 Cold breath 1d8, speed 30 Ft.,alternate form 2/day
6 4d12 4 +4 +4 +4 +2 Wis, +2 Cha, fly 50 Ft. average, +3 natural armor
7 5d12 5 +4 +4 +4 +4 natural armor, blindsense
8 6d12 6/1 +5 +5 +5 Feat, alternate form 3/day
9 6d12 6/1 +5 +5 +5 +2 Str, +2 Int, Cold breath 2d8, +5 natural armor
10 7d12 7/2 +5 +5 +5 Paralysing breath
11 7d12 7/2 +5 +5 +5 Wyrmling, +2 Wis, speed 40 Ft.,fly 100 Ft. (average), +6 natural armor
12 8d12 8/3 +6 +6 +6 +2 Str, cold breath 3d8, +7 natural armor
13 9d12 9/4 +6 +6 +6 Feat, +2 Con, +8 natural armor, cold breath 4d8
14 10d12 10/5 +7 +7 +7 Very Young, Medium size, bite 1d6, claws 1d4, 2 wings 1d6, fly 150 Ft.
15 11d12 11/6/1 +7 +7 +7 +2 Int, cold breath 5d8
16 12d12 12/7/2 +8 +8 +8 Feat, +2 Cha, +10 natural armor
17 12d12 12/7/3 +8 +8 +8 +2 Str, +2 Wis, cold breath 6d8, +11 natural armor
18 13d12 13/8/4 +8 +8 +8 Young, spells (1st), +12 natural armor
19 14d12 14/9/5 +9 +9 +9 +2 Int, feather fall, +13 natural armor
20 14d12 14/9/5 +9 +9 +9 +2 Con, +2 Cha, spells (2nd), cold breath 7d8



Oceanus Dragon

Dragon (Aquatic, Extraplanar)
Oceanus dragons are the most docile of all dragon types. They often protect travelers along the River Oceanus, which connects the Upper Planes in the same manner that the River Styx links the Lower Planes, while jealously guarding their domains against evil creatures of all kinds. Oceanus dragons prefer to make their lairs in hidden caves, either along a river bank or completely under water. For more information about Oceanus dragons, consult the Draconomicon.

Racial Traits
Starting Ability score adjustment: +2 CHA.
Small: As small creatures, wyrmling Oceanus dragons gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium creatures do, and their lifting and carrying limits are three-quarters of those of Medium charicters.
Oceanus Dragons base land speed is 20 feet.
Amphibious (Ex): Although Oceanus dragons are aquatic, they can survive indefinately on land.
Water Breathing (Ex): An Oceanus dragon can breathe under water indefinately and can freely use its breath weapon, spell-like abilities, and other abilities while submerged.
Immunity to electricity: An Oceanus dragon takes no damage from electricity.
Racial Languages: Celestial, Draconic, and Aquan.

Additional Class Skills
In addition to the class skills all dragons have, an Oceanus dragon's class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), and Jump (Str).

Class Features
All of the following are class features of the Oceanus dragon monster class.
Feats: An Oceanus dragon recieves one feat at 1st level and additional feats at 3rd, 8th, 13th, and 16th level.
Smite Evil (Su): Once per day, beginning at 3rd, an Oceanus dragon can make a normal attack to deal extra damage equal to its HD total against an evil foe.
Breath Weapon (Su): Oceanus dragons have two types of breath weapon, a line of lightning and a cone of tranquility gas. At 5th level it gains its lightning breath. At 10th level, the dragon gains its tranquility breath. Creatures within the cone of tranquility gas must succeed at a Will save or become dazed for 1d6 rounds plus 1 round per age catergory of the dragon.
Spell-Like Ability: Beginning at 14th level, the Oceanus dragon can cast detect evil at will. Caster level equals the dragon's age catergory (dragons at or below wyrmling level are 1st level casters, very young dragons are 2nd level casters, and so on).
Damage Reduction (Su): Beginning at 18th level, the oceanus dragon gains damage reduction of 5/magic.

Skill Points: (6 + Int mod) x4 at first HD, and 6 + Int mod each HD after that.


Oceanus Dragon Advancement

Hit
Level Dice BaB Fort Ref Will Special
1 1d12 1 +2 +2 +2 Feat, Bite 1d6, 2 claws 1d4
2 2d12 2 +3 +3 +3 +1 natural armor
3 3d12 3 +3 +3 +3 Feat, Smite evil, +2 natural armor
4 3d12 3 +3 +3 +3 +2 Con, +2 Int, +3 natural armor
5 4d12 4 +4 +4 +4 Lightning breath 1d8, speed 30 Ft.
6 4d12 4 +4 +4 +4 +2 Wis, +2 Cha, fly 50 Ft. average, +4 natural armor
7 5d12 5 +4 +4 +4 +5 natural armor, blindsense
8 6d12 6/1 +5 +5 +5 Feat, +6 atural armor
9 6d12 6/1 +5 +5 +5 +2 Str, +2 Int, Lightning breath 2d8, +7 natural armor
10 7d12 7/2 +5 +5 +5 Tranquility breath
11 7d12 7/2 +5 +5 +5 Wyrmling, +2 Wis, speed 40 Ft.,fly 100 Ft. (average), +8 natural armor
12 8d12 8/3 +6 +6 +6 +2 Str, lightning breath 3d8, +9 natural armor
13 9d12 9/4 +6 +6 +6 Feat, +2 Con, +10 natural armor, lightning breath 4d8
14 10d12 10/5 +7 +7 +7 Very Young, Medium size, bite 1d6, claws 1d4, 2 wings 1d6, fly 150 Ft., detect evil
15 11d12 11/6/1 +7 +7 +7 +2 Int, lightning breath 5d8
16 12d12 12/7/2 +8 +8 +8 Feat, +2 Cha, +11 natural armor
17 12d12 12/7/3 +8 +8 +8 +2 Str, +2 Wis, lightning breath 6d8, +12 natural armor
18 13d12 13/8/4 +8 +8 +8 Young, Damage reduction 5/magic, +13 natural armor
19 14d12 14/9/5 +9 +9 +9 +2 Int, +14 natural armor
20 14d12 14/9/5 +9 +9 +9 +2 Con, +2 Cha, lightning breath 7d8

The Umbragen: Shadow Elves of Xen'drik
by Kieth Baker
Dragon 330

In the Eberron campagn setting, the drow reside on the shattered continent of Xen'drik. The common image of the Xen'drik drow is one of a tribal hunter wearing chitin armor, his skin ritually scarred by acidic venom. Cruel and cunning, these nomadic drow are deadly hunters who own the shadows of Xen'drik and prey on giant and humanoid alike.
While the majority of the drow of Xen'drik live in tribes, there are exceptions-elves who have held onto the arcane secrets of the past, using them to develop strange new spells. The computer game Dragonshard reveals one of these hidden sects: the umbragen, also known as shadow elves.
This artical provides an overview of the umbragen, allowing you to incorporate these enigmatic elves into your campagn. It provides the flavor of the race depicted in the Dragonshard real-time strategy game, but it is not intended to be a perfect map of the abilities of the umbragen units in Dragonshard.

History
Tens of thousands of years ago, elves were the slaves of the giants of Xen'drik. Elven legends claim that giant wizards created the drow by harnessing the essence of night and binding it to an elvin frame. While this might be nothing more than a myth, some drow did serve the giants during the great uprising, using stealth to penetrate the elven strongholds that the massive giants could never breach. While the majority of the drow fought the giants or simply sought to avoid the conflict entirely, the treachery of few turned the wider elven population against the dark elves. Even then, the drow were regarded with fear and distrust, and when the ancestors of the Aereni fled the dark elves were left to face the doom of Xen'drik alone. Soon the dragons came to Xen'drik, and the civilization of the giants fell in a blaze of dragonfire and mystical power. Hunderds of thousands died in the conflict, and the land was twisted by magical forces that modern wizards have yet to understand.
The ancestors of the umbragen escaped the worst of this cataclysm by fleeing beeath the surface of the world, delving into the world of Khyber, the Dragon Below. The underworld was filled with its own terrors, but nothing so deadly as the final battles between giant and dragon. After a long and dangerous journey one tribe found sanctuary beneath a region known as the Ring of Storms. This subterranean fortress had been constructed and later abandoned by the Qabalrin, an isolated clan of elves whose powe matched the mightiest giants. The Qabalrin were long dead when the tribe arrived-struck down in a disaster that some call divine vengance-but their works remained.
Life in Khyber remained a constant struggel. Aberrations howled at the gates, while famine and plague ravaged the tribe as they fought to adapt to subterranean life. Searching for tools to aid in their struggle for survival, the tribe discovered a set of abalrin mystical inscriptions. These writings revealed ways to tap into a vast force of spiritual energy-a dark well the elves called Umbra. Over the course of generations, the elves performed terrible arcane rituals that bound body and soul to the Umbra, blending the shadowy force with elven flesh. From this point on, they were drow no more: they were the umbragen, shadow elves, the children of darkness.
The horrors of the underworld remained and the umbragen never knew peace. Deep within their cavern forterss the elders continued to plumb the secrets of darkness, searching for ways to increase the power of their race. The concept of returning to the surface never occured to them; the legends of the surface world were filled with slavery, war, and betrayal. Eventually, however, it became the only option. While the history of the umbragen was one of constant conflict, this usually involved random attacks by disorganized monsters. In 997 YK, a new force rose in the underworld. A daelkyr lord had stirred in the depths and the umbragen found themselves besieged by a disciplined force of beholders, mind flayers, and lesser aberrations. It is a vicious struggle and so far the shadow elves have been able to hold the aberrations at bay, but it is a losing battle. Recently, umbragen forces have been sent to the surface world, seeking any sort of weapon or power that might drive the aberrations back into the depths of Khyber. The umbragen fled one battle and they don't intend to be driven from their second home.
The Dragonshard real-time stategy game chronicals the umbragen attempt to seize the Heart of Siberys, a dragonshard of immense size charged with energy of the Qabalrin. However, the quest for power could take the umbragen anywhere in Xen'drik-or even across the Thunder Sea and into Khorvaire.

Racial Description
The umbragen are an offshoot of the drow race twisted by generations of arcane experamentation and devotion to the powers of shadow.
Personality: A shadow elf has the personality of a predator. His fellow umbragen are his allies in the hunt, and they alone have his respect and loyalty. All other creatures are potential prey, unworthy of respect or pity. With this in mind, the shadow elf is always for ways to turn a situation to his advantage or to exploit weakness in a foe.
While he is ruthlessly efficient when required, if given the opportunity a shadow elf prefers to play with his prey. Conflict is the one pleasure of the umbragen, and a shadow elf would rather lead an opponent into an ambush than kill him outright. The umbragen are not fools however, and refuse to throw away victory for a fool's game. If the odds are even a shadow elf draws out the conflict to savor the victory.
Umbragen society is split into two paths: the Council of War and the Vault of Shadows, with a king who sits on both counsels. Those who follow the path of war battle on the front lines while the students of the Vault search for ways to increase the mystical power of the race. Rank is earned through conflict, and any leader-even the king-can be challenged by a direct subordinate. These ascendancy duels take on many different forms of challenge, as there is more to being a general than skill at arms and the strongest fighter is not necessarily the best commander. While it might seem that this policy would create a very chaotic society, challenges are relatively rare. Leaders hold thei positions by maintaining the respect of the people, and only an incompitent leader risks being challenged. Rank is not a matter of personal ego- it is a question of who can ensure the survival of the race, and true leaders are reviered and valued by those beneath them.
Physical Description: Shadow elves have jet black skin, pale hair, and slender elven builds. At a distance, umbragen are indistinguishable from drow, but up close, a few distinctive features become visible. The eyes of a shadow elf are pure black, with no iris or white, while the skin of the Umbragen has an oily gleam, almost as if liquid shadow was flowing across their skin.
Dragonmarks: Umbragen do not possess dragonmarks.
Religion: The shadow elves believe that the Umbra slowly devoures everything it touches, including the umbragen themselves. Those who are closest to the Umbra become colder and more ruthlessas their dark powers grow. To the umbragen, the exchange of power for their souls is a fair one and the people respect this sacrifice. Most umbragen rulers possess the Dark Blood feat.
An outside observer might come to the conclusion that these elves worship the Shadow, which is true in a sense. Umbragen clerics should use the listing for the Shadow to determine their domains.
Language: The umbragen speek Elven. However, they have been seperated from the Aereni elves for tens of thousands of years and their use of the elven tongue has drifted over the years. When umbragen first encounter elves of other cultures, the DM might want to require a DC 5 Intelligence check to understand the full meaning of the statement. However, after a brief period the speakers learn to bridge this gap. Umbragen also learn Undercommon as a result of their long conflict with the creatures of Khyber. The Common tongue has never been a part of their culture and an umbragen who selects this as a bonus language has presumably made contact with explorers of Khorvaire.
Names: A shadow elf begins life with a simple birth name. These are typically monosyllabic, reminiscent of changeling aming patterns. When the elf embraces the Umbra-represented by acquiring an umbragen racial feat or a level in one of the classes linked to the shadows-he chooses his final name.
Male Names: Dulos, Hulaje, Jalaen, Satros, Turaje.
Female Names: Delake, Haeri, Mekali, Solake, Ulari.
Umbragen Adventurers: The majority of umbragen encountered in the world are searching for weapons to use in the war against the forces of Khyber: powerful artifacts, forgotten spells, or anything else that could turn the tide. To find what they seek they also need to learn about the surface world. A group might encounter an umbragen agent who is simply gathering information about the people and cultures of the world above. There are also a few shadow elves who have abandoned the conflict of their people, choosing to seize a place among the soft people of the upper world instead of battling the endless hordes of Khyber.

Umbragen Racial Traits
Umbragen are drow elves. What makes the umbragen unique is their bond to shadow, reflected by racial feats. Except where noted below, umbragen possess all of the racial traits of drow elves as defined in the Monster Manual.
+2 racial bonus on Hide and Move Siletly checks. This replaces the drow bonus to saving throws against spells and spell-like effects.
Weapon Proficiencies: Longbow, shortbow, long sword, and rapier. These replace the standard drow weapon proficiencies.
Automatic Languages: Elven, Undercommon. Bonus Languages: Common, Draconic, Giant, and Terran.
Favored Class: Warlock. This class is described in Complete Arcane, if you are not using this sourcebook, use sorcerer as the favored class.


Touched by Darkness
From the moment of birth, a shadow elf feels the call of the Umbra within him. It is a whisper hidden beneath his thoughts, a cold shroud wrapped around his heart. Through discipline and devotion an umbragen becomes a conduit of this power, shaping the shadows to produce a wide array of effects. These arts are reflected by racial feats and the classes most commonly found among the umbragen: The warlock and the soulknife. Shadowdancers are also found among the umbragen, but they are less common than these other two classes; a character must be at least 8th level to take his first level of shadowdancer, and the prestiege class lacks the pure offensive power the umbragen gain from these other traditions.

The Umbral Warlock
Shadows flow through the blood of the umbragen. An umbral warlock learns to harness this energy to deadly effect. The most obvious manifestation of this poweris the warlock's eldritch bolt; a blast of chilling darkness that vaporizes solid matter, leaving only shadows behind. This is only the least of his powers. A gifted walock can take to the air on spectral wings (fell flight), crush an opponent with tendrils of shadow (chilling tenticles), or even merge with the shadows themselves (dark discorporation and path of shadows). Brimstone blast produces flames formed from pure shadow, yet they still burn like mundane fire. Other common invocations include beshadowed blast, darkness, devil's sight, enervating shadow, entropic warding, frightful blast, hellrime blast, hungry darkness, miasmic cloud, tenacious plague, utterdark blast, and wall of gloom. Visually, these powers always reflect their umbral source. The creatures in a tenacious plague are not natural insects; they are formed of solid shadow and fade away at the end of the effect. Entropic warding wraps the caster in an umbral shroud.
Warlock is the favored class of the umbragen, and many umbragen merge the shadowy talents of the warlock with the skills of other classes. The pious templar blends the gifts of the warlock with the healing power of the cleric, while the dread knight strikes down his enemies with shadow and steel. Regardless of class, any time an umbragen spellcaster uses magic the DM consider ways that the appearance of the spell can reflect the source of ots power. A Tenser's floating disk should be formed from solid darkness. Color spray should be a cone of whirling shadows. Even cure light wounds could manifest as solid shadows that cling to the flesh and bind injuries. Whatever the class of the caster, umbral magic should be disturbing and very distinctive.
The warlock is presented in Complete Arcane. If you are not using this book in your campagn, the favored class should be changed to sorcerer. The warlock is well suites to the umbragen because of its combat focus-the use of light armor, d6 Hit Die, and unlimited eldritch blasts-but the spontanious casting abilities of the sorcerer are a good substitute.

The Shadow Soulknife
The sword and bow have always been important to the umbragen; their ancestors were accomplished archers long before they fled to the depths of Khyber. The shadow soulknife studies the art of blade and bow, and learns to forge deadly weapons from the pure essence of shadow. This is a purely magical effect, and the shadow soulknife must concentrate to maintain his weapon while in an antimagic field, just as a normal soulknife is affected in an antipsionic field. The psychic strike remains unaffected by this; it is still a mind-affecting effect, blasting the spirit of the victim with the pure horror that lies within the umbra.
The shadow soulknives are the eyes of the umbragen. For generations they have patrolled the deep caverns and during surface operations the soulknives spu on enemy troops and locate mission objectives. As a result, many shadow soulknives also acquire ranger levels, merging the deadly weaponry of the soulknife with the reconnaissance skills of the ranger.
Shadow soulknife is a racial substitution level, providing options that many umbragen take in lieu of the normal abilities of the class. A shadow soulknife can choose up to three racial subststitution levels: one at 1st level, one at 6th level, and the last at 9th level.

HD: d8
Class skills: Shadow soulknife substitution levels grant the class skills of the base soulknife class, plus Knowledge (dungeoneering) and Survival (Wis). Replace Knowledge (psionics) with Knowledge (arcana).
Skill points per level: 4 + Int modifier


Shadow Soulknife Racial Substitution Levels

Level BaB Fort Ref Will Special
1st +0 +0 +2 +0 Mind Blade, Stealthy, Weapon Focus (mindblade)
6th +4 +2 +5 +5 Mind blade enchantment +1, Shadow bow
9th +6/1 +3 +6 +6 Greater Weapon Focus (mind blade), Improved shadow bow


Class Features
All of the following are class fetures of the shadow soulknife racial substitution levels.
Stealthy: A shadow soulknife gains stealthy as a bonus feat. This reflects a minor ability to draw on the Umbra to create a minor cloak of clinging shadows and quiet brooding.
Shadow Bow (Su): At 6th level, a shadow soulknife expands his ability to reshape his mind blade. As a full round action, he can change his mind blade to replicate a shortbow (damage 1d6, 60 ft. range incriment). The bow maintains the enchantment bonus and abilities possessed by the previous form of the mind blade; however, the soulknife cannot channel his psychic strike through his bow. When making attacks with the shadow bow, the soulknife forms arrows out of pure umbral energy. This is an automatic action that requires no effort on the part of charicter, but the shadow soulknife can only form two arrows per round. As a result, a charicter with multiple attacks might not be able to make a full attack using the bow. The soulknife cannot fire normal arrows with the shadow bow, and weapon feats based o the mind blade-such as Weapon Focus or Improved Critical- do not transfer to the bow. The soulknife does not add his strength bonus to the damage he inflicts with the shadow bow.
Improved Shadow bow (Su): At 9th level a shadow soulknife gains an improved ability to manifest the shadow bow. He can choose to have the bow replicate a composite shortbow (damage 1d6, 70 ft. range incriment) or composite longbow (damage 1d8, 110 ft. range incriment). The shadow bow replicates a composite bow matched to the strength of the soulknife, allowing him to add his Strength midifier to the damage that he inflicts. He may produce up to three arrows each roud when making a full attack. In addition, he may use his psychic strike with a ranged attack. However, the damage of the psychic strike is reduced by one die- so a 9th level soulknife could only add 1d8 to a ranged attack using a psychic strike. The soulknife cannot use the knife to the soul ability in conjunction with the shadow bow.

Racial Feats
The warlock and the soulknife are two possible ways to represent the powers of the umbragen. In addition, the touch of the Umbra can take other forms. These feats provide additional abilities that reflect the dark powers of the umbragen. Some, like Shadow Shift, are common talents that any shadow elf may possess.Others represent a mastery of umbral energies only found among the champions of the race.
Unless otherwise mentioned, these feats are extraordinary abilities.

Cloak of Shadow [Racial]
You can draw the light out of your immediate surroundings.
Prerequisite: Umbragen race, Shadow Shift, warlock level 1.
Benefit: While you are in shadow form, you may choose to reduce the lighting within a 10-foot radius around you to shadowy. You may maintain this effect as long as you wish, although it ends immediately if you are killed, rendered unconcious, or leave shadow form.
Cloak of Shadows is a supernatural ability.
Special: Multiple charicters with Cloak of Shadows cannot stack the effects of this feat in order to reduce a area of bright illumination to full darkness.

Dark Blood [Racial]
It is said that the Umbra devouers all that it touches, and you are cought in its web. Your efforts have brought you power-but the Umbra has its hooks in your soul. Your emotions are slipping away and when you die the Umbra will claim the last vestiges of your soul.
Prerequisite: Umbragen race, three or more umbragen racial feats.
Benefit: Your racial spell resistance is increased by +2. This feat counts as two feats for determining the number of times per day that you can enter shadow form.
Special: A charicter with this feat cannot be raised from the dead, resurrected, reincarnated, or otherwise returned to life by magical or psionic means.

Dread Shadow [Racial]
By filling yourself with the power of the Umbra, you can expand your size and strength.
Prerequisite: Umbragen race, two or more umbragen racial feats.
Benefit: Once per day as a full round action, you may call on the power of the Umbra to expand your size by one catergory, duplicating the effects of enlarge person. You must be in shadow formto use and maintain this effect. Aside from this restriction, you may maintain this effect as long as you wish, although it immediately ends if you are killed, rendered unconcious, or leave shadow form.
Dread Shadow is a supernatural ability.

Indistinct [Racial]
Your shadow form is especially wraith-like and indistinct.
Prerequisite: Umbragen race, Shadow Shift.
Benefit: While you are in shadoe form, you have no scent and leave practically no trail behind. You cannot be tracked or located with the Scent ability. The DC to track you using the Survival skill increases by +4.

One withe the Darkness [Racial]
Your ties to the Umbra are more powerful than most.
Prerequisite: Umbragen race, shadow shift.
Benefit: You may assume shadow form as a free action. In addition, you are treated as two levels higher for determining the duration of your shadow shift.

Shadow Shift [Racial]
You can wrap yourself in the essence of the Umbra, becomig shadowy and indistinct.
Prerequisite: Umbragen race
Benefit: As a move action, you may assume shadow form. This provides you with a +2 circumstance bonus on Hide skill checks and a +5 circumstance bonus on Disguise skill checks made to conceal your identity.
You may only enter shadow form a number of times per day equal to 1+ the number of umbragen racial feats you possess. You return to your normal state after a number of minutes equal to your total charicter level. You may leave shadow form as a standard action. If you are killed or rendered unconcious, you automatically return to your normal state.

Strength of the Shadows [Racial]
You can channel the power of the Umbra to enhance dark magic.
Prerequisite: Umbragen race, Shadow Shift.
Benefit: When you cast a spell with the shadow or darkness descriptor while in shadow form, your caster level is increased by +1. In addition, the saving throw DC of such spells is also increased by +1.

Voices of the Void [Racial]
The souls boud within the Umbra whisper around you, although only you can hear them. With a mental effort you can control these silent voices and get them to pronounce the verbal components of your spells.
Prerequisite: Umbragen race, Indistinct, Shadow Shift.
Benefit: While you are in shadow form and in an area of shadowy or no illumination, you may remove the verbal components of any spells that you cast or invocations that you perform. This has no effect on the spell slot used by the spell. This ability does not function within the area of a silence or similar magical effect.
Special: This feat cannot be used with bard spells.

Wings of the Wraith [Racial]
A skilled warlock can take to the air on wings of dark energy. You have mastered this power and whe you assume your shadow form you can strengthen your wings and fly at great speed.
Prerequisite: Umbragen race, Shadow Shift, fell flight invocation.
Benefit: When you use fell flight while in shadow form, your flight speed is increased by 30 feet.
__________________
Lady Rolindin

03-30-06, 12:08 AM
by Master of Flames
The Ceal'nis Sniper

The Ceal'nis Sniper is a fighter or ranger trained to excel in longe range shots, able to take down a single foe in one arrow. Hailing from the ancient kingdom of Acalis, they are trained from birth to master the bow.

HD10

Prerequests:
BaB: +5
Ref: +4
Feats: Farshot, Rapidshot, Weapon Focus(longbow)
Special: Must hail from Acalis or have been trained in the city of Ceal'nis for atleast a year.


BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 sniping +1d6, Sniper Sight

2. +2 +3 +3 +0 increased far shot x2

3. +3 +3 +3 +1 sniping +2d6

4. +4 +4 +4 +1 greater weapon focus (longbow)

5. +5 +4 +4 +1 sniping +3d6

6. +6/1 +5 +5 +2 Pick 'em Off

7. +7/2 +5 +5 +2 sniping +4d6

8. +8/3 +6 +6 +2 increased farshot x3

9. +9/4 +6 +6 +3 sniping +5d6

10.+10/5 +7 +7 +3 Deadeye Shot



Weapon and Armor Proficiencies:
Ceal'nis snipers gain no additional weapon or armor proficiencies.

Skills: Climb(str),Hide(dex), Jump(str) ,Knowledge(nature)(int), Listen(wis), Move Silently(dex), Spot(wis), Survival(wis), Swim(str)
Skills at each level: 4+int modifier

Sniping: The first tactic a Ceal'nis Sniper learns is how to catch the enemy unaware with ranged attacks. He deals 1d6 extra damage when he is 40ft or further away from his foe. Unlike sneak attacks, this does not need to be made when the enemy is flat-footed. Like sneak attack, this does not work on foes that are immune to critical hits. This increases by 1d6 every two levels. This does not work if the sniper is wearing medium or heavier armor, or carrying a medium or heavy load.

Sniper Sight: At 1st level, a Ceal'nis Sniper, through careful training, learns how to increase his/her range of sight. The Sniper can see ignore the first 10ft(+5ft per sniper level) in a spot check.

Increased Farshot: At second level a Ceal'nis Sniper learns how to shoot further than before. He can now make ranged attacks at 100% the normal range incriments at 2nd lvl. This improves to 150% at 8th lvl. This applies only to the Longbow or Composite Longbow.

Greater Weapon Focus: At 4th lvl, a Ceal'nis sniper gains Greater Weapon Focus(longbow) even if he does not meet the prerequests.

Pick 'em Off: At 5th level, a sniper can make a ranged attack with his longbow, move 10ft, then hit another target. He uses his maximum attack bonus for each attack. He/she can make a hide check each time, with a cumulative -2 to the check, to see if his foes lose thier dex to AC. He can use this on a number of foes equal to his sniper level.

Deadeye Shot: At 10th lvl, a Ceal'nis Sniper learns the ultimate tactic in sniper warfare: how to make one quick and clean shot. He can study a foe for 4 rounds. The next round, he can make a Deadeye shot. The sniper must succed on a ranged touch attack, but if he suceeds, the target is instantly slain. The target can make a fortitude save equal to 10+ 1/2 the snipers class level+ snipers dex bonus. Succeding means the target takes normal damage, but the attack is still counted as a touch attack. A sniper can use this ability a number of times per day equal to his Wisdom modifier.

Below is an optional thing. Or you can just include the sniper ranks without the benifits.

Ranks:
1-2 level: Rookie. A rookie is the lowest ranking member of the Ceal'nis sniper unit, and recieves a 5% discount on all bows and arrows
3-4 level: Sniper. Although given the title of sniper, he still has a while to go to unlock all of the abilities of the sniper. he gets a 10% discount on bows and ammunition.
4-5 level: Deadeye: A deadeye is a middle ranking sniper, more powerful in his abilities than the sniper, but still not at his full potential. he recieves a 20% discount on all bows and ammunition.
6-7 level: veteran sniper. A veteran sniper has played the hand in countless deaths of unsuspecting foes. he recieves a 30% discount on all bows and ammunition purchases.
8-9 level: elite sniper. An elite sniper can take down even the most heavily guarded king, sneaking intoa city and killing the mayor off, then sneaking back out. The elite sniper gains a 50% discount on all bow and ammunition purchases.
10th Level: Elite Deadeye. there has only been one elite deadeye known to exist at a time. This is because in order to attain this rank, the prospective elite deadeye must face off against his commander in a sniper duel, somtimes lasting weeks or even months. The elite deadeye recieves an 80% discount on all bows and ammunition purchases.

the purchases apply to the sniper with ranks only. only the snipers commander can grant it a higher rank.
__________________
submitted by Sssargoth
The Bowman Charger
By Thomas M. Costa
Dragon magazine issue 325

Many nations and many armies make the claim to have the finest cavalry or the most splended horsemen. None, however, are born and raised in the saddle like the great nomadic cultures of the steppes. From a young age, childre learn to ride and shoot, and many recieve bows and arrows as gifts. By the time children become adults, they are skilled riders and excellent marksmen.

As adults, these warriors fight almost entirely on horseback, making extensive use of their riding tradition to attack their enemies from a distance. When their foes rush into battle, the nomadic warriors retreat, avoiding melee to shoot their enemies from a safe distance. Some consider them cowards, but this strategy minimizes their losses in a battle. The wandering tribes lead a harsh life, and consiquently many place a low valu on the lives of those outside their culture.

These mighty warriors live in vast, open steppes where a nomadic lifestyle is both common and necessary. Examples of such people include the Mongols under the great khans, the Valenar elves of Eberron, the Rovers of the Barrens and the Plains of Paynim's numerous tribes in Greyhawk, and the Tuigan hordes of the Forgotten Realms. Not all members of these horse-riding steppe dwellers become bowman chargers, but those who do rise to great esteem among their clans and tribes.

Bowman chargers wear the best light armor they can acquire. They almost exclusively use the composite shortbow, scimitar, and spear, although a few occasionally make use of other weapons. Depending on their particular culture, needs, or beliefs, some bowmen chargers make use of falchions or kukris.

Fighters have the easiest time becoming bowman chargers, and indeed nearly every bowman charger has multiple fighter levels, but the majority of bowman chargers have at least one level of another class. Most who multiclass take levels in barbarian or ranger, although a fair number of fighter/paladins join the ranks of bowman chargers. Other classes gain little or no benefit from the class and most find its requirements difficult to meet.

HD: d10
Requirements: To qualify to become a bowman charger, a charicter must fulfil the following criteria.
BAB: +6
Skills: Handle Animal 8 ranks, Ride 8 ranks
Feats: Mounted Archery, Mounted Combat, Ride-by Attack, Weapon Focus (composite shortbow)

Class Skills: The bowman charger's class skills (and the key ability for each) are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Spot (Wis), and Survival (Wis).
Skill points at each level: 2 + Int modifier

Class Features
All of the following are class fetures of the bowman charger prestige class.
Weapon and armor profiency: Bowman chargers are proficient with all simple and martial weapons, and with light and medium armor and bucklers.
Burst of Speed (Ex): The bowma charger can urge her mount to greater than normal speeds. This ability doubles the distance of the mounts normal charge movement (the mount must charge to use this ability). The bowman charger can use this ability once per day without without risk of injury to her mount. She can try to use this ability more than once per day by "pushing" her mount as per the Handal Animal skill (see the Players Handbook, page 74). If the bowman charger succeds at her skill check, the mount makes an additional charge using burst of speed, but it must then make a DC 20 Fortitude save after the conclusion of the charge. If it succeds, the mount becomes fatigued; if it fails, it becomes fatigued and takes 2d6 points of damage.
Two as One (Ex): At 1st level, the bowman charger can attune herself to her mount by spending two weeks alone with it. She can bring no food or water for herself or her mount, and instead they both must eat and drink where and when they can. During these two weeks, the bowman charger must learn to eat and sleep in the saddle. At the end of those two weeks, she and the mount become attuned. The bowman charger gains a bonus on all future Handle Animal checks made to influence the attuned mount equal to her bowman charger level.
The attuned mount and bowman charger gain specific benefits, depending on the charicter's level in bowman charger, as shown on the table below. The only gains these benefits when rideing her attuned mount, and her mount only gains these benefits when its attune bowman charger rides it. A bowman charger can't be attuned to multiple mounts at the same time, but should a mount die or should the bowman charger wish to attune to a new mount, she must spend two weeks with it as previously described.


Bowman Charger Level Special Ability
2nd Riding Mastery
4th Speed of trust
6th Elusive
8th Riding Dervish
10th Horse sense


Riding Mastery (Ex): The bowman charger gains a bonus on her ride checks equal to her bowman charger level.
Speed of Trust (Ex): The bowman charger gains a bonus on her initiative checks equal to half her bowman charger level when she begins combat on her attuned mount. In addition, her mount gains the use of the Dodge feat as long as the bowman charger is riding it. Her mount can choose to dodge a different foe than the bowman charger.
Elusive (Ex): Once per round, when her mount is affected by an effect that allows a Reflex save, the bowman charger may make a Reflex save (using her bonus) instead. The result of her save becomes the result of her mount's save. The bowman charger must declare that she is going to use this ability before she makes the roll.
Riding Dervish (Ex): The bowman charger may utilize Ride-by Attack to make a powerful assult through the ranks of her foes. While riding in a straight line and using a full-round action, the bowman charger can move up to her mounts speed, making a melee attack against any foe within reach on her path. For each foe attacked beyond the first, each attack suffers a -1 penalty, so the bowman charger must declair how many foes she attacks before she starts (minimum two). The bowman charger gives up her regular attacks to take this action. This is an extraordinary ability that draws no attacks of opportunity, even if the bowman charger passes through threatened areas on her way through the assult.
In addition, her mount gains the use of the Mobility feat as long as she is riding it.
Horse Sense (Su): Once per round, when her mount is affected by an effect that allows a Will save, the bowman charger may make a Will save (using her bonus) instead. The result of her save becomes the result of her mount's save. The bowman charger must declare that she is going to use this ability before she makes the roll.
Improved Mounted Archery (Ex): At 3rd level, a bowman charger suffers no pealty when using a ranged weapon from horseback while her mount is making a double move, and a -2 penalty while her mount is running.
Weapon Specialization (Ex): At 5th level, the bowman charger gains Weapon Specialization (composite shortbow) as a bonus feat.
Improved Critical (Ex): At 7th level, the bowman charger gains Improved Critical (composite shortbow) as a bonus feat.
Greater Weapon Specialization (Ex): At 9th level, the bowman charger gets Greater Weapon Specialization (composite shortbow) as a bonus feat.
Great Khan (Ex): At 10th level, a bowman charger evinces confidence. She gains Leadership as a bonus feat, and gains a +2 bonus on her leadership score.
On the battle field, all cohorts, followers, and allies within 60 feet of a bowman charger gain a +1 morale bonus on their attack rolls while mounted.

Different Bowman Chargers
Halfling Warhound Corps: Riding armored dogs into battle, the Halfling Warhound Corps accepts only the most experienced halfling riders. Those who manage to join the prestigious fighting force enter a rigorous training program that focuses ot only upon riding and archery, but also upon taking up the pack mentality that allows the Halfling Warhound Corps to function almost entirely by instinct as a unit on the battlefield.
Goblin Wolflords: Feared throughout the lands that border the misty forests they claim as home, these goblins are known for their unusual tactic of dismounting and firing their bows from behind the cover of their prone mounts. When a foe comes too close, a goblin's wolf knows to stand and trip the foe, allowing the goblin to attack their prone enemy with a melee weapon.
Elven Windriders: The Elven Windriders divide their members into two forces: the pegasi riders who patrol elven lands during the day and the giat-owl-rideing night patrol. Although people more often see the pegasi riders, the mysterious night patrol is the most famous of the two. Accustomed to quietly flying through the close confines of the forest, members of the night patrol even venture into caves and dungeons when threats arise from such places.

Bowman Charger Advancement


Level BaB Fort Ref Will Special
1st +1 +0 +2 +0 Burst of Speed, Two as One
2nd +2 +0 +3 +0 Two as One (Riding Mastery)
3rd +3 +1 +3 +1 Improved mounted archery
4th +4 +1 +4 +1 Two as One (Speed of trust)
5th +5 +1 +4 +1 Weapon specialization(composite shortbow)
6th +6 +2 +5 +2 Two as one (elusive)
7th +7 +2 +5 +2 Improved critical (composite shortbow)
8th +8 +2 +6 +2 Two as one (Riding Dervish)
9th +9 +3 +6 +3 Greater Weapon Specialization (composite shortbow)
10th +10 +3 +7 +3 Two as one (Horse sense), Great Khan
__________________

submited by thasis
Arcane Libarain
http://boards.wizards.com/showthread.php?t=443864
Arcane Bishop
submitted by thasis
http://boards1.wizards.com/showthread.php?p=6400146
The Magician by dyne
http://boards1.wizards.com/showpost.php?p=6499579

submitted by Dyne
Lord of Men
Hit Die: d10.

Requirements
Race: Human
Base Attack Bonus: +5
Alignment: Any Lawful
Skills: Diplomacy or Intimidate 8 ranks, Ride 5 ranks, Knowledge (nobility and royalty) 5 ranks.
Feats: Leadership, Mounted Combat, Royal Blood

Class Skills
Appraise, Bluff, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (all skills taken individually), Listen, Ride, Sense Motive, and Spot.

Skill Points at Each Level: 2 + Int modifier.


Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Gather Troops x 150%
2nd +2 +3 +0 +3 Rallying Cry
3rd +3 +3 +1 +3 Gather Troops x 200%
4th +4 +4 +1 +4
5th +5 +4 +1 +4 Final Stand


Weapon and Armor Proficiency: Lords of men gain no proficiency with any weapons, armor, or shields.
Gather Troops (Ex): A lord of men can maintain a larger force of human followers than a comparable leader could of other creatures. When determining the number of followers allowed for a lord of men of 2nd level or higher, multiply the amount listed in Table 2-25: Leadership in the Dungeon Master's Guide by the listed value. These additional followers must be humans. For example, a character with a leadership score of 15 could normally have up to twenty 1st-level, two 2nd-level, and one 3rd-level followers. A 2nd-level lord of men could have thirty 1st-level, three 2nd-level, and one 3rd-level followers, as long as at least ten of the 1st-level and one of the 2nd-level followers were humans. A 4th-level lord of men could have forty 1st-level, four 2nd-level, and two 3rd-level followers, so long as half of them were humans.
Rallying Cry (Ex): At 2nd-level, once per day per class level, the lord of men can utter a powerful shout that causes all allies within 60 feet to gain a +1/lord's class level morale bonus on their next attack roll and increases their speed by 5 feet until the lord's next turn. Traditionally, this mind-affecting ability is used when a formation of soldiers is about to charge.
Final Stand (Ex): Once per day, a 5th-level lord of men can inspire his troops to a heroic effort. Firstly, all allies that are affected receive the benefit of the Diehard feat, regardless of whether they meet the prerequisites. All who are affected gain the lord's Charisma modifier as a bonus on all saving throws, and they also gain a +4 morale bonus on saves against fear. To be affected, an ally must be within 60 ft. and able to hear the lord. The effects of this ability last for a number of rounds equal to 5 + the lord's Charisma modifier.
the Magicain focus by dyne
http://boards1.wizards.com/showpost.php?p=6504130
rod of still spell and rod of the Armored by Dyne
http://boards1.wizards.com/showpost.php?p=6951694


by dyne
Another feat, based off the Blood of the Warlord feat from Races of Faerun.
With Might Makes Right and now Theocracy (which adds Wisdom to Leadership), I think this is appropriate.

Magocracy [General]
Your great knowledge draws more followers.
Prerequisites: Int 13, Leadership.
Benefit: Add your Intelligence bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat.

Based off Might Makes Right from Races of Faerun, but with Intelligence instead of Strength.

Bloodline of Lightning [General]
Benefit: You receive a +4 bonus on saving throws against electricity effects. You also add +2 to the DC of saving throws for any spells with the electricity descriptor that you cast. This benefit stacks with the Spell Focus feat if the spell you cast is from your chosen school.
Special: You may only take this feat as a 1st-level character.
by dyne

Royal Blood [General]
You can influence a large number of your own kind.
Prerequisite: Base Leadership score of 10+.
Benefit: You have the blood of a royal family flowing through your veins. You gain a +2 bonus on all Diplomacy and Intimidate checks made to influence those of your own kind. Additionally, as long as you are visibly leading them, all your followers gain a +1 morale bonus on their attack rolls and Will saving throws.
by dyne improved by jaggar
Noble Born [General]
You are a scion of a noble house. You were raised to rule and learned the art of diplomacy as soon as you could talk.
Benefit: Diplomacy and Knowledge (nobility and Royality are always considered class skills for you. In addition, if you gain the Leadership feat, you receive a +2 bonus to your Leadership score.
Special: This feat can only be taken at 1st level. It indicates a tie to a noble family, which might or might not still exist.
__________________
by dyne
.Surcoat of Command
Counts as a shirt for magic item slots. Provides the same effect as a Breastplate of Command, minus the breastplate.
Strong enchantment; CL 15th; Craft Wonderous Item, mass charm monster; Price: 21,050 gp; Cost 8,625 gp + 690 XP.
by Dyne
Theocracy [General]
Your great wisdom draws more followers.
Prerequisites: Wis 13, Leadership.
Benefit: Add your Wisdom bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat.

Based off Might Makes Right from Races of Faerun, but with Wisdom instead of Strength.
by Dyne
Influential [General]
You are one of the more prominent members of society, and you naturally learn the social graces more easily and quickly.
Prerequisites: Int 13, Wis 13, and Cha 15.
Benefit: The following skills are class skills for you: Appraise, Bluff, Diplomacy, Gather Information, Intimidate, Sense Motive, and Speak Language.

This used to be Of Noble Upbringing, but I changed it to better fit what I was trying to do, as well as to balance it.
Seal of the Stormhand Federation, Initiate: This medallion bearing the symbol of the Stormhand Federation represents that its owner is an Initiate of the guild. Once per day, this seal can send a message to the bearer of one of the other seals. If the target seal is not in a creature's possession, no message is sent, a use of the item is not drained, and the user knows the message did not go through.
Moderate evocation; CL 7th; Craft Wondrous Item, sending; Price 8,000 gp; Weight 1 lb.
Seal of the Stormhand Federation, Journeyman: This bronze medallion bearing the symbol of the Stormhand Federation represents that its owner is a Journeyman of the guild. Three times per day, this seal can send a message to the bearer of one of the other seals. If the target seal is not in a creature's possession, no message is sent, a use of the item is not drained, and the user knows the message did not go through.
In addition to its communication abilities, on command, the bearer of this seal may use lightning bolt once per day.
Moderate evocation; CL 7; Craft Wondrous Item, sending, lightning bolt; Price 32,000 gp



by Dyne
Tenser's Elevator Disk
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Effect: 5-20 ft. diameter disk of force
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

As Tenser's Floating Disk, except as follows:
The disk may move in any direction you specify, up, down, sideways, or diagonally. This spell effectively creates a floor which you can use to transport yourself and/or potential allies. Optionally, you can make the disk appear as any surface, such as a tile floor or aged stone.
by dyne
Dimensional Barrier
Abjuration
Level: Sor/Wis 9
Components: V,S
Casting Time: 10 minutes +1 round per 5 ft.
Range: Point where spellcaster is standing
Area: (400 ft. +40 ft./level) radius
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
Functions like dimensional lock, except area covered is larger and effect is permanent. The area affected by the spell has a radius equal to 400 ft. +40 ft./level of the spellcaster, with the area centered on the point where the spellcaster is standing.

When casting, you weave a tracery of faintly glowing lines around the area to be affected by the spell, similar to a glyph of warding. When the spell is completed, the tracery becomes nearly invisible.

When completed, the tracery acts as a barrier against extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, teleport without error, vanish, teleportation circle, or any similar spells, abilities, or psionic powers.
by Dyne
Improved Arcane Lock, Augmented
Abjuration
Level: Sor/Wiz 3
Components: V, S, M, F (see below)
Casting Time: 1 full-round action
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell functions like Improved Arcane Lock, but instead of naming specific individuals at the casting time, you may either describe individuals that may bypass the improved arcane lock, set a password, or set a key.

When designating a group of individuals that match a particular description, the caster can choose creatures of a particular name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.

Any being speaking the password to the locked object causes the object to unlock itself.

If the key option is used, any creature having the specified key may freely pass the improved arcane lock. A key can be any specific object, an object of a particular type, or a spell. If a spell is used as a key, it may either be required that the spell is cast on the lock, or it may be required that the subject is currently being affected by the spell, as specified at the time of casting.
Material Component: Gold dust worth 500 gp (if the first option is used), or worth 50 gp (if the second or third option is used).
Focus: The item to be set as a key, if that option is chosen.
by Dyne
Spell Absorbtion, Minor
Abjuration
Level: Sor/Wiz 6
Components: V,S,M
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius spherical emanation, centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

An immobile, faintly shimmering magical sphere surrounds you and absorbs all spell effects up to 3rd level. The absorbed spells grant you additional spell slots equal to their spell level. The new spell slots can be used by Sorcerers to cast spells (just as the spell slots granted by class), or they can be used by Wizards to retain a spell they just cast (similar to the effects of Mnemonic Enhancer).
EXAMPLE: A 12th level Sorcerer (6 0-level spell slots, 6 1st-level spell slots, 6 2nd-level spell slots, 6 3rd-level spell slots, 6 4th-level spell slots, 5 5th-level spell slots, 3 6th-level spell slots) casts Minor Spell Absorbtion. He then has a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains a 3rd-level spell slot, which he can use to cast a spell.
EXAMPLE: A 11th level Wizard casts Minor Spell Absorbtion. He then hasd a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains 3 charges. He can now cast a 3rd-level spell (like Fireball) without losing the prepared spell, he can cast a 2nd-level spell and a 1st-level spell without losing the prepared spells, or he can cast 3 1st-level spells without losing the prepared spells.
The area or effect of any such spells do not include the area of the sphere. Such spells fail to affect any target located within the sphere. This includes spell-like abilities and spell or spell-like effects from devices. However, any type of spell can be cast through or out of the magical sphere. Spells of 4th level or higher are not affected by the sphere. The sphere can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the sphere without penalty.
by Dyne
Spell Absorbtion
Abjuration
Level: Sor/Wiz 8

As minor spell absorbtion, except that it absorbs spells up to 5th level.
Oath of service by Dyne
http://boards1.wizards.com/showpost.php?p=6781909
submitted by jaggar
Spell PMed to me by a player (prior to the creation of this thread).

Skull Wraith
Divination/Transmutation
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: 1 foot
Target: One skull or skull-like object
Duration: 1 hour per caster level
Saving Throw: Yes (harmless)
Spell Resistance: No

This spell allows the caster to create a temporary construct from a skull and or skull-like object. Whether the skull is real or not is immaterial, so any object crafted to anatomically resemble a skull will work with this spell. The skull may resemble or be a skull of any type.

The prepared skull becomes a construct that the caster is able to telepathically receive visual/auditory stimuli and control within a mile. If a skull ever further than one mile away from the caster or is on a separate plane, the skull ceases to exist. The caster must concentrate to maintain the telepathic link and is blind and deaf during the times that he is concentrating.

Breaking concentration restores the caster’s normal senses and merely causes the skull to idle in place. The caster is free to resume control at any time by resuming concentration or terminate the spell as a standard action. When the spell ends, the skull disintegrates in a puff of smoke.

The skull is incorporeal and capable of moving up to 120 feet per round. In addition, the skull is able to see as per the spells darkvision and detect magic. The skull (if seen) appears to emit black smoke and can be seen trailing the smoke if moving. The skull has whatever hit points, armor class or hardness that a DM finds appropriate.

Material Component: Smoke.

Focus: The skull or skull-like object to be targeted.
submitted by jaggar
Individualist [Flaw]
You are commited to a path that requires complete independence from others.
Effect: You suffer a -2 penalty on all attack rolls made using weapons that you have not personally crafted. In addition, the armor check penalty of any suit of armor you wear that you did not craft increases by +1.

by Richard Pocklington
Dragon magazine issue 329
posted by jaggar
From Oriental Adventures Update by James Wyatt in Dragon 318 (April 2004).

Henshin Mystic
The Changes to the damage reduction system in 3.5 require two changes to the henshin mystic class.
Ki Strike (Su): At 4th level, a henshin mystic's unarmed attacks are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. If he already has ki strike (lawful) as a class ability from monk levels, he gains the ability to align his weapons to either good or evil, depending on his actual alignment. If he is neither good nor evil, he must choose one of those alignments to apply to his ki strike ability.
At 8th level, a henshin mystic's unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and for bypassing hardness.
Riddle of Inbulnerability (Su): A 10th-level henshin mystic gains damage reduction 10/magic.

Shintao Monk
Following the example of the Paladin, the Shintao monk gains the ability to smite Tainted creatures more times per day as he advances in level. To compensate for this improvement, his bonus feat progression is slowed.



Class
Level Special
1st Monk abilities, touch the Void dragon, bonus feat
2nd Detect Taint, smite Taint 1/day, speak to the soul
3rd Grasp the earth dragon
4th Purity of Shinsei, bonus feat
5th Channel the fire dragon
6th Great silence, smite Taint 2/day
7th Steal the air dragon, bonus feat
8th Ancestral guidance
9th Ride the water dragon
10th Kukan-do, bonus feat, smite Taint 3/day

Touch the Void Dragon (Su): Once per day, a Shintao monk can raise one of her ability scores by 4 points for a duration of 10 minutes per level. This ability is similar to the ability-boosting spells bull's strength, bear's endurance, cat's grace, fox's cunning, owl's wisdom, and eagle's splendor.
Smite Taint (Su): At 6th level, a shintao monk can use this ability twice per day. At 10th level, he can use it three times per day.
Lady Rolindin

03-30-06, 12:21 AM
posted by Demonfey
yuan ti mageslayer information (taken from Forgotten Realm's Serpent Kingdoms). None of this has been calculated by me.
Medium monstrous humanoid
HD: 8d8+con
initiative: dex
speed: 30 ft, climb 20, swim 20
AC: +7 natural armor
BAB: +8
grapple: +8
Natural weapons: bite (1d6+.5str+poison)
space/reach: 5/5
special attacks: constrict (1d6+1.5 str), improved grab, poison, spell like abilities, venomous tentacles
special qualities: alternate form, chameleon power, darkvision 60ft, detect poison, scent, SR 20
Saves: part of what I'm asking about
abilities: another thing I'm asking about
skills: same as standard yuan ti
feats: (hopefully) 3 from monstrous humanoid
environment: warm forests
organization: not important this time
CR: 9
LA: +6
preferred class: sorceror
Appearance: 7ft when upright and 270 lbs, look like a standard yuan ti halfblood with human arms and a serpent tail, typically has human-like head. They speak abyssal, common, draconic, and yuan ti.
Combat:
constrict: on grapple
improved grab: must hit with bite attack, after which, it can begin a grapple as a free action without AoOs.
Poison: injury, fort DC 16, intial and secondary 1d6 Con, save constitution based.
Spell likes:
At will: animal trance, cause fear, conceal thoughts (self only), entangle
3/day: deeper darkness, greater dispel magic, neutralize poison, protection from energy (self only), suggestion
1/day: baleful polymorph (snakes only), dimensional anchor, dimension door (self and equipment only), protection from spells. CL 14, DC's charisma based.
Spells: casts spells as 8th level sorceror, but effective caster level is 14. Can't take spellcasting prestige classes from this. Example in the book has 6/7/7/6/3 for spells/day
Venomous tentacles (Sp): 1/day, a mageslayer can make an Evard's Black Tentacles spell effect, except the tentacles deliver poison (contact, Fort. DC 21, initial and secondary 1d6 Con). Delivered during each grappling round, and is the equivalent of an 8th level spell.
Alternate form(Sp): can change into a viper from tiny to large size. Standard for yuan-ti.
Chameleon Power (Sp): can psionically change coloration of self and equipment to match surroundings, adding +10 circumstances. Mageslayers take this a little further, and can even make things like badges and mute signals for those the mageslayer shares the meaning of the signals with.
detect poison (Sp): can detect poison at will.
Skills: +8 climb and can take 10, +8 swim, can take 10 on swim checks
Data on halfbloods for stats and whatnot:
str+4, dex+2, con+2, int+8, wis+8, cha+6, saves ref and will, BAB+7, fort +2, ref/will+5, nat armor not important this time, skill points 2+int mod*10, 3 feats.


Gloves of bladed destruction:
The wearer of these gloves can make a single +1 vorpal razorwire garrotes from rings on each finger. If the wire is for any reason detached from the gloves, that wire dissipates into nothingness automatically. Making the wire takes a standard action, and is treated as drawing a weapon, which means it can benefit from feats like quick draw, too. To use them correctly, the wearer must have exotic weapon proficiency (razorwire garrote), weapon finesse, and a dexterity of at least 20. Incorrect use results in a mess due to the user being caught in the wires and the enemies getting better handholds. The garrotes, when used this way, attach to both gloves, limiting reach to 25 feet with them, and each does slashing damage. Three times a day, the gloves allow the user to increase the number of wires so that dozens of wires can hit multiple targets in what could be considered a web, woven between the targets and its center (as well as all the wires) around the user, until either concentration is broken or all targets are dead/out. To use this, the user must stand stock still, and if they move, the effect ends as the wires all snap off the rings and all enemies are freed. Each target within a half circle of twenty five by fifty feet is caught in the web, and it takes an pair of opposed escape artist checks to escape unharmed, against a grapple check made by the wearer. If the first check succeeds and the second fails, then the person is partially trapped, and roll a d4 to find out if it's a limb or limbs, 1 and 3 being one arm or one leg, 2 and 4 being both arms or both legs, taking 1d4 a round from razorwire cutting into their limbs. This takes an escape artist check of 20. Failing all rolls means that they are completely unable to move, and that takes an escape artist check of 40 to escape, taking 2d4 damage a round. Succeeding both rolls means you escape the web unharmed. Armor, even full plate, is cut by it as though with a sword, so it doesn't help as much as some would think. In other words, treat as giving the feat sunder for situations involving its entanglement power. Each victim is on a different roll, and if there is a critical roll on a twenty, after confirmation, the target is killed.
Each wire does 2d4 damage, plus 1.5 times the strength modifier.
For a more "person friendly" approach, the garrote wires can be made so that they don't cut things to bits. This use can wrap around items and be used to bring them closer. It can retrieve weapons (sleight of hand), be used to catch people falling without any really severe damage (such as being cut into tiny portions from the wire and gravity), using a Use rope check in combination with a sleight of hand check. Finally, it can also be used as a scaling tool, to a certain degree (use rope). Rolls are case-by case
Cost: 72,000+20,000+500=92,500 gp
Need decapitating scarf, web, and dancing chains to make, CL 14.
Never did get why dancing chains was in BoVD. It could be used by LG mages to capture enemies nonlethally, if using manacles.)
Expect something on a special teleportation item and bayonets...

Death's touch:
Armor enchantment that basically negates all positive energy spells. Useful for undead.
Price: +4 bonus
Creation: CL7, need Life Ward
Life ward: Flip side of death ward, protects against positive energy. Otherwise, exactly the same.

Invoke Drama:
Any 0
Illusion school
V,S
When used, Invoke Drama forces the user to go into a dramatic monologue (hence the vocal component) and dramatic actions (hence the somatic component), and creates a flashy but altogether useless display that is as powerful looking as the caster is. Even characters that can't normally cast spells can use it, albeit unwillingly. During combat, caster doesn't apply dexterity at all to AC, and takes a -2 to all search, spot, and listen checks during the use of this spell due to concentrating on the dramatic atmosphere.


posted by Demonfey
Orcy's made a few grafts, and he didn't know where to post them, so I asked if I could post them here. Since I haven't gotten a no, I'm going to add his grafts to the list of things to be looked at for approval, especially because his character has a few of them already...
Quote:

Originally Posted by Orcy The Green Wonder Orcy doesn't really know where else to post this, and since he just became a member here and a teacher in constructs... he figures this would be the best place to post these. So here is his rough draft of 'construct grafts.' Tell him what ya'll think.

Construct Grafts
A construct graft, unlike typical grafts, may be created with the Craft Construct feat or the appropriate Graft Feat. Each of these grafts can be created with a successful craft weaponsmithing or armorsmithing check.

Effigy Arm:
An effigy arm is just what it sounds to be, the arm of an effigy creature. This arm grants the grafted creature a slam attack of the appropriate value (see table). It also gives the grafted creature a +2 inherant bonus to strength score. If the effigy creatue the limb origionates from had a natural attack, then the creature gains this attack instead of the slam attack. The creature may be grafted with a limb up to one size larger than himself, however he takes a -2 to all attack rolls and reflex saves, and a -4 penalty to balance checks.
Graft Flesh or Craft Construct, Bull's Strength; Price 25,000gp

Arm of Clay:
This graft grants the creature it is attatched to a +4 inherant bonus to it's strength score. If using a slam attack or some other type of weapon, the wounds inflicted refuse to heal naturally and can only be healed by magic with a successful caster level check (DC 10+ grafted creature's HD), if the check is failed the spell fails and is lost.
Graft Flesh or Craft Construct, animate object; 40,000gp

Arm of Stone:
An Arm of stone is an arm carved from any type of stone. Many varieties exist but have the same purpose. An arm of Stone grants the grafted creature a +4 inherant bonus to it's strength score. In addition, the arm can be used three times per day to deliver a slow effect as the effect lasts for 1 round er two hit die of the grafted creature.
Graft Flesh or Craft Construct, Fist of Stone; 30,000gp

Arm of Iron:
This arm made of a thick Iron comes in many shapes and sizes. Typically it appears too large for the grafted creature's body. This arm allows the grafted creature to make a powerful slam attack. In addition, the creature gains resistance 10 to fire and is able to make an additional slam attack for one round per con modifier if exposed to a fire attack as well as granting it a +4 inherant bonus to it's strength score. However, the creature takes double damage from attacks with the electricity element.
Graft Flesh or Craft Construct, limited wish; 40,000gp

Jaw of Iron:
This is a jaw attached to the head of a creature. It is shaped in various forms but has the same power in any form. The creature may make a breath attack three times a day that poisons those who breath it in. The poisons initial damage is 1d4 con damage and it's secondary dmage is 3d4 con damage, the creature is entitled to a fortitude save to resist (DC 10+ 1/2 creatures HD+ con mod). This ability requires a 1d4+1 round wait period between uses. Enough of this gas is expelled to fill a ten foot square.
Graft Flesh or Craft Construct, Cloudkill; 25,000gp

Damage Table:

Effigy Clay Stone Iron
Fine - 1d2 1d3 1d3
Diminutive - 1d3 1d4 1d4
Tiny 1d2 1d4 1d6 1d6
Small 1d3 1d6 1d8 1d8
Medium 1d4 1d8 1d10 2d6
Large 1d6 2d6 2d6 2d8
Huge 2d6 2d8 2d8 4d6
Gargantuan 3d6 4d6 2d10 4d8
Colossal 4d6 4d8 4d6 8d6


A few more things to add since Orcy randomly thought of them after he posted the first set. They aren't really limbs, but more of... additions.

Wrist Blade:
This is a wickedly curved blade grafted into the arm of a creature. If used for an off hand attack it is treated as a light weapon. This blade can also be enhanced as a masterworked weapon, if used with a two handed weapon it may be used to make a single additional attack in a round in which the creature makes a full attack at a -5 penalty.
Graft Flesh or Craft Construct, Craft Magic Arms and Armor; 2000gp

Body Reinforcement:
These stone or metal plates are grafted onto a creature's body. They cover shoulders, the chest, and most vital areas of the body. This graft grants the creature a +2 natural armor bonus and 25% fortification. This fortification does not stack with that granted by magical armor.
Graft Flesh or Craft Construct, Stoneskin; 30,000gp

Arm Cannon:
This weapon can be added to any construct or construct limb (any construct arm grafts) when it is created. This is a hollow tube that is built into a constructed arm or graft. It can be loaded with various types of ammunition, including a special alchemical orb. The alchemical orb can be used to deliver grenade-like weapons such as alchemist's fire or acid. These orbs are a clear glass-type object that shatters upon impact. The arm can hold up to 10 shots of any type of ammunition at a time. Reloading this arm cannon is a full round action that provokes attacks of opportunity.
Graft Flesh or Craft Construct, Gust of Wind; +1500gp (added to the price of the construct or construct graft)

Bullet: This is a roughly the same design as a sling bullet but is much larger.
Price (10) 1gp
Spiker: This is a small ball lined with spikes. When it comes into contact with a target (including the ground) it explodes outward and deals half damage to everyone within 5ft of the original target.
Price (20) 5gp
Orb: These are the orbs used to deliver alchemical substances. The price listed is for a bag of empty orbs. Add the price of the alchemical substance to be delivered to this price.
Price (20) 1gp



Wrist Cannon
Blade Bullet Spiker Orb
Fine - 1d2 - -
Diminutive 1d2 1d3 1d2 -
Tiny 1d3 1d4 1d3 1d2
Small 1d4 1d6 1d4 1d3
Medium 1d6 1d8 1d6 1d4
Large 1d8 1d10 1d8 1d6
Huge 1d10 2d6 1d10 1d8
Gargantuan 2d6 2d8 2d6 1d10
Colossal 2d8 4d6 2d8 2d6

Walter using gloves
To quote Walter against an army of undead called ghouls (think zombies, just called something else):
"Too slow! Ghouls are only ghouls in the end. Putting their persistence to work was a good idea...But as you'll see! This army's far from IMMORTAL or INVINCIBLE."
*entire army is sliced to pieces with a pulling of wires.*
NOTE: THIS IS THE MAIN VERSION. ALL OTHER VERSIONS ARE INCOMPLETE.
Which leads to my new magical weapon
Gloves of bladed destruction: The wearer of these gloves can make a single +1 vorpal razorwire garrotes from rings on each finger. If the wire is for any reason detached from the gloves, that wire dissipates into nothingness automatically. Making the wire takes a standard action, and is treated as drawing a weapon, which means it can benefit from feats like quick draw, too. To use them correctly, the wearer must have exotic weapon proficiency (razorwire garrote), weapon finesse, and a dexterity of at least 20. Incorrect use results in a mess due to the user being caught in the wires and the enemies getting better handholds. The garrotes, when used this way, attach to both gloves, limiting reach to 25 feet with them, and each does slashing damage. Three times a day, the gloves allow the user to increase the number of wires so that dozens of wires can hit multiple targets in what could be considered a web, woven between the targets and its center (as well as all the wires) around the user, until either concentration is broken or all targets are dead/out. To use this, the user must stand stock still, and if they move, the effect ends as the wires all snap off the rings and all enemies are freed. Each target within a half circle of twenty five by fifty feet is caught in the web, and it takes an pair of opposed escape artist checks to escape unharmed, against a grapple check made by the wearer. If the first check succeeds and the second fails, then the person is partially trapped, and roll a d4 to find out if it's a limb or limbs, 1 and 3 being one arm or one leg, 2 and 4 being both arms or both legs, taking 1d4 a round from razorwire cutting into their limbs. This takes an escape artist check of 20. Failing all rolls means that they are completely unable to move, and that takes an escape artist check of 40 to escape, taking 2d4 damage a round. Succeeding both rolls means you escape the web unharmed. Armor, even full plate, is cut by it as though with a sword, so it doesn't help as much as some would think. In other words, treat as giving the feat sunder for situations involving its entanglement power. Each victim is on a different roll, and if there is a critical roll on a twenty, after confirmation, the target is killed.
Each wire does 2d4 damage, plus 1.5 times the strength modifier.
For a more "person friendly" approach, the garrote wires can be made so that they don't cut things to bits. This use can wrap around items and be used to bring them closer. It can retrieve weapons (sleight of hand), be used to catch people falling without any really severe damage (such as being cut into tiny portions from the wire and gravity), using a Use rope check in combination with a sleight of hand check. Finally, it can also be used as a scaling tool, to a certain degree (use rope). Rolls are case-by case
Cost: 72,000+20,000+500=92,500 gp
Need decapitating scarf, web, and dancing chains to make, CL 14.
Never did get why dancing chains was in BoVD. It could be used by LG mages to capture enemies nonlethally, if using manacles.)
Expect something on a special teleportation item and bayonets...
deamonfey
Shotgun
Druid/cleric 2, wizard/sorceror 2, other 3
Components: V,S, M
Casting time: 1 standard action
Range: Close (25 feet +5/level)
Target: Cone
Duration: instantaneous
Saving throw: reflex half
Spell Resistance: yes
Picking up twigs, pebbles, and rocks from the ground, or anything else that is small enough to fit in a hand in a large quantity, this spell causes you to toss them at high velocity, dealing 1d12 points of piercing/bludgeoning damage to all creatures inside a cone effect. This spell can also be used with specially prepared ammunition, such as a druid's acorn grenades. If you use special ammunition, the damage done is the damage from the ammunition, not the shotgun spell, and each round does separate damage. This spell was created by a druid trying to find a way to distribute seeds over a wide radius, who then was ambushed during casting this spell which led to the accidental discovery of it being an efficient way to scatter seeds through an attacker's brain.
Material component: ammunition

Lycanide:
weaponized lycanthropy, it acts similar to a poison. The routes that can be used to inflict it upon someone are ingestion and injury. To explain what it is more specifically, think about how snake venom is harvested to use in the creation of antitoxins, but instead of using it to try and find cures, it is used to isolate the chemical responsible for it and make it usable by non lycans. To make it, you must have a sample from a lycanthrope and make a DC 25 skill check to make it. Creatures subjected to it are treated as inflicted lycans, and have to make a fort. save equal to the base save against that brand + 5 alchemical bonus. Before use, contact with the lycanthrope's mineral weakness (what pierces DR) negates it.
Cost: 15,000 gold, due to the creation process being unrefined.

Here's a spell that we're developing over at the GoUE.
Ritual of Shadow Bonding
CL: evil 7, sor/wiz 7
Casting time: 5 hours
XP cost (5000, maybe)
1d4 points of damage for 10 rounds, nothing can stop the completion of the ritual (last ten rounds).
V, S, M
Duration (after casting): instantaneous
Requirements
This ritual is related to the Ritual of Bonding, used by those who want ot become Acolytes of the Skin. This spell binds the soul of an outsider into the user's shadow, and is how the original shadow demons were created. The process makes the demon into a shadow demon, and they lose all powers they had before this. This merges part of the demon's soul with the soul of the summoner, and keeps the demon within 60 feet of the caster. The demon can't leave that area, and is physically stopped as if by a wall if it tries to pass that point. The demon acts as a guead and lackey to the summoner. For purposes of controlling the demon and dealing with them via magical means, treat as summon monster spell, except 1d6 days after being dispelled/dismissed by magical means. If the demon is killed/destroyed, the summoner takes 10d6 damage, from such a strong connection.
Requirements: requires finding a willing demon, making peaceful contact, and making a contract with it beforehand.
Material component: 10 souls (like the soul larvae in the BoVD)

Grafter's Friend:
(Enchantment)
5th level spell, Sorc/wiz/warmage/magic/druid 5
V,S,M
Casting time: 1 minute
Duration: Instantaneous
Range: (technically) Personal (actually would be the scroll focus)
SR: No from the spell, see special rules
This spell allows the caster to use a charge from a scroll, staff, or wand from a prohibited school or from a completely different type of magic. The restrictions are that this spell only uses one charge of the item per use, and they must still have a suitable caster level for the spell. For example, a 10th level wizard uses this spell to try and activate a scroll of true resurrection. For purposes of the spell, the wizard is treated as a 10th level cleric for attempting to use the item, except the wizard uses his/her intelligence score for any bonuses to checks. Any skills that could be used by the cleric would apply to casting to using the true resurrection scroll. Either way, the charge from the scroll is burnt up.
The reason it is of the enchantment school is because the spell is commonly used by those who enchant and create magical items or grafts.
Material component: the magical item used, the charge being burnt up after using the item.

by Wilds
Items are for Stormhand Federation

Headband of Infiltration This normal looking head band has a MindLink affect in it. This head band allows the wearer to forge Mindlink was 3 other willing creatures.

Mindlink: level 3 (augmented) x PL 6 x 1,800 = 32,400 base cost
Only useable by people wearing signthingy of the Federation - 30%

Final Price: 22,680

Seal of Persuasion When placed on a surface, the Symbol of Persuasion becomes active. But only targets beings that do not carry the Seal of the Stormhand Federation. And beings carrying a Seal of the Stormhand Federation do not set off a Symbol of Persuasion.

Symbol of Persuasion 11 x 6 x 50 = 3,300


Earing of Escape, Minor When touched and the command word spoken or thought. A Dimension Door spell is cast on the person wearing the earing. They chose distance and direction.

Dimension Door 7 x 4 x 1800 = 50400
Only usable by people same wearing Seal of the Stormhand Federation. - 30%
50 charges 1/2 base price

Final price:17,640

Earing of Escape, Major When touched and the command word spoken or thought. A Teleport spell is cast on the person wearing the earing.
The spell takes the person and any one who they are touching back to the Stormhand Federation. In the main entrance.

Teleport 9 x 5 x 1800 = 81,000
50 charges x1/2
Once per day x1/5
Only usable by people same wearing Seal of the Stormhand Federation. - 30%

Final Price:5670

by bgt
the snakewalker class
http://boards1.wizards.com/showthread.php?t=248334
From the library of the psionics foundation:
Powers
Brain safe:
This power is used by psions that acompany Illithid Slayers. It protects their brains:Level psion/wilder 4, PW 3
Display mental
Man time: 1 immidiate action
range: personal
target you
duration: 1 round
Power points: Psion/wilder 7 PW 5

This power makes you immune against all attacks that directly effect your brain.
It also gives a +2 on saves against mind affecting powers
Augement:
1) you can spend one extra pp to increase the bonus to save by one
2) You can spend one extra pp to increase duration by one round

Mobile brain
Psychometabolisme
Level psion/wilder 2/PW 2
Display mental
man time 1 immidiate action
range personal
target you
duration: 1 round
Power point cost: 3

Your brain has some mobility and can try to escape extraction
This power grants your brain a reflex safe against extraction by an Illithid. The save DC is 10 + Illithids classlevels + 4 (= 1/2 racial hd).

Augement:
For every 2 extra pps spent you gain a +1 to this save.

Dreamless
Telepathy (Compulsion) [Evil, Mind-Affecting]
Level: Telepath 4
Display: Mental
Manifesting Time: 1
Range: Medium (100 feet +10/level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7

The subject's brain functions are subtely altered so that the target cannot achieve a dream state. He is able to sleep, but not dream, allowing the use of related spells and psionics against the subject, but the subject themselves are unable to use psionics or magic the next day without their much needed mental downtime. All ability damage caused by this cannot be healed naturally until the subject gets a good night's sleep.

Dreamless cannot be dispelled, for a change is made directly to the workings of the brain itself, causing an extended condition. This affect can be removed by psychic chicurgery, reality revision, and similiar effects. Restoration, Heal, Greater Restoration, Bend Reality and Limited Wish remove the affliction. This can only be used if the subject is awake.

A second usage of this ability restores the brain to proper balance.

Over 8 days, the subject suffers more and more severe reprocussions from the lack of healthy sleep. Subjects that don't dream are unaffected by this power. Those who meditate instead of dreaming are still affected as they are blocked from the neccessary subconscious interaction to refresh themselves.


First day: The subject becomes edgy and tired, resulting in a the loss of a point of both intelligence and wisdom.
(Int -1, Wis -1, Cha -0)
Second day: The subject's adrenaline tries to make up for the lack of sleep, resulting in a +1 bonus to constitution and reflex saves. The mind however is even more weary, resulting in the loss of an additional point of intelligence and wisdom.
(+1 Con, Int -2, Wis -2, Cha -0, +1 Reflex)
Third day: The subject's adrenaline high wears off, and their entire body is weary with fatigue, resulting in 2 points of constitution, strength, dexterity damage. The subject also takes a -2 penalty on reflex saves. An additional point of intelligence, wisdom and charisma is lost. They also take a -1 to all skill checks.
(Str -2, Dex -2 Con -2, Int -3, Wis -3, Cha -1, -2 Reflex, -1 Skill checks)
Fourth day: The subject becomes both fatigued and shaken. Two additional points of intelligence, wisdom and charisma are lost. They also take a -2 to all skill checks. They also start to see things that are not there or feel sensations that do not truely exist.
(Str -2, Dex -2, Con -2, Int -5, Wis -5, Cha -3, -2 Reflex, -2 Skill Checks, Fatigued, Shaken)
Fifth Day: The subject becomes exhausted. Two additional points of intelligence, wisdom and charisma damage. They also take a -4 to all skill checks. They are continuously in the grip of illusions. The subject will panic once every hour unless they make a successful will save (DC 12).
(Str -2, Dex -2, Con -2, Int -7, Wis -7, Cha -7, -2 Reflex, -4 Skill Checks, Fatigued, Shaken)
Sixth Day: The subject must make a Will save (DC 10) or go insane. They also two additional points of intelligence and wisdom, and two points of charisma.
(Str -2, Dex -2, Con -2, Int -9, Wis -9, Cha -9, -2 Reflex, -4 Skill Checks, Fatigued, Shaken)
Seventh Day: The subject must make a Will save (DC 10) or go insane. Even if the save is made they are reduced to a gibbering wreck, unable to act in any way and are considered helpless.
(Str -2, Dex -2, Con -2, Int -9, Wis -9, Cha -9, -2 Reflex, -4 Skill Checks, Fatigued, Shaken)
Eighth Day: The subject falls into a coma, and dies 2d4 hours later, no will save.

Augment:

Augment: For every additional two power points spent this power affects another target, and the manifestation time increases by 1 round.

By Silmararien Aldaome
Holy Blood
Abjuration
Level: Good, 5
Components: VSM, DF
Casting Time: 10 Minutes
Range: Touch
Target: One Living Creature
Duration: 24 Hours
Saving Throw: Special
Spell Resistance: Yes

Description

When this spell is cast, the Cleric opens a portal to the Positive Material Plane, allowing the influx of life-giving energies to infuse the blood. For the duration of the spell, the subject's blood is bolstered by the protective powers of positive energy.

When Undead attempt to drink the subject's blood, the burning Holy Blood will damage Undead (1d6 + Caster Level per round, Fort Halves) burning them from the inside with Holy Blood. In addition to this, feeding requires an initial Will Save (DC=10+Spell Level+Ability Modifier) and concentration check (DC=10+1 per point of damage done) every round to continue feeding. For every additional round beyond the first, the assailant suffers -4 penalty, cumulative to the Concentration Check. The subject also receives the protection of taking only half the constitution drain, for the duration of the spell. If the subject is still under the effects of constitution drain absorbed by the spell, at the end of the spell's duration, they lose the protection afforded and must adjust their constitution score, downwards.

The spell was invented by the Drow of Eilistraee, during the period in history of the Undead invasions and assisted them to survive.
Ally's Summons

Vivomancy
Level: Cleric 6, Wizard 6
Components: V,S,M
Casting Time:
Target: 1 Ally + 1 Extra Person per 3 Caster Levels
Range: One Silverstarfire Metal Object per person (minimum of two required)
Duration: Until Used/Dispelled
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

When this spell is cast, the spellcaster infuses a piece of Silverstarfire metal with the Caster's cognitive signature. That signature is a unique combination of alignment, essence of the caster's beliefs, loves and hates. Upon casting the metal glows brightly with power from the Positive Material Plane as the caster's mental energies are imprinted upon the metal.

The token may be gifted to an ally. At their behest, the recipient may, in an instant, relay a summons, or send a call to the original caster. The effect is like a single-word mind-shout or gong in the head, that relays the impression of location, only to the caster and triggers a latent Teleport, upon the caster.

If the caster so chooses, she or he can Teleport, immediately, to the caller's location. There is no will save to refuse the summons; the caster may simply ignore the request.

posted by Blasphemous Revenant
I just got Libris Mortis today, and I'm excited to start working on my character and explore the many options expanded by this book. I'll introduce my horde in a little bit. For now, my latest creation:

Phylactery of Undead Rebuking: This item is a boon to any character able to rebuke and command undead, allowing him to do so as if his class level were four levels higher than it actually is.
Moderate necromancy [evil]; CL 10th; Craft Wondrous Item, 10th-level cleric; Price 11,000 gp.
Another one of my ideas.

Ring of Enlightenment: This ring of glittering quicksilver magically imparts knowledge to the wearer, whispering to his mind the answers to problems, suggestions of solutions, and additional thoughts for consideration. Creatures wearing this ring find that their mind is opened to a new and more complex way of thinking. This ring imparts a magical bonus to the wearer's Intelligence score, in the form of an enhancement bonus, depending on the power of the ring. The ring does not earn the creature extra skill points.
Moderate transmutation; CL 8th; Forge Ring, fox's cunning; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).

Darkness, Lesser
Evocation [Darkness]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell works like darkness, except it works more like regular darkness, rather than magical. Darkvision works normally, but nonmagical light sources, such as torches and lanterns, do not shed light in an area of lesser darkness. Light spells illuminate an area as normal.

Black Luminary, Lesser: This large (2-foot wide) stell half-orb sheds lesser darkness in a 20-foot radius around itself. The creator of the orb can choose to include a shutter that will block the darkness when closed.
Faint evocation; CL 1st; Craft Wondrous Item, lesser darkness; Price 1,000 gp.

Staff of Pestilence: This smooth black ebony staff allows use of the following spells:
- Slay Living (3 charges)
- Poison (2 charges)
- Contagion (1 charge)
- Bestow Curse (1 charge)
- Blindness/Deafness (1 charge)
Moderate necromancy; CL 9th; Craft Staff, blindness/deafness, bestow curse, contagion, poison, slay living; Price 52,050 gp.

Infernal Manuscripts: These twin papyrus scrolls are inscribed with ancient tales and cryptic prophecies by an anonymous, almost-certainly insane author. Despite their dubious accuracy, the manuscripts contain many useful description of the Evil outer planes and their residents, and grant the possessor a +5 competence bonus on any Knowledge (the planes) check she makes that deals with an Evil plane or an Evil extraplanar creature, as long as the scrolls are in her possession and the character can take 1d4 rounds to find the proper reference.
Moderate divination; CL 10th; Craft Wondrous Item, Knowledge (the planes) 5 ranks; Price 2,500 gp; Weight 2 lb.

Make Hollow
Necromancy [Evil]
Level: Clr 5, Drd 5, Sor/Wiz 5
Components: V, S, M, F
Casting Time: 1 hour
Range: Close (25 ft. +5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell animates the skin of a corpse, creating a hollow creature. To perform the spell, the skin of a natural creature is flayed and sewn back together with the creature's insides. The remains are then burned on a desecrated pyre. The disconnected spirit of the creature finds itself forced to stay with the remains of its body. After animating the skin, a newly hollowed creature seeks to refill its insides with the flesh of any other living creature that it can tear apart and stuff into its maw.
Creatures created by this spell are not immediately under the control of the spellcaster who created them. You cannot create a hollow creature with more hit dice than you have caster levels.
Material Component: A pyre under the effects of a desecrate spell. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

Animate Swarm
Necromancy [Evil]
Level: Clr 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Mass of corpses of the appropriate type
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell works like animate dead, except you animate a swarm of undead creatures. You can animate a bloodmote cloud, bone rat swarm, or corpse rat swarm, depending on the type of creature and the condition of the corpses. The swarm is created under your control, and it counts against the number of undead you can control with animate dead and similar spells, but the swarm is counted as though its hit dice are halved for this purpose.
In all other cases, this spell is as the animate dead spell. This spell may be allowed to create other undead swarms as the DM sees fit.
Material Component: Black onyx gem worth at least 25 gp per Hit Die of the undead swarm. The magic of the spell turns the gem into a worthless, burned-out shell.

Example:
Valde the Necromancer wants to create a corpse rat swarm. Since the swarm has 8 HD, he must spend 200 gp on a black onyx gem. He then casts animate swarm, animating a mass of undead rats under his control. The corpse rat swarm counts against the 40 HD of undead he can control from animate dead and similar spells and effects (he's CL 10). But the swarm only counts for 4 HD instead of 8 for being a swarm
Lady Rolindin

03-30-06, 12:29 AM
submitted by gabrion
Originally Posted by Dragon 325 Holy Mount [General]
Your mount is a divine gift.
Prerequisites: Ability to gain a paladin special mount, any other divine spellcasting class level 1st.
Benefit When determining the abilities of your paladin special mount, you can combine the levels of your paladin class with those of your other divine spellcasting class. For example, a 5th level paladin/3rd level cleric with this feat grants his paladin special mount abilities as an 8th level paladin.

Improved Followers:
Prerequisites: Leadership
Benefit: When a character with this feat chooses to trade in followers, the maximum level of followers they can acquire is 3/4 their level.
Normal: Without this feat, the highest level characters that can be acquired through trade in is 1/2 the PC's level.
Talisman of Animal Growth
This small acorn shaped piece of metal has a very strange quality about it; when held in the hand it seems to take up more space than it looks like it should. When the master of an animal companion speaks a command word and touches their animal companion with the talisman, the nature of the item becomes more apparent. Once per day the talisman allows a character with an animal companion to affect their compainion with the expansion power, augmented to increase the animal by two size categories and last 10 min/level (90 minutes).
Moderate psychometabolism; ML 9th; Craft Universal Item, expansion, Price: 1 (Power level) * 9 (Manifester Level) * 1,800 (Command Word) * 1/5 (usable 1x/day) * 7/10 (Only usable by animals)=2,268 gp.

submitted by Von Crown
VAERMYL

-Type: Humanoid (Vaermyl)
- Medium: As Medium creatures, vaermyl have no special bonuses or penalties due to their size.
- Vaermyl base land speed is 30 feet, plus a climb speed of 30 feet when hands and feet are uncovered (see wall climbing)
- Tomb-tainted soul as a bonus feat at 1st level.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Any. When determining whether a multiclass vaermyl takes an experience point penalty, his or her highest-level class does not count.

Vaermyl have a number of other unusual traits, as determined by gender. In addition, all vaermyl are immune to acid.

Female:
Light Sensitivity: Abrupt exposure to bright light (such as sunlight) blinds you for 1 round. On subsequent rounds, you take a -1 penalty on attack rolls, Search checks, and Spot checks as long as you remainin the affected area.

Thin Skin: Vaermyl take an additional 3 points of damage from all attacks.
Multiple Arms: As a creature with more than two arms, a vaermyl gains a +4 racial bonus on Climb checks and grapple checks. For the purposes of combat, both extra arms are treated as ?off hands? (that is, you still have only one primary hand).In addition, a vaermyl can make one claw attack per five points of attack bons (maximum 4) that deal 1d6 points of slashing damage. As secondary natural weapons, a vaermyl's claw attacks all suffer a -5 penalty to attack rolls. A vaermyl's claws are treated as natural weapons and do not provoke attacks of opportunity. Having claws does not adversely affect a vaermyl's manual dexterity.

Wall Climbing: As long as a vaermyl's hands and feet are uncovered, they can climb perfectly smooth, flat, vertical surfaces at their base land speed. In addition, they gain a +4 racial bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely.
They also gain a +4 racial bonus on Balance checks when moving a cross a slippery surface. Wearing any kind of footwear negates this bonus.

Tail Sting: A vaermyl has a pehensile tail tipped with a wicked-looking barbed stinger. This prehensile tail grants a +2 racial bonus on Balance checks. It can also grasp and manipulate a simple object up to one size category smaller than the creature?s size category. The prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control.
A vaermyl can 'hang' from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. It's sharp stinger deals 1d6 points of piercing damage. If the vaermyl gets multiple attacks in a round, it can sting multiple times. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. In addition, the stinger injects poison into the target, requiring the target to make a fortitude save (DC=10+1/2 the vaermyl's hit dice+the vaermyl's constitution modifier) or take 1d4 points of strength and dexterity damage. In addition, they must save 1 minute later against the same DC or take 1d6 points of strength and dexterity damage.


Male:
Chitin Plates:A male vaermyl has a +3 natural armor bonus to AC.

Thin Skin: Vaermyl take an additional 3 points of damage from all attacks.

Massive: A male vaermyl is quite large (about 8 feet tall), and are capable of using this to their advantage. They function in many ways as if they were one size category larger. Whenever they are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger when it is advantageous to them. They are also considered to be one size larger when determining whether special attacks based on size (such as improved grab or swallow whole) can affect them. They can use weapons designed for a creature one size larger without penalty.

Resistance
A male vaermyl has fire and electricity resistance 10


NOTE: I based the Vaermyl off of humans, then used mutation rules from the d20 srd, with a rew other things as well. (Immunity to acid, locked-in feat that can be a hindrance as often as a help, and removed skill points). If you don't know, Tomb-Tainted Soul causes you to be healed by negative energy and harmed by positive energy like an undead creature.

VAERMYL BRUTE

-Type: Humanoid (Vaermyl)
- Large Size
- Vaermyl base land speed is 40 feet, plus a climb speed of 30 feet when hands and feet are uncovered
- Tomb-tainted soul as a bonus feat at 1st level.

Chitin Plates:A male vaermyl has a +3 natural armor bonus to AC.

Thin Skin: Vaermyl take an additional 3 points of damage from all attacks.

Massive: A vaermyl brute is quite large (about 14 feet tall), and are capable of using this to their advantage. They function in many ways as if they were one size category larger. Whenever they are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger when it is advantageous to them. They are also considered to be one size larger when determining whether special attacks based on size (such as improved grab or swallow whole) can affect them. They can use weapons designed for a creature one size larger without penalty.

Resistance: A male vaermyl has fire and electricity resistance 10

- Abilities: STR +8, DEX -2, INT-4

- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Any. When determining whether a multiclass vaermyl takes an experience point penalty, his or her highest-level class does not count.
Level Adjustment: +1
submitted by Zombomaniac
I have two feats and two items.

Great Warrior [General]

You have spent such time in battle that you have surrpased you yars in power.
Prequerments: BaB +3
Benefits: Gains a +3 to BaB.
Special: This Feat can be gained multiple times, the effects stack. This increase in BaB counts toward qualifing for PrCs.

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Wise Leader [General]
Your great insight and Wisdom attrack a greater number of followers
Prequerments: As Might Makes Right, but Wisdom instead of Strength.
Benefits:As Might Makes Right, but Wisdom instead of Strength.
Special: As Might Makes Right, but Wisdom instead of Strength.

(can someone post Might Mkes Right so that I can post this properly)


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Pendent of the Magic Hater
This Pendant allows the wearer to cast Antimagic Ray as a 10th level caster 3 times per day.
Strong Abjuration, CL 12, Craft Wonderus Item, Antimagic Ray, Price ??? gp, weight -
Great Warrior [General]

You have spent such time in battle that you have surrpased you yars in power.
Prequerments: BaB +2
Benefits: Gains a +3 to BaB for the pruposeses of qualifying for PrCs.
Special: This increase in BaB does not actualy increase a Character's BaB, but makes it much easier to qualify for a PrC.

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Pause Spell [Metamagic]
You are adapt at elluding even the greatest attempts at stopping your magic.

Benefits: Any spell this feat is applied to is able to avoid dispell attempts and antimagic effects.
When ever a spell with this feat applied to it is the target of a dispell attempt instead of being dispelled the spell vanishs for a number of rounds equal to the spell's acctual level. At the end of the paused rounds the spell reappears and carries out it effect to the best of its abilities.
For example:
A Paused Fireball is cast at a Wizard and the Wizard dispells it. Instead of dispelling it vanishes for three rounds. At the end of these rounds it reappears and continues on to land in the area it would have landed in and deals damage to anything in the area as normal.

When a spell with the Paused Spell feat applied to it enters a Antimagic Field or falls under similar effect just as when a paused spell is "dispelled" this Paused spell "pauses" and then "unpauses" when it leaves the anitmagic field/effect or the field/effect stops.
For example:
1. A Paused Lightning bolt spell is cast into a Antimagic Field, once it enters the field it "pauses" and when the field goes inactive the Paused Lightning bolt unpauses and continues it's effect as best as it can.
2. A Paused Bull's Strenth is cast on a Fighter and this Fighter enters a Antimagic Field. While in the field the spell is inactive. This Fighter then leaves the field shortly after and the spell becomes active again.

Aswell if a paused spell is cast on someone in an Antimagic Field or simmaler effect then the spell is paused right then and when the field/effect goes inactive or the target leaves the field/effect then the spell unpauses and the spell is then to act normally.
For example:
The spell Harm is cast on someone in a Antimagic Field, the spell pauses and then when the target leaves the field or the field goes inactive then the Harm spell activates.

The proccess of "vanishing" looks much like the proccess of dispelling. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is not dispelled.
The procces of "pausing" lokes much the same as a spell normally would when entering a Antimagic Field or falling under simmaler effect. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is Paused.
Time spent "vanished" or "paused" does not count against the spell's duration.
A spell with this feat applied to it takes up a spell slot one level higher.

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Antimagic Generator
This object is 1 foot high and 1/2 a foot from side to side. It has Gems of varying size on its sides and a large Diamond on the top.
This item when activated, by turning the Diamond, creates a field of Antimagic as the Spell, but with a range of 60 feet centered on the generator and the generator itself is immune to the effects of the field.
Turning the Diamond turns the generator off as well as on.
Antimagic Generators are unique items whos secrets of construction are know only by the Wandering Sage (See below).
Strong Abjuration, CL 15, Craft Wonderus Item, Antimagic Field, Price ??? gp, weight 2 lb.

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Pendent of the Magic Hater
This Pendant allows the wearer to cast Antimagic Ray as a 10th level caster 3 times per day.
Strong Abjuration, CL 12, Craft Wonderus Item, Antimagic Ray, Price ??? gp, weight -

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Altered Great Warrior again and added in a new feat.

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Wandering Sage

The Wandering Sage is a man of great knowledge and apparent immortallity as he has appeared and vanished thoughout History and from deminsion to deminsion. Little is known of him, but he is always a fountian of knowledge and heralds a better future ofr those he meets. He is most commonly seen as a old Human of venerable age, normally wearing the clothes of a Wizard, but never carring books or scrolls. He has brought many inventions to Tyranor and just as many people. No one knows how, but he some how knows how to come and go from Tyranor as he wills. Many believe that he was the first being to enter Tyranor and some think he will be the last to see it before what he calls "The Fall of the Nexus."
Advanced Entrance [General]

Your devotion to a cause and way of life has allowed you to enter into thse groups with greater ease.
Prequerments: BaB +2
Benefits: Gains a +3 to BaB for the pruposeses of qualifying for PrCs.
Special: This increase in BaB does not actualy increase a Character's BaB, but makes it much easier to qualify for a PrC.

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Pause Spell [Metamagic]
You are adapt at elluding even the greatest attempts at stopping your magic.

Benefits: Any spell this feat is applied to is able to avoid dispell attempts and antimagic effects.
When ever a spell with this feat applied to it is the target of a dispell attempt instead of being dispelled the spell vanishs for a number of rounds equal to the spell's acctual level. At the end of the paused rounds the spell reappears and carries out it effect to the best of its abilities.
For example:
A Paused Fireball is cast at a Wizard and the Wizard dispells it. Instead of dispelling it vanishes for three rounds. At the end of these rounds it reappears and continues on to land in the area it would have landed in and deals damage to anything in the area as normal.

When a spell with the Paused Spell feat applied to it enters a Antimagic Field or falls under similar effect just as when a paused spell is "dispelled" this Paused spell "pauses" and then "unpauses" when it leaves the anitmagic field/effect or the field/effect stops.
For example:
1. A Paused Lightning bolt spell is cast into a Antimagic Field, once it enters the field it "pauses" and when the field goes inactive the Paused Lightning bolt unpauses and continues it's effect as best as it can.
2. A Paused Bull's Strenth is cast on a Fighter and this Fighter enters a Antimagic Field. While in the field the spell is inactive. This Fighter then leaves the field shortly after and the spell becomes active again.

Aswell if a paused spell is cast on someone in an Antimagic Field or simmaler effect then the spell is paused right then and when the field/effect goes inactive or the target leaves the field/effect then the spell unpauses and the spell is then to act normally.
For example:
The spell Harm is cast on someone in a Antimagic Field, the spell pauses and then when the target leaves the field or the field goes inactive then the Harm spell activates.

The proccess of "vanishing" looks much like the proccess of dispelling. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is not dispelled.
The procces of "pausing" lokes much the same as a spell normally would when entering a Antimagic Field or falling under simmaler effect. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is Paused.
Time spent "vanished" or "paused" does not count against the spell's duration.
A spell with this feat applied to it takes up a spell slot one level higher.

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Surprise Cube
A Surprise Cube is one inch from top to bottom and left to right.
The Cube, by design, can hold certian types of spells within them and has a delaying effect that can throw off unknowing opponents.

The Cube can hold in it only spells with a duration of Instantaneous and a area effect (Fireball, Lightning bolt, Shout, etc).
Surprise Cupes can hold only one charge , but can be refilled as one would a wand or staff. Once a spell is placed within a Cube it remains inactive till activated.
Once activated the cube will release the spell three rounds after activation.
If placed with/under the effect of Antimagic than the Cube's countdown pauses and resumes again once it leave the effected area.

? ?, CL ??, Craft Wonderus Item, Spell to be placed with Cube, Price ?? gp, weight -

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Bombardment Box
This small Cube is activated by a command word.
Once activated the Box will release five Magic Missles, as the spell, from it one turn after activation. These missles will seek out the clostest target to them. Any missles that can mot reach a suitable target are wasted.
If someone within the range of the Box is killed by the force of 4 missles then weither the fifth had chosen that being as a target or not the fifth missle selects a different target.
Even the person who activates the Bombardment Box can be target of its missles.
Weak Evocation, CL 9, Craft Wonderus Item, Magic Missle, Price ?? gp, weight -
Power Storage Unit
A tube of warm orange liquid that smells of ozone.
Raimoyu is an alchemical substance harnessed by Dauthaar craftsmen for it's ability to hold an electric charge. These may be connected to some other items through special wiring costing 20 gp per foot. It takes a swift action to transfer charge froma storage unit to an item or vice versa. Some items can have storage units loaded directy into them, in this case no action is required to transfer power from the unit to the item, but it usually takes at least a move-equivalent action to load the unit.


Type Storage Cap Flow Cap Craft (Alchemy) DC
I 10 5 15
II 25 15 20
III 50 25 25
IV 100 50 30
V 200 100 40
+I +100 +50 +10

Storage Cap: The unit's maximum total charge stored.
Flow Cap: The maximum amount of charge gain per round.
Craft (Alchemy) DC: The DC required to make that type. Cost is equal to 50 gp times the type (100 gp for Type II, 500 gp for a Type X, etc.)


Type Diameter Length Weight
I 1 in. 5 in. 0.25 lbs.
II 3 in. 7 in. 0.50 lbs.
III 5 in. 9 in. 0.75 lbs.
IV 7 in. 11 in. 1.00 lb.
V 9 in. 13 in. 1.25 lbs.
+I +2 in. +2 in. +.25 lbs.


Volt Gauntlet
These gauntlets are made of a hard black metal. Several spikes protrude from various points, and small pipes along the inside are full of an odd orange liquid.
The wearer of these spiked gauntlets gains resistance to electricity 10. Whenever electricity damage to the wearer is prevented, the gauntlet gains an equal amount of charge, to a maximum of 25 charge, at which point the gauntlet no longer grants electricity resistance. The wearer may, as an attack action, spend 5 points of charge from this item to make a special ranged touch attack out to 10 ft. that deals an amount of electricity damage equal to the wearer's unarmed strike damage. In addition, feats or class abilities that funtion through an unarmed strike may also function through this attack. This item may be attached to external power storage units with wiring as detailed in that item's description.
weak evocation and abjuration, CL?, Craft Wondrous Item, Shocking Grasp, Resist Energy, Creator must be able to supply enough Raimoyu equivalent to a Power Storage Unit Type II, price ???, weight 1.5 lbs.

Submitted by Tenzhi
Endure Elements

Abjuration
Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth."

It may be moot anyway, as even if it's only 1,000 GP I don't have quite enough to get it.
wizard/ranger/bards class from dragon mag
Lady Rolindin

03-30-06, 12:35 AM
Submitted by Lady rolindin


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This is from Dragon August 2003
Roles of the Wild by Rich Redman
As a class of Dunfeons & Dragons, the ranger clearly has his roots in Aragoen fromm J. R. R Tolkien's Lord of the Rings, the class has grown. Now it has a life of its own, and no edition of D&D would be complete witout it.
Rangers are peotectors of the wilderness. Although the class description given in the players handbook mentions forests, rangers are found in every type of terrain, including the underdark and beneath the seas.
Rangers are hunters, scouts, pathfinders, trackers, and explorers. While they lack a fighters feata, a paladins divine powers, or a barbarians rage, rangers have their own combat styles and a canny ability to use terrain to their best advantage, Of all the classes, only rogues can even hope to match the scouting abilities of the ranger.

Skill Points: a mighty 6+ Int modifier sets the ranger above barbarians, druids, and monks. Animal empathy is no longer a skill, and intutit Direction is gone as well, but rangers now get Knowledge (dungeoneering) as class skills and Knowledge (geography).

Ranger Backgrounds
Rangers are self-sufficient characters that work with other rangers and individuals from other claees because they see a need to do so. As a resulty, they have no particular bias for law or chaos. some rangers prefer hierarchical oeganizations, rules, and teamwork. Others perfer to use their own initiative and work primarily alone. Rangers are usally from rural environments (but see urban Rangers below). These communities are not as wild or isolated as barbarian communities, but they are mich closer to and part of the natural world than coties. Rangers generally grow up aware of nature's rich, complex web of life alongside that of civilization.

Urban Rangers
There are those whose keen sense and combat skills kead them down a path similar to that of traditional rangers, but they roam the mean streets of the city rather than the wilderness. These characters are likely to br officers of the watch, bounty hunters, or spies.
To play an urban ranger, use the rules from the ranger class description in chapter 3 of the Player's Handbook. Every rule mentioned there also applies to an urban ranger. With your dm's permission, however, you can adopt a few modifications desgned to make your character more effective in an urban environment:
Change class skills by swapping Knowledge (geography) for Knowledge (local), and Knowledge (nature) for gater information.
Trade the track feat for the stealthy feat.
Take an organization or culture rather than a creature type as a favored enemy. for example, you might choose the nameless Legion, which would allow you to use your favored enemy bpnuses against mercenaries who belong to that organizatiopn, but not to other mercenaries. Be sure to make such choices in concert with your dm or you could end up with a favored enemy you never encounter.
Swap out a few ranger spells for bard spells of equal level. some trades to be consider include detect snares and pits for detect secret doorsm, speak with plants for detect thoughts, plant growth for phantom steed and tree stride for dimension door. You might want to see if your dm will allow trades from different class lists as well, but don't expect to get chain lighting out of it.

Class combos
the revision makes it less likely that any class will "cherry Pick" other classes, only taking the first level for its benefits. Instead, characters are likly to continue multiclassing for extended periods because the combinations fit the players vision of the character. Paladins and monks, because of tgier restrictions on multiclassing are least likely to make class combos, and arn't covered here.

Ranger/Bard
The ranger and bard are similar in sererval ways. There is very little difference in their average hit points. Both get the same number of skill points ar each level. They even have skills in common. Rangers have a more favorable attack bonus progression and a more favorable fortitude saving throw progression. Bards have a more favorable will save orogression and begin casting spells sooner. With their combined access to hide and move silently and their very high reflex saving throw bonuses, these characters often make excellent scouts, returning to the party with news of what lies ahead, bardic knowledge related to the threat, and some ideas on hpw their abilities can enhance the rest of the party while dealing wit it.
Gnomes are more likely to favor this combination than any other race. Because they treat gnome hooked hammers as martial weaponsm gnome ranger/bard are slightly more likely to take the melee combat style
hd d8 skill points(6+int)*4 (after 6+int)
Character Choices
these characters spend skill points from both classes on climb(str). concentration (con), hide (dex), and move silently (dex0. additional ranger skill points are spent on ride and survival. Addotional bard skill points are spent on perform and knowledge (history) untill thr character has 5 ranks in the latter for the boost it gives to bardic knowledge checks. they divide remainingf skill points between knowledge (dungeoneering), knowledge (geography), and knowledge (nature) over ensuing levels.
Because of their light armor and lower average hiy points, characters using this combination often pursue the ranged combat style. They rarely choose constructs, elmentals, plants, or undead as favored enemies, but otherwise display a wide variety of choices. small characters choosing this combination most often seek animal companions they can ride and that are capable of defending the character. Bigger characters seek animal companions with strong fughting abilities.

Bard/ Ranger

(1 Level) (2 Bab) (3Fort) (4Ref) (5Will) (6 abilities and (recommended feats)
1 brd1 +0 +0 +2 +2 6 Bardic misic, bardic,knowledge, Counter song, fascnate, inspire courage +1, 0 level bard spells, feat(dodge)
2 brd1/rgn1 +1 +2 +4 +2 1st favored enemy, track, wild empathy
3 brd2/rgn1 +2 +2 +5 +3 1st level bard spells, feat (point blank shot)
4 brd3/rgn2 +3 +3 +6 +3 combat style (ranged), ability increase
5 brd3/rgn2 +4 +4 +6 +3 inspire competence
6 brd3/rgn3 +5 +4 +6 +4 endurance, feat (precise shot)
7 brd4/rgn3 +6 +4 +7 +5 2nd level bard spells
8 brd4/rgn4 +7 +5 +8 +5 animal companion, 1st level ranger spells
9 brd5/rgn4 +7 +5 +8 +5 feat (mobility)
10 brd5/rgn5 +8 +5 +8 +5 2nd favored enemy
11 brd6/rgn5 +9 +6 +9 +6 suggestion
12 brd6/rgn6 +10 +7 +10 +7 improved combat style, feat (shot on the run)
13 brd7/rgn6 +11 +7 +10 +7 3rd level bard spells
14 brd7/rgn7 +12 +7 +10 +7 woodland stride
15 brd8/rgn7 +13 +7 +11 +8 inspire courage +2, feat (far shot)
16 brd8/rgn8 +14 +8 +12 +8 swift tracker, 2nd level ranger spells
17 brd9/rgn8 +14 +9 +12 +8 inspire greatness
18 brd9/rgn9 +15 +9 +12 +9 evasion, feat (spring attack)
19 brd10/rgn9 +16 +9 +13 +10 4th level bard spells
20 brd10/rgn10 +17 +10 +14 +10 3rd favored enemy

Ranger/ cleric
the ranger/cleric makes a solid undead hunter, choosing undead as his favored enemy and combined favored enemy bonuses with feats like two weapon defense and favored power attact. His high fortitude and will saving throw bonuses prepare him to succeed at saving throws invoked by undead abilities. Even more than druids or paladins, this combination makes a fine secondary healer for a party.
this combination offers an excellent fortitude saving throw bonus with good reflex and will saving throw bonuses, access to spells and the ability to turn or rebuke undead. such characters bas attack bonus progressions are slow compared to a single class ranger and never get a cleric high level spells or a rangers high level abilities. They benefit from a rangers broad weapon proficiencies, but not from the clerics access to heaver armor. Fortunately, their hit points equal either a single class cleric or a single class ranger.

character choices
Characters choosing this combination use skill points from both classes to buy ranks in heal. Additional cleric skill points also go into knowledge (religion)(int) for the boost it gives to attempts to turn or rebuke undead. Additional ranger skill points go into concentration, handle animal (cha), knowledge (nature) (int), survival (wisd), and eother knowledge (dungeoneering)(int) or knowledge (geography)(int).
the ranger/ cleric often chooses undead as its favored enemy and repeats that choice at 5th and 10th level to increase the bonuses. Characters are evenly divided on which combat style is best, since composite longbiws do as much damage as most one=handed melee weapons and undead ignore critical hits. they choose feats that support their combat style, and also take self-sufficient. The example progression on page 61 follows the melee combat style, and often chooses a light spiked shield as its off-hand weapon. Anomal companions that can dish out large amounts of melee damage are often favored by this class, particularly bears and lions.
When choosing spells, characters with this combination prefer spells that aren't opposed by spell resistance since they will never have the caster level of a single class cleric. spells that affect the caster or casters allies are favored, particularly those with instantaneous durations since they are unaffected by caster level. Strong domain choices include air, death, destruction, evil, fire, good, healing, knowledge, magic, plant, peotection, strength, sun, travel,trickery, and war. Mostcommon are healing, protection, strenght, or war.

cleric /ranger

level class levels(1) bab(2) fort(3) ref (4) will(5) abilities and (recommended feats)(6)
1 clr +0 +2 +0 turn or rebuke undead, o level cleric spells feat (dodge)
2 clr1/rgn1 +1 +4 +2 +2 1st favored enemy, track, wild empathy feat
3 clr2/rgn1 +3 +5 +2 +3 feat(mobility)
4 clr2/rgn2 +3 +6 +3 +3 combat style (melee)
5 clr3/rgn2 +4 +6 +4 +3 2nd level cleric spels
6 clr3/rgn3 +5 +6 +4 +4 endurance, feat (two weapon defence)
7 clr4/rgn3 +6 +7 +4 +5
8 clr4/rgn4 +7 +8 +5 +5 animal companion, 1st level ranger spells
9 clr5/rgn4 +7 +8 +5 +5 3rd level cleric spells, feat (improved favored enemy)
10 clr5/rgn5 +8 +8 +5 +5 2nd favored enemy
11 clr6/rgn5 +9 +9 +6 +6
12 clr6/rgn6 +10 +10 +7 +7 improved combat style, feat (spring attack)
13 clr7/rgn6 +11 +10 +7 +7 4th level cleric spells
14 clr7/rgn7 +12 +10 +7 +7 woodland stride
15 clr 8/ rgn7 +13 +11 +7 +8 feat (power attack)
16clr8/rgn8 +14 +12 +8 +8 swift tracker, 2nd level ranger
17 clr8/rgn8 +14 +12 +9 +9 5th level cleric spells
18 clr9/rgn9 +15 +12 +9 +9 evasion, feat (favored power attack)
19 clr10/rgn9 +16 +13 +9 +10
20 clr10/rgn10 +17 +14 +10 +10 3rd favored enemy

Ranger/Druid
Where barbarian/ druid ebodies natures fury unleashed, the ranger druid demonstrates the cunning of nature's wiliest hunters and natures infinite patience. with a broad selection of spells, they typically take natural spell so they can cast while in wild shape. The ranger gives up some skill points and base attack bonuses progression, but gains druid spells and loses no hit points. the combunation gets both druid and ranger spells, but also has some overlapping abiliters that do not stack (wild empathy and woodland stride).
fortunately, a druids animal companion ability an a rangers animal companion ability stack for the purposes of determining the power of an animal companion. the druid class cannot use metal armor, but this suits the rangers combat style restriction on armor.

Character choices
characters who pursue this class combination generally focys their skill points on concentration, knowledge (nature), and survival. Additional druid skill points go to spellcraft (int). additional ranger skill points go tp hide (dex), move silently (dex), and either knowledge (dungeoneering) (int9 or knowledge (geography (int). the druid/ranger is most comfortable in the grwat outdoors and prefers the ranged combat style and the feats that support it for their lethality at distances. Their favored enemies are often some type of humanoid or gaints. Dwarfs and gnomes who follow this combination prefer gaints as their favored enemy, enhancing racial benefits against those foes. Covering long distances is important ti thes characters, so they most often choose riding animals appropriate to their size as animal companions

level bab(1) for (2) ref (3) will(4) abilities and (recommended feats)(5)
1 rgn +1 +2 +2 +0 1st favored enemy, track, woild empathy feat (dodge)
2 rgn1/drd1 +1 +4 +2 +2 animal companion, natural sense, wild em[pathy, 0level and 1st level druid spells
3 rgn2/drd1 +2 +5 +3 +2 combat style, feat (mobility)
4 rgn2/drd2 +3 +6 +3 +3 woodlandstride
5 rgn3/drd2 +4 +6 +3 +4 endurance
6 rgn3/drd3 +5 +6 +4 +4 trackless step. 2nd level druid spells feat (point blank shot)
7 rgn4/drd3 +6 +7 +5 +4 1st level ranger spells
8 rgn4/drd4 +7 +8 +5 +5 resist natures lure
9 rgn5/drd4 +8 +8 +5 +5 2nd favored enem, feat (shot on the run)
10 rgn5/drd5 +8 +8 +5 +5 wild shape(1/day) 3rd level druis spells
11 rgn 6/drd5 +9 +9 +6 +6 improved combat style
12 rgn6/drd6 +10 +10 +7 +7 wild shape(2/day), feat(natural sepll)
13 rgn7/drd6 +11 +10 +7 +7
14 rgn7/drd7 +12 +10 +7 +7 wild shape(3/day). 4th level druid spells
15 rgn8/drd7 +13 +11 +8 +7 swift tracker, 2nd level ranger spells, feat (mounted combat)
16 rgn8/drd8 +14 +12 +8 +8 wild shape large
17 rgn9/drd8 +15 +12 +8 +9 evasion
18 rgn9/drd9 +15 +12 +9 +9 venom imminity, 5th level driud spells, feat (mounterd arachery)
19 rgn10/drd9 +16 +13 +10 +9 3rd favored enemy
20 rgn10/drd10 +17 +14 +10 +10 wold shape (4/day)

Ranger/Fighter
the ranger fighteris a combination for characters who care more for combat prowess than for spellcasting or animal companions. this class combination essentially trades skill points for feats. characters that pursue this combination will never be as skilled as other rangers, but they will possess significantly more feats. combined woth the rangers combat stlye, this makes for a deadly combatant.
while they can be stealthier than fighters, they aren't as stealthy as single-class rangers. their srtrenght lies in the fact that very few obstacles represent more than a delat to them ,as what they can't climb or jump over, they can swim across. the fighter class provides additional hit points, as well as fughter bonus feats. of all the races, dwarfs are the most likely to pursue this combination. dwarf ranger/fighters typically mate the melee combat style with the dwarfven urgrosh or with a shield and dwarven waraxe.
character choices
this class combination usally spends fighters skoll points on climb (str) and swim (str). ranger skill points go to hide (dex), survival (wis), and either knowledge (dungeoneering) (int), knowledge (geography (int), or knowledge (nature) (int).
in order to take advantage of the rangers combat stylem, these characters cannot take advantage of the fighters proficiency with all forms of armor. the two classes are equally proficient with weapons. the slight edge in hit points given by the fighters larger hit die means this combination is more likely to follow the melee combat style. no favored enemy is more commonly chosen than another. the ranger/fighter favored animals are often flying creatures, as many others cannot handle the rugged terrain this combination travels.
fighter /ranger
level bab (1) fort (2) ref (3) will (4) ablitities and (recommended feats) (5)

1 ftr +1 +2 +0 +0 feat(ironwill), bonus feat (combat expertise)
2 ftr1/rgn1 +2 +4 +2 +0 1st favored enemy, track, wild empathy
3 ftr2/rgn1 +3 +5 +2 +0 feat (power attack), bonus feat (improved disarm)
4 ftr2/rgn2 +4 +6 +3 +0 combat stlyle
5 ftr3/rgn2 +5 +6 +4 +1
6 ftr3/rgn3 +6 +6 +4 +2 endurance, feat (weapon focus)
7 ftr4/rgn3 +7 +7 +4 +2 bonus feat (weapon specialization)
8 ftr4/rgn4 +8 +8 +5 +2 anamal companion, 1st level ranger spells
9 ftr5/rgn4 +9 +8 +5 +2 feat (cleave)
10 ftr5/rgn5 +10 +8 +5 +2 2nd favored enemy
11 ftr6/rgn5 +11 +9 +6 +3 bonus feat (great cleave)
12 ftr6/rgn6 +12 +10 +7 +4 improved combat style, feat (two weapon defense)
13 ftr7/rgn6 +13 +10 +7 +4
14 ftr7/rgn7 +14 +10 +7 +4 woodland stride
15 ftr8/rgn7 +15 +11 +7 +4 feat(greater weapon focus) bonus feat (improved sunder)
16 ftr8/rgn8 +16 +12 +8 +4 swift tracker. 2nd levl ranger spells
17 ftr9/rgn8 +17 +12 +9 +5
18 ftr9/rgn9 +18 +12 +9 +6 evasion, feat (diehard)
19 ftr10/rgn9 +19 +13 +9 +6 bonus feat (combat reflexes)
20 ftr10/rgn10 +20 +14 +10 +6 3rd favored enemy

Ranger/ Rogue
the ranger /rouge is second in comabt prowess only to the ranger/fighter and has the potentail to inflict a great deal more damage thanks to sneak attack damage and the two classes shared expertise in steath. ranger/rogues give monsters nightmares. this combination puts the ranger in the odd position of being the class that reduces the characters skill points. overall the combination gets more hit points than a single-class rogue and more skill points than a single-class ranger. it has good fortitude saving throw bonuses, very good reflex saving throw bonuses, and access to ranger weapons. the ranger limitation to light armor is no drawback for the rogue, who wants light armor to avoid armor penalities. this nimble, stealthy combination makes for an excellent hunter and scout.

Character choices
characters pursuing this combination focus on stealth, specifically hide (dex) and move silently (dex), spending skill points from both classes on those skills. Additional rogue skill points go to climb (str), jump (str), listen (wis), spot (wis), tumble (dex), use magic device (cha), and use rpoe (dex). additional ranger skill points go to knowledge (dungeoneeriong) (int), knowledge (geopraphy ) (int), knowledge (nature) (int) and survival (wisd).
because of the combination's relatively low hit points, most characters pursuing it follow the ranged combat style and chooose feats to accent that. most characters do not choose constructs, elementals, plants, or undead as favored enemies since these are uneffa=ected by the ranger/ rogue sneak attack daMAGE. ANIMAL COMPANIONS ARE OFTEN FLYING (for thier scouting abilities), or feline (for thier stealth).

ranger rouge

level bab(1) fort (2) ref (3) will (4) abilities and (recommended feats) (5)
1 rgn1 +1 +2 +2 +0 1st favored enemy, track, wild empathy, feat (iron will),
2 rgn1/rog1 +1 +2 +4 +0 sneak attack +d6, trapfinding
3 rgn2/rog1 +2 +3 +5 +0 combat style, feat (point blank shot)
4 rgn2/rog2 +3 +3 +6 +0 evasion
5 rgn3/rog2 +4 +3+6 +2 endurance
6 rgn3/rog3 +5 +4 +6 +2 sneak attack+2d6, trapsense +1 feat (precise shot)
7 rgn4.rog3 +6 +5 +7 +2 animal companion, ist level ranger spells
8 rgn4/rog4 +7 +5 +8 +2 uncannu dodge
9 rgn5/rog4 +8 +5 +8 +2 2nd favored enemy, feat (dodge)
10 rgn5/rog5 +8 +5 +8 +2 sneak attack +3d6
11 rgn6/rof5 +9 +6 +9 +3 improved comabt style
12 rgn6/rog6 +10 +7 +10 +4 trap sense, feat (moblilty)
13 rgn7/rog6 +11 +7 +10 +4 woodland stride
14 rgn7/rog7 +12 +7 +10 +4 sneak attack +4 d6
15 rgn8/rpg7 +13 +8 +11 +4 swift tracker. 2nd level ranger spells, feat shot on the run)
16 rgn8, rog8 +14 +8 +12 +4 improved uncanny dodge
17 rgn9/rog8 +15 +8 +12 +5
18 rgn9/rog9 +15 +9 +12 +6 sneak attack+5d6, trap sense +3., feat (stealthy)
19 rgn10/rog9 +16 +10 +13 +6 3rd favored enemy
20 rgn10/rog10 +17 +10 +14 +6 rouge special ability

Ranger/Sorcerer and ranger/Wizard
the ranger/sorcerer or ranger/ wizard not only has a broad selection of spells, he knows which ones are most likely to give him and his party, an advantage over any particular opponent. this character can sneak into an enemy camp and unlease a silent fireball before the enemy knows he's there. while this character shoundn't be the primary fughter or the aecane spellcaster for his party, he does provide useful flexibility and a wide range of options. the list of advantagws the srocerer or wizard class gives to the ranger class is simple; arcane spells and a more favorable will saving throw bonus orogression. the ranger sacriices hit points, skill points, and base attack bonus progression for these two advantages. in addition, he suffers an arcane spell failer chance when wearing armor. fortunately, since the ranger wears kight armor anyway, this chance is faurly small( many learn mage armor and sheild ans use those instead of conventional armor). in addition, characters pursuing this combination typically follow the ranged combat style, since somatic componets require a free hand and that puts a crimp in the melle combat style. sorcerers also get familiars, and those magical beasts have sufficent intelligence and communication skills to enhance the rangers already impressive scouting abilites.
character ChoicesRangers, sorcerers and wizards share concentration (con), craft (int0, nad profession (wis0 as class skills. characters pursuing this combination typically spend sorcerer skill points on concentration and spell craft (int). they typically spend ranger skill points on concentration, handle animal, (cha), hide (dex), move silently (dex), survival (wis), and either knowledge (dungeoneering )(int), knowledge (geographt (iny), or knowledge (nature) (int). most orefer bats, hawks, owls, or ravens for their familiars, because flying familiars make excellent scouts. a few however, prefer cats for improvment to the master's stealth. almost all choose animal companions for the animals melle fighting ability, using that animal as a guarding. most prefer the largers animal they can acquire, taking cover behind it whenever possible. those with cats as familiars often choose big cats as companions. most characters pursuing this occupation choose one or more kinds of outsiders as their favored enemy.
ranger/sorcerer and ranger /wizard

level bab (1) fort (2) ref(3) will (4) abilities and (recommended feats)(5)
1 rgn1 +1 +2 +2 +0 1st favored enemy, track, wold empathy, feat (dodge),
2 rgn1/w1 or s1 +1 +2 +2 +2 summon familiar, scroll scribe
3 rgn2 w1 or s 1 +2 +3 +3 +2 combat stlye, feat
4 rgn2 w2 or s2 +3 +3 +3 +3
5 rgn3/w2 or s2 +4 +3 +3 +4 endurance
6 rgn3/w3 or s3 +4 +4 +4 +4 feat (mobility)
7 rgn4/w3 or s3 +5 +5 +4 +4 animal companion, 1st level ranger spells
8 rgn4/w4 or s4 +6 +5 +5 +5
9 rgn5/ w4 or s4 +7 +5 +5 +5 2nd favored enemy, feat (point blank shot)
10 rgn5/w5 or s5 +7 +5 +5 +5
11 rgn6/w5 or s5 +8 +6 +6 +6 improved combay style
12 rgn6/w6 or s6 +9 +7 +7 +7 feat (arcane srike)
13rgn7/w6 or s6 +10 +7 +7 +7 woodland stride
14 rgn7/w7 or s7 +10 +7 +7 +7
15 rgnrgn8/w7 or s7 +11 +8 +8 +7 swift tracker, 2nd levl ranger spells, feat (shot on the run)
16 rgn8/w8/s8 +12 +8 +8 +8
17 rgn9/s8 or w8 +13 +8 +8 +9 evasion
18 rgn9/w9 or s9 +13 +9 +9 +9 feat (precise shot)
19 rgn10/w9 or s9 +14 +10 +10 +9 3rd favored enemy
20 rgn 10/w1o0 or s10 +15 +10 +10 +10


feats:
Aracne strike (general)
you can channel arcane energy into your melle attacks.
prerequisites; ablility to cast arcane spells, bab +4
benefit: as a free action usable once per round, you may sacrifice one of your arcane spells for the day to grant benefitsto your next melee or ranged attack. for each level of the spell sacrificed, you gian a +2 bonus to hit and deal an extra +d6 points of damage. the bonus you gain to hit cannot exceed your base attack bonus, but if you sacrifice a spell of such a level that the bonus to hit exceeds your base attack, you still gain the normal extra damage due to the spell level. yhis feat is a supernatural ability.

favored power attack (general)
You are able to inflict more damage on your hated enemies.
Prerequists; power attact, bab +4, favored enemy
benefit; chose one pf ypour favored enemies. when you use the power attack feat that favored enemy, you masy subtract a number from your melee attack rolls and add twice that number to your melee damage rolls. if you are using a two handed weapon, add 3 times the number. the normal restrictions of the power attack feat allpy.

improvrd favored enemy
you know how to hit your favored where it hurts.
prerequistes; bab +5, at least one favored enemy.
benefit; chose one of your favored enemies, you deal an additional +2 points of damage to that favored enemy. this stacks with the rangers existing favored enemy bonus.



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Tiresian Oracles
There exist in the world a variety of hedge wizards, wise women, and shamans who claim to be able to tell snippets of the future to any willing to donate a pig, a basket of produce, or a few loaves of bread. Some of these may have some arcane or mystical skill, but they are like children in comparison to the Tiresian Oracles.

In the mountains north of the Gap of Nuremor, there exists a great temple dedicated to no recognizable god. The temple complex, known as Tiresies, covers several acres and includes several buildings separated by gardens, vegetable plots, and lawns. Do not be fooled by the delicate architecture and pristine gardens. Many, both man and monster, have coveted Tiresies and the power of its masters. Thus far, none have succeeded in taking the temple.

While the source of their power remains shrouded, there are a few things that are undeniable. The Oracles themselves are all blind. They wear a thick cloth over their eyes at all times and are almost always accompanied by a guardian. Their prophecies, while cryptic, are also more accurate than any offered by the most powerful of arcane and mystic practitioners. While clearly able to defend themselves, the Tiresians favor peace. They never take part in politics, other than to assist in peace deliberations, and they avoid physical confrontations as much as possible.

The Oracles themselves are only part of the Tiresian order. Most of them are normal men and women who have dedicated themselves to serving the Tiresian Oracles and their peaceful teachings.
--Weirymar the Scholar, Mysticisms and Other Minor Manifestations of Divine and Arcane Power, pg 387

Behind the Shroud

The Tiresians do indeed advocate peace, but do so primarily to ease their own activities. While most of them are servants, the masters of the order are powerful diviners, worthy of being called oracles.

Oracles come from every race, though a dedication to peace and political neutrality comes less often to some than others. The one thing common to all Oracles is a natural ability for divination and a physical lack of eyesight. Not only are all Oracles blind, they must have put out their own eyes with the intent of strengthening their oracular abilities. The act of blinding must be made voluntarily and with deliberate intent.

If the blinding successfully enhances and Oracles seeing talent, they are put through a rite of initiation that forever binds them to a guardian. While in many ways, the guardian is a bodyguard and servant, in others he is almost like a Wizards familiar, maintaining an empathic link with his charge.

As rumored, Oracles do have powers of divination much surer than those of other spell casters. They never fail to produce some result and that result is always accurate at the time. Unfortunately, the visions are as cryptic as any other form of divination. While the visions are always accurate, the oracles teach that any future may be changed, if someone interferes with events from the vision.

The Tiresian Order
As mentioned, the Tiresian Order promotes peace. They never take sides in a conflict, though they sometimes act as neutral mediators in order to prevent or end wars. Their reputation for true political neutrality has, ironically, made them a prominent feature in world politics.

The order operates nearly like a monastic order, though the strict discipline is notably absent. Members, only a few of whom are oracles, are encouraged to seek inner peace in whatever way suits them. Most members of the order believe in personal freedoms, though some do see society's rules as more important.

The Tiresian Order actually has little definable order. There are no positions of leadership, though oracles clearly outrank all others. Guardians are given notable respect, but are not considered above the average members. When a decision regarding policy or discipline or any matter that affects the order as a whole, all oracles present in Tiresies gather for council.

The Tiresian Order does not charge for giving prophesies and will expel any oracle attempting to do so. Note that expulsion from the order does not deny an oracle any of his abilities. While no charge is demanded, donations are always welcomed. In addition, an oracle can refuse to grant a prophecy without concern of reprisal from the order and expectation of support if the petitioner becomes upset over the refusal.

Races and Classes
Oracles come, most often, from the ranks of sorcerers and independent clerics. Clerics dedicated to gods of knowledge and magic have also sought to become oracles. Wizards, while capable of fulfilling the requirements, generally do not apply for entrance, as the required blindness would deprive them of their ability to memorize spells. Other spell casting classes can become oracles, but seldom do. Also, classes with alignment conflicts, such as paladins, do not become oracles (note that ex-paladins would lose their ability to cast spells in they became neutral, so would still not qualify to become oracles).

While members of any race can become oracles, so long as they meet the requirements, the order seems to attract elves, half-elves, and humans more than any others.

Guardians are almost always chosen from the martial classes. Fighters, warriors, and rangers all make good guardians. Monks and some clerics can also become guardians through they are uncommon. Other classes can become guardians, but they are very rare. Since a guardian’s alignment must match that of the oracle he serves, a guardian must meet the alignment requirements of the oracle class.

Relations
Oracles get along reasonably well with everyone. Others, however, tend to treat oracles with suspicion. Rumors that oracles relate false prophecies to support some nefarious plot are not uncommon. Anyone who has fallen victim to an oracle’s disturbing gaze is likely to remember the event and be reluctant to spend time near any known oracle.

Tiresian Oracle

Hit Die: d6

Requirements
Alignment: Any non-evil neutral.
Spells: Must be able to cast any divination spell of 3rd level or higher.
Special: Must have blinded themselves voluntarily. Must have been matched with a guardian and completed the rite of binding. Must not have a familiar at the time of the rite of binding.

Class Skills
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha) Knowledge (arcana) (Int), Knowledge(geography) (Int), Knowledge(history) (Int), Knowledge(nobility and royalty) (Int), Knowledge(planes) (Int), Knowledge(religion) (Int), Profession (any) (Wis), and Spellcraft (Int).
Skill Points per level: int+2/level



Level BAB Fort Ref Will
1st +0 +0 +0 +2 Blindsense, Guardian, Oracular Prophecy 1/week
2nd +1 +0 +0 +3 Disturbing Gaze 1/day
3rd +1 +1 +1 +3 Oracular Prophecy 2/week
4th +2 +1 +1 +4 Disturbing Gaze 2/day
5th +2 +1 +1 +4 Oracular Prophecy 4/week
6th +3 +2 +2 +5 Disturbing Gaze 4/day
7th +3 +2 +2 +5 Blind Sight, Oracular Prophecy 1/day
9th +4 +3 +3 +6 Illusion sending of self image/ 2x day and loose 2 spells from memory, (one per spell lost.)

Blindsense(Ex): An oracle with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent has total concealment (50% miss chance) against the oracle with blindsense, and the blindsensing oracle still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Guardian: Every oracle is paired with a guardian. Typically, guardians are skilled in combat. They are usually fighters, rangers, or warriors, though other classes are rarely used. The Guardian’s alignment always matched the oracle.

Guardians are a combination of familiar and cohort. They are gained as if the oracle had a leadership score of total class levels + Cha mod+1 (special power). No other modifiers apply. A guardian is in addition to any followers or cohorts granted by the leadership feat. A guardian counts as a familiar for purposes of determining an oracle’s leadership score. Guardians gain experience as if they were cohorts and may have a level no higher than the oracle’s total class level minus two.

In addition to being a cohort, guardians gain and grant abilities depending on the class level of their oracle as listed below and in similar manner as a wizard’s familiar.

The bond between an oracle and his guardian is very deep. If either is killed, the other immediately loses a level as if subject of a raise dead spell. If the oracle or guardian is raised or resurrected within 24 hours, the level loss is reversed. Otherwise, the level loss is permanent. The surviving oracle or guardian suffers a deep depression if the dead companion is not revived. The survivor suffers a penalty of –4 to all rolls and scores until bound to a new companion by repeating the initial rites of binding.


Code:
Oracle
Class
Level Added Abilities
1st Empathic link, Immunity to Disturbing Gaze
2nd Alertness
3rd Share Spells
4th Message
5th Shield Oracle
6th Locate Creature
7th Scry on Guardian

Empathic Link (Su): The oracle has an empathic link with his guardian out to a distance of up to 1 mile. The oracle cannot see through the guardian’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the oracle has the same connection to an item or place that his guardian does.

Immunity to Disturbing Gaze (Ex): As part of the rite of rite of binding, guardians are granted immunity to the Disturbing Gaze ability. This immunity applies to the gaze of any oracle, but not to any other gaze attack.

Alertness (Ex): At 2nd level, if an oracle and his guardian are within 10’, both gain the Alertness feat.

Share Spells: Beginning at 3rd level, and at the oracle’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his guardian. The guardian must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the guardian if it moves farther than 5 feet away and will not affect the guardian again even if it returns to the oracle before the duration expires. Additionally, the oracle may cast a spell with a target of “You” on his guardian (as a touch range spell) instead of on himself. An oracle and his guardian can share spells even if the spells normally do not affect creatures of the guardian’s type.

Message (Sp): If the oracle is 4th level or higher, both guardian and oracle may send a message to the other (as if casting the scrying spell) once each per day. At each addition level of oracle, this ability may be used one additional time per day. For example, a 7th level oracle and his guardian may each send a Message four times per day. This ability can only be used by the guardian to Message his oracle or vice versa.

Shield Oracle (Sp): If the oracle is 5th level or higher, his guardian may take some of the wounds he would normally take (as if casting the Shield Other spell) once per day. At each addition level of oracle, this ability may be used one additional time per day. For example, the guardian of a 7th level oracle may Shield Oracle three times per day. This ability can only be used by the guardian to shield his oracle.

Locate Creature (Sp): If the oracle is 6th level or higher, he and his guardian may locate each other (as if casting the Locate Creature spell) once per day. At 7th level, an oracle and his guardian may each locate the other twice each day. This ability can only be used by the guardian to locate his oracle or vice versa.

Scry on Guardian (Sp): If the oracle is 7th level or higher, he may scry on his guardian (as if casting the scrying spell) once per day.

Oracular Prophecy(Su): Similar to the Divination spell but slightly more powerful, an oracular prophesy provide an oracle with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur any time on the future. The advice takes the form of a cryptic rhyme or omen. Unlike the Divination spell, there is no chance for failure. Information is always obtained, though it may not be understood at first.
Accuracy of the prophecy may depend on specific actions being taken or prevented, information being gained or suppressed, or any number of things. Prophecies typically relate information regarding the most likely outcome at the time of the prophecy. Thus, different castings made at different times may result in different answers on the same subject.
The act of divining and relating any given prophecy involves a ritual requiring ten minutes and consumptions of rare herbs or incense of at least 25gp value. The specific herbs or incense varies by oracle. The scent or taste serves as a focal point, so it need not remain consistent.
Oracles are always left fatigued after relating a prophecy. This is normal fatigue and may be cured by any of the usual means (ie, rest or magical).

Disturbing Gaze(Sp): At second level, an oracle may unveil his face to reveal the scarring where his eyes once were. With a thought, an oracle can change the appearance of the scars to evoke a gaze attack. Those looking into an oracle’s eyes see a black void filled with slowly swirling points of light, as if peering through a myriad of possibilities. The effect is very disturbing to any creature susceptible to fear effects. Anyone within 30’ of an unveiled oracle, friend or foe, must succeed at a Will save, DC 13+Oracle level+Cha mod or become panicked (for example a 5th level oracle with a Cha of 14 would have a DC of 20). If cornered, a panicked creature begins cowering. If the save is made, the victim is shaken for 1 round.
At 2nd level an oracle may use this attack once per day. This doubles at 4th level (2/day) and doubles again at 6th level (for a maximum of 4/day).

While activating disturbing gaze takes a standard action, most oracles wear a thick veil over where their eyes once were. It takes a full round action to remove the veil.

Blind Sight(Ex): At the pinnacle of their power, an oracle gains blind sight, the extraordinary ability to use a combination other senses to operate effectively without vision. These senses include sensitivity to vibrations, acute scent, and keen hearing. This ability makes invisibility and concealment (even magical darkness) irrelevant to the oracle (though they still can’t see ethereal creatures). This ability operates out to a range of 60’. Blind sight never allows an oracle to distinguish color or visual contrast. An oracle cannot read with blind sight. Blind sight does not subject a creature to gaze attacks. Blinding attacks do not penalize oracles. Deafening attacks thwart an oracle’s blind sight. Blind sight works underwater but not in a vacuum. Blind sight negates displacement and blur effects.


(SU) Personal illusion, this allows an oracal to transfer an illusion on the same plane to another location. The purpose of this ability is to be able to talk to another character (person and give them your vision of the future), This will keep the Oracal from having to travel to the other location.
The illusion sending ability needed to send an illusion of your self is thus:
the oracal has to concentrate for one hour before attempting this illusion sending. The oracal must make an concentration check and be able to hlod thier concentration, and the Oracal will lose one spell they have memerazied in thier memorie; (the oracal will have to study the spell again to get the spell back.) This would be an 9th level bonus to the class.
(this ability is up to the gm's to approve, since it an added ability by me. the class seems is week anway, so the class needs to have an ability to send thier illusion of them selves to another location. The class is a forteller of the future and not an fighting class. since the oracal does see all possabile futures, thier word would be vaige on certain issuessurrounding a guild or character.)

Ex-Oracles
If at any time an oracle fails to meet the alignment requirement or has his normal vision restored, he loses all class abilities, including the guardian bond. If abilities are lost due to alignment change, an ex-oracle may regain his abilities after obtaining an atonement spell and repeating the rite of binding. Abilities lost due to regaining of normal vision, the ex-oracle need only put out his eyes (voluntarily) and repeat the rite of binding. Loss of a guardian bond due to becoming an ex-oracle does not inflict level loss, though the depression is present at full strength. The death of an ex-oracle’s former guardian does not cause level loss, so long as the bond is broken prior to death. Likewise, guardians do not lose levels if the ex-oracle dies while the bond is broken.

Adaptability
As is, the Tiresian Oracle can fit into any game. The restriction barring evil characters and the emphasis on peace can be removed without changing the PrC too much. Either way, oracles will be loath to enter combat due to their blindness. Oracles could be reclusive and unwell to personally interfere as presented here, or they could wander, gathering adventurers to either ensure or prevent their prophecies. NPC oracles could be interesting window dressing for a plot hook or a powerful ally or patron. PC oracles will gain some very powerful abilities but at horrible cost. Even without the peaceful, generally beneficial flavor, oracles will not do well in combat.

There are several things that can be done to limit an oracle’s power. Disturbing gaze can be changed from a geometric progression of uses per day (1/2/4) to a linear one (1/2/3). Oracular Prophecy can be given the failure chance of the divination spell, the spells one-week limitation, or both. You can require the leadership feat and have the guardian count as the cohort, with all modifiers possibly affecting leadership score.

To increase an oracle’s power, increase uses per day for the disturbing gaze by one or two per level. Possible increase the number of time prophecy may be used (eliminate the lowest use per day and add 2/day, moving each progression up a step, 3/day can be added for further power increase). The guardian can pick up more powers from the wizards familiar chart.

The Tiresian Order need not exist as listed or have a compound in the mountains. The compound can be anywhere, though it would work best if placed a significant distance from any major population center. It should not be available for farmer bob to come in once a week to find out when it’s going to rain. In fact, the order need not exist at all. The Oracle PrC will work fine without any sort of organization. If the order doesn’t fit your campaign, it can be dropped without affecting any mechanics. It will however, mean that an oracle will not benefit from being part of an organization known for peace, neutrality, and diplomacy. Rumors of false prophecies and hidden personal agendas will be harder to refute.

Elements used:
3) Members of the prestige class gain a special gaze attack.
The Disturbing Gaze ability fulfills this element.

7) The prestige class offers special abilities, but at a cost that cannot be circumvented, such as possible backlash for using these special abilities.
Oracles must put out their own eyes to gain and keep their abilities.

8) Advancing in this prestige class grants members at least one unique and powerful divination ability.
Oracles gain a powerful version of the divination spell as a class ability.
__________________
"I think it's time I explained a few things because, to be quite frank, I enjoy hearing myself talk and you can't really stop me."
--Bartleby, God of Chaos
__________________
Lady Rolindin

03-30-06, 12:50 AM
by Lady Rolindin

Rings Of Binding
Evocation
Level: Wiz/Sor 6th, clr6
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. +5 ft. / level)
Target: one creature
Duration: 10 minutes / level
Saving throw: dex
Spell resistance: yes (see below)
The rings of binding spell is four rings thrown at the target. They turn into rings large enough to go around the target body. A dispel magic won’t work on the rings, but a spell turning will. To dispel the rings a MordenKainen’s Disjunction will work on the rings, a dextary check to avoid the rings will also cause the target to avoid the rings being thrown around their body. If the target fails dexitary check the four rings go over the head, one down to the ankles, the second ring will stay by the upper legs, the third ring will trap the arms to the sides of the body, the fourth will trap the arms to the upper arms. Once around the body with the mage concentration on the rings, they will tighten where they are being held in place around the body. A target has no room to move their arms or legs that much while the rings are not yet tight, they can try but the other rings will prevent them from taking out their arms or legs. The mage closes his fist and the rings will tighten, so the target cannot move their legs or arms. If the target is captured they are helpless until released and can become a free target. The material component Is 4 1 inch brass rings worth 1 gold piece a peace and thrown at the target.

Netheril Cantrip
Bakers Hands
Transmutation
Level: Wiz/Sor 4, clr 4
Components: V,S,M
Casting time :1 standard action
Range: you
Duration 2 rounds
Saving throw: no
spell resistance" no
This spell is used to speed up the caster, for casting spells. The caster can cast two spells in one round, one extra the same round and two spells the next round. Both spells have to be 1 round spells and under 3rd level. The materail component is a small copper hand worth 10 copper pieces. this spell was used by Netheril bakers on thmseves so they could use prepare their food faster.

Rug Sweep
Evocation
Level: Wiz/sor 0, Clr0
Components: V,S,M
Casting time: 1 standard action
Range: medium (100 ft. +10/level)
Target: one creature
Duration: one minute then faids
saving throw: reflex
Spell resistance: yes
this spell was made by Kartz a Netherilian Arch arcanist, he saw a rug being beat on a line by hands using a rug rod. Kartz thought that a magic rug could be made to appear under an enemys feet, then pulled out from under them.the spell cause a magic rud to appear under the targets feet, its 2 ft wide by 4 ft long. Once the rug is under the target, the caster makes a pulling motion with their hands and the rug will be magically pulleds out from under them. A dispell spell magic, Mordenkainen's disjuction or anti magic field will stop the rug from appearing. Once the rug is puled out from under the targets feet, they get a reflex save. If reflex save is made the target will loose their action for the round having to readjust their balance.If the target fails then reflex throw the target will loose their balance and fall to the floor, the damage is 1d2 for falling . the materail component is a small 1 inch rug that disappears when spell is used cost of rug is 1 silver piece

Arbril's Spears
Transmutation (spears)
Level: Sor/Wiz fifth
Com: V/S,M
Casting time: two standard rounds
Range: 150ft. every four levels
effect see: 100 spears /5 levels
Saving throw: see below
Spell Resistance: See below
With the activation of this spell one hundred little spears Sliver in color, the hardness of silverskin four inches long and one eight of an inch thick come from the caster hands made from the magic weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The targets or targets of the spears save at normal if using Mystra weave, if using shadow weave they get a will save at -2 for each spear plus dexterity if can avoid the spears, same for weave user. Each spear does 1 to 4 points of damage.
Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics; Ever four levels the caster gets one hundred more little spears. Anti magic shell and Mordenkainen's Disjunction dispels the spears, dispel magic and greater dispell magic has no effect. the spears are made out of the raw magic from the magic field called upon.
Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using or five hundred. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in a hallway it should be the width of the hall way plus height. the materail component is a small 1 inch silver needle.

Hit the deck for this spell or run into the room through a door and hope not too many hit you.

Arbril's disks
Transmution
Level: Sor/Wiz fifth
Casting time: two standard rounds
Range: one hundred and fifty feet
Effect: 4 disk's every four levels
duration: Instantaneous
Saving throw: See below
Spell resistance: See below

Shadow disks come from the casters hands four at fifth level, four more every four levels. The disks are made from the raw magic and turned into hard razor sharp silverskin disks four inches round, dealing 1d8 per disk. Caster get a normal saving throw, shadow magic users recievean -2 save at normal save vs. magic. Dispel magic, greater dispell magic has no effect on the disks, anti magic shell or Mordenkainen's Disjunction will stop the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, reflex saving throw for the target if can.
the materail component is a small silver 1 inch disk.

Lady Polaris Spray
(Netheril spell)
Evocation (force)
Level:Sor/Wiz 4, clr 4
components: V, S, M
Casting time: 1 action
Range: 100 +10 ft. /level (med)
Targets: one or more targets
Duration: Instaneous
Saving throw: reflex half, specail
Spell resistance: yes

When this spell is cast white stream come from the caster hands, (at 10 ft wide per 5 levels), a wall of force will hit the target or targets. The target gets a reflex save, if moves out of the way they receive half damage of 6d6. If they fail then recieves 6d6 damage plus needs to make a saving throw vrs. force blast. If the target fails the second saving throw, they then get thrown back wards. The target recieves damage from objects they hit, or the wall, or the floor 1d4 per object. If they make saving throw nothing happens, they just feel a force rush past them pushing them back wards a little. Dispell magic has no effect, but Mordenkain's disjunctions, greater dispel magic, greater spel turning, anti magic zone wil stop the spell.
The materal component is a shard of white crystal, and a 1 inch square piece of white cloth.

Dispel war spell
Abjuration (war)
level: Clr 4, Wiz/Sor 4
Components: V, S, M
Casting time: 1 minute
Range: long (400 ft. + 40 ft./ level)
Target or area: One spellcaster, creature, or object: or 60-ft. radius burst
Duration: Instantaneous
Saving throw: None
Spell Resistance: No
As dispel magic, except as noted above. You also gain a +10 bonus on dispel or counterspell was spells. Although dispel war spell can be used to counterspell normal spells, its long casting time makes it impractical or impossible to use it in this way except against a spell with a casting time of at least 1 minute. Material component: Sapphires, sun stones, and topazes worth a total of 1,500 gp.

Feed the Many
Conjuration (creation) (war)
Casting Time: 10 minutes
Level: Clr 4
Components: V, S, M
Range: medium (100 ft. +10 ft. / Level)
Effect: food and water to sustain one hundred humans or thirty-horses/ level for 24 hours
Duration: 24 hours (see text of create food and water in players handbook)
Saving Throw: None
Spell resistance: No
As create food and water, except as noted above. Material component: a silver, gold or platinum plate worth 500 gp, engraved with holy symbols.

Cavalry Call
Conjuration (summoning) (war)
Level: Sor/Wiz 2
Components: V, S, M
Casting time: 1 minute
Range: Medium (100 ft. + 10./ level)
Effect: Up to twenty- five light horses or ponies per caster level
Duration: 2-hours/ level(d)
Saving throw: None
Spell Resistance: NO
As mount, except as noted above, the summoned mounts must all be of the same kind (light horses or ponies). Material Component: a miniature statue of a horse made of copper, silver, or gold, worth 1,000 gp.

Morning Mist
Conjuration (creation) (war)
Level: Clr 2, Drd 2, Sor/Wiz 2
Casting time: 1 minute
Range: Long (400 ft. +40 ft./ level)
Effect: 100- ft. -radius cloud 20 ft. high
Duration: 1 minute/ level
Saving throw: None
Spell Resistance: NO
As obscuring mist, except as noted. You may center the cloud anywhere within range. The cloud may be stationary or move away from you at a rate of 10 feet per round, but you must make this choice at the time of casting. Material Component: bloodstones worth a total of 100 gp.

Small Stronghold
Conjuration (creation) (war)
Level: Clr 6, Drd 6, Wiz/Sor 6
Components: V, S, M, Df
Casting time: 1hour
Effect: One small stone keep (see text)
Duration: 1hour/ level
Saving Throw: None
Spell Resistance: No
You create a small stronghold made of magically conjured rock. This stronghold is identical to the “cheap keep” described in the stronghold builder’s guidebook. The walls of the fortress cannot be placed so that any solid portion of one would occupy the same space as a creature. The stronghold may enclose a creature in one of its open spaces but not harm or trap it. For example, a squadron of soldiers could be arranged within the outer walls of the prospective keep in such a way that the walls would form around them, placing them in defense-ready positions inside. When the spell ends, the keep collapses into dust. A dispel magic spell used successfully against the keep affects only the area encompassed by the dispel magic effect (a 30-ft. radius burst). Material component: 10,000-gp worth of gems(agate, sapphire, and topaz) that have been crushed, mixed into a crude model of the keep.

Burned to Bare Rock
Evocation (fire, War)
Level: Sor/wiz 4
Components: V, S, M
Casting Time: 1 minute
Range: Long (400 ft. + 40./level)
Area: 60 ft.- radius spread
Duration: Instantaneous:
Saving throw: Reflex half
Spell Resistance: Yes
As fireball, except as noted above. Burned to Bare rock can deal a maximum of 10d6 points of fire damage. Material Component: three flasks of alchemist’s fire and powdered ruby worth at least 3,500 gp.

Force Missile Storm
Evocation (force, War)
Level: Sor/ Wiz 2
Components: V, S, M
Casting Time: 1 minute
Range: long (400 ft. + 40 ft./ level)
Targets: Up to twenty- five creatures/ level within a 60 ft. radius
Duration: Instantaneous
Saving throw: None
Spell Resistance: Yes
As Magic missile, except as noted. You can fire only one missile at each target, regardless of your caster level. Material Component: 600-gp worth of diamond dust.

Great Electric Bolt
Evocation (Electricity, war)
Level: Sor/ Wiz 4
Components: V, S, M
Casting time: 1 minute
Range: Long (400 ft. + 40 ft./ level)
Effect: Bolt of electricity 100 ft. long and either 10 ft. or 20 ft. wide
Duration: Instantaneous
Saving Throw: Reflex half
Spell resistance: Yes
As lightning bolt, except as noted. You can create the bolt anywhere within range and in any orientation you desire; it does not have to extend from you. Material Component: a handful of engraved copper and gold spheres worth at least 4,000 gp and a bit of animal fur.

Rolling Fire
Evocation (Fire, war)
Level: Drd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range Long (400 ft. + 40 ft./ level)
Effect: Wall of fire 3ft. tall and 100 ft. wide.
Duration: 1 round/level
Saving throw: Reflex negates
Spell Resistance: Yes
You create a low movable wall of fire. Any creature struck by the wall takes 2d6 points of fire damage (reflex save negates). It ignites any flammable materials that it touches and illuminates its surroundings like a torch. It can be extinguished like a torch. It can be extinguished in 5-foot increments by any means that would put out a normal fire of that size. You may move the wall up to 30 feet along the ground as a move-equivalent action; otherwise it remains in place. The motion must be in a strait line, but can be either backward or forward. The wall can climb over barriers less than 4 feet tall, but it cannot cross water or other nonflammable liquids. The wall moves as a whole, even if parts of it have been extinguished. Material Component: a comb made of copper and gold powdered with a ruby dust, worth 1,500 gp as a whole.

Field of Blurs
Illusion (Glamer, war)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting time: 1 minute
Range: Long (400 ft. +40 ft./level)
Targets: Up to 500 creatures
Duration: 1 minute
Saving throw: will negates (harmless)
Spell resistance: Yes (Harmless)
As the spell blur, except as noted above. Material component: 1,500-gp worth of chrysoprase gems, powdered.

Friendsight
Illusion (Phantasm) (Mind-affecting, war)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting time: 1 minute
Range: Medium (100ft. +10 ft./ level)
Area: Allied creatures within a 60 ft. radius spread
Duration: 1 minute/level
Saving throw: None
Spell Resistance: NO
All subjects of this spell perceive each other as surrounded by a glowing aura of color you specify upon casting. Distance, cover, and concealment do not negate the aura unless they prevent any possibility of sight. (That is, any subject capable of spotting another subject under the prevailing conditions can see the latter’s aura.) Normally, this spell is used to prevent accidental attacks against allies in darkness, fog, battles with similarly dressed foes, and other confusing situations. This spell also gives each subject a +4 circumstance bonus on saving throws or opposed Charisma checks made to avoid any magical affect that would cause that subject to harm another target of the spell. Friendsight is a phantasm, so the perceived auras are entirely in the mind of the subject. The recipients do not actually glow, although they radiate magic that can be detected with detect magic spell and similar effects. Material Components: 100-gp worth of carbuncle and cat’s-eye agate, crushed.

Mire
Transmutation (war)
Level: Drd 6, Sor/Wiz 6
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Long: (400 ft.+ 40 ft. /level)
Area: Surface rock in a 60 ft. radius spread, 10 ft. high
Duration: Permanent (see text of transmute rock to mud in players handbook)
Saving Throw: See text of transmute rock to mud
Spell Resistance: No
As transmute rock to mud, except as noted. Material Component: Brown, gray and black gems worth a total of 7,000 gp, all of which must be dissolved in acid.

Teleport Legion
Transmutation (Teleportation, war)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 10 minutes
Range: Medium (100 ft.+10 ft./ level)
Targets: Willing creatures within a 60 ft. radius burst (see text)
Duration: Instantaneous
Saving throw: None
Spell Resistance: NO
You instantly transport the target creatures to a location you designate, the destination must be on the same plane and either very familiar to you or a place you have studied carefully. You may transport up to ten medium or smaller creatures per caster level. Along with their gear. (A large creature counts as two medium creatures; a Huge or larger creature cannot be transported.) Mounts, familiars, and animal companions of the spell’s target are also considered willing creatures for the purpose of this spell for the purpose of this spell. Familiars do not count toward the spell limit, but mounts and animal companions do. Material Components: Two linked metal rings (one silver, one gold) studded with jacinths, worth a total of 7,000 gp.

Enhance Weapons
Transmutation (war)
Level: Brd 2, Clr 2, Wiz/Sor 2
Casting time: 1 minute
Components: V, S, M, Df
Range: Medium (100 ft. + 10ft./ level)
Targets: Weapons in a 60 ft. radius burst, up to twenty five-weapons/ level
Duration: 1 minute / level
Saving throw: Will negates (harmless)
Spell Resistance; Yes (Harmless, object)
As magic weapon, except as noted above. You choose which weapons to enhance, you may affect more than one weapon carried by a single creature, but each weapon affected by the spell counts towards the spell limit. Material Component: pieces of hematite worth a total of 1,000 gp.

Enhance Armor
Transmutation (war)
Level Clr 4
Components: V, S, M, Df
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft. / level)
Targets: Armor and shields in a 60 ft. radius burst, up to twenty-five items/level
Duration: 1 minute/level
Saving throw: Will negates (harmless), object)
Spell Resistance: Yes (harmless, object)
As magic vestment, except as noted, you choose which armor and shield to enhance. You may affect both the armor and shield of a single creature, but these count as two items toward the spell’s limit. Material Component: a mixture of adamantine shards and crushed beryl, worth a total of 3,00 gp.

Lighten Load
Transmutation
Level: Clr 2,wiz/sor 2 Army(war)
Components: V, S, Df
Casting Time: 1 action
Range: touch
Target: Creature touched
Duration: 1 hour/ level
Saving throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)
You are capable of carrying a greater load than your strength might allow. While affected by this spell, your carrying capacity (as per table 9-1 on page 162 of the Players handbook) is improved as if you had gained 1 point of strength per caster level, to a maximum of + 10. This virtual strength is only useful for calculating carrying capacities and determining the effects of carrying loads (as per table 9-2 on page 162 of the Players Handbook). The strength bestowed by this spell offers no benefit to combat rolls, skill checks, or other activities moving a grappled creature; the bonus should not be interpreted as a bonus to any other situation except to those noted above. Thus, if a 6th level cleric were to cast this spell upon a character with a 12 strength, the target’s strength score remains the same, yet his maximum heavy load increase to 300 lb. As if he had a strength of 18.

Blackthorn's Preserving Ice (friend)
Abjuration (war)
Level: Wiz/Sor 5, clr 5
range: 3 yards/level
Components" V,S
Casting time: 1 round
Area of effect: on or more creatures
Duration: special
Saving throw:
none: Spell resistance :yes half damage
This spell will encase a unwilling or willing or unconscious creature in a block of ice halting any deterioration due to wounds, disease, or harmful effects. While in the ice the target does not need to eat, drink, sleep, or even breath. the target does not age in antway while encased in the ice. the ice is fragile having only 5 hp per level of the caster and if broken all the beneficial properties of the ice are lost. the spell will also end if the ice melts (at 100f the ice melts at 1 hp per round, at 60 f the ice melts at 1 hp per turn). this spell is generally used for the preserving of hurt companions.

Blackthorn's Fireproof (friend)
Abjuration (war)
level:wiz/Sor 3, clr 3
range: touch(personal)
components: V,S, M
duration: specail
casting time: 1 round
area of effect: 3'sq/level
saving throw: no
Spell resistance:no (vonatary)
This spell confers complete invulnerability to normal fire and to exposure to magical fire such as demon fire, fiery dragon breath, fireball,ect. untill an acclamation of 12 hit points of potential damage per level of the caster at which time the spell is negated, only items can be affected by this spell, no creature can be affected by this spell under any circumstances, the material component for this spell is powered ruby equal to 10gp per point to be protected.

Blackthorn's Body Armor
Abjuration (friend)
level:Wiz/Sor4, clr4
Range: touch (personal)
Componebts: V,S,M
Duration: special
Casting time:1 round
area of affect: (personal 1 creature)
saving throw: none
spell resistance: no
By means of this spell the caster creates a magical field of force that will protect a creature from physical harm. If this spell is cast upon a person that has any armor greater than elfen chainmail it has no effect. the body armor does not slow or hinder movement, adds no weight or encumbrance, it also does not orevent spell casting. The spell will benefit normal armor class by 2 steps. the points of damage that the spell will orovide total proptection from are 8 hp +2 per level of the caster. the spell last untill dispelled or the spell sustains damage equal to the total protection of the spell. the material compontent is a piece of platinum armour of at leasty 100gp, which has been blessed by a priest.

Blackthorn's Quicksand (friend)
Alteration (war)
level: wiz/sor 5, clr 5
range: 5 yards/ level
Components; V
Duration: 2 turns/ level
Casting time: 3
Area of effect; 10'X10'/ level
saving throw: none
Spell resistance:no
The wizard transforms normal earth or stone into a pool of quicksand. Anyone stepping into it will find himself sonking at a rate of 3 feet per round. Struggling doubles the sinking rate. the area affected looks normal and is 79% undetecable outdoors, 97% undetectable in a swampy area, and 50% undetectable indoors.

Arcane Bolt
Evocation
Level: Sor/wiz 1
Components: V,S
Casting time: 1 action
Range: Med (100ft. +10/ level)
Targets: up to five creatures, no two of which can be more than 15 ft apart.
Duration: Instaneous
saving throw: reflex half
spell resistance: yes
A bolt of magical energy shoots forth from your fingers tips at its target, dealing 1d6+1 points of damage. Fro every 2 levels of experience past 1st, you gain an additional bolt, which you fire at the same time. you have two at 3rd level, 3 at 5th level, 4 at 7th level, and the maximun of 5 bolts at 9th level or higher. if you shoot multiple bolts you can have them strike a single target or several targets. a single bolt can strike only one creature. you must designate targets befire you roll for sr or roll damage.

Sonic Blast
evocation (sonic)
Level: Sor/Wiz 3
Components: V, S, M
Casting time: 1 action
Range: close(25ft. +5 ft/ 2 levels)
Area: 5ft. wide to close range )25ft.+5ft./2levels)
Duration: Instantaneous
saving throw: reflex half
spell resistance: yes
you generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level maximim 10d6) to eack creature with in its area. The sonoc blast may shove creatures in the area along the path of the spell. Any creature failing its saving throw must make a strenght check(dc equal to damage inflicted by the spell); those who fail find them selves bull rushed directly away from the caster as if by a larger creature with a strenght score equal to the damage the spell inflicted. the spell moves with the target; see the bull rush description in chapter eight og the players handbook for details on attacks of opportunity, stability modifiers, etc. if a creature is shoved back into a solid barrier such as a wall or strong door, the creature sustains additional 1d4 points of damage. like a lighting bolt, the sonic blast damages or destroys objects in its path. if the damage caused to an interposing barrier such as a closed door shatter or breaks throughit, the sonic blast may continue beyond the barrier if the spell's rang permits; otherwise it stops at the barrier. material components; a tiny glass cone.

Second wind
Transmution
Leve:1 Pal
casting time:1
components: V,S, DF
Range: touch
Target: Creature touched
Duration: 1hour/level
Saving throw: will negates (harmless)
Spell resistance:yes (harmless)

for the duration of the spell, the affected creature can perform long term strenuous activity as if it had the endurance feat.

Clear Mind
Abjuration
Level: 1 Pal
Casting time: 1 action
Range: personal
Target: you
Duration: 10 minutes/level
you gain a +4 sacred bonus to saving throws against mind affecting spells and effects.

Find temple
divination
Level:1 Pal
Casting time: circle, centered on you, witha radius of 5 miles +1/level
Saving throw: none
Spell resistance: no
With this spell, apaladin can easily find a place to worship and possible aid or shelter from the priest within. When this spell is cast, you sence the direction of the nearest temple to your god. If there is none within the spell's area, the spell instead shows you the diewction of the nearest temple dedicated to a god of the same alignment as yours. You can also specify a particular temple to search for, but you must have visited the temple personally at some point in the past.

Sacred Haven
Abjuration
Level: pal 4
components: V,S, DF
Casting time: 1 action
Range: touch
Target: creature touched
Duration: 1 minute/level
saving throw: will negates
Spell resistance: yes (harmless)
you shield one creature in a nimbus of holy energy. The creature gains a +2 sacred bonus to armor class. In addition, while proctected by this spell, the creature does not loose its dexerity bonus to armor class when flat footed.



Holy Mount
transmutation
Level: 3 Pal
Components: V, S
Casting time: 1 action
Range: touch
Target : your special mount
duration: 1 round/ level
Saving throw: none
Spell resistance: yes (harmless)
When you cast this spell, your special mount gains the celestial template for the duration of the spell (see page 211 of the Monster Manual for details on the celestial template). In addition, the affected mount gains a +2 sacred bonus to attack and damage rolls with its natural weapons.

Mass Stabilize
Conjuration (healing)
Components: V, S, Df
Level: 2 Pal, clr2
Casting time: 1 action
Area: 10ft./ level radius burst, centered on caster
Duration: Instantaneous
Saving throw: Fortitude negates(harmless)
Spell resistance: Yes (harmless)
this spell. designed to work on the battlefield, allows you to stabilize the dying all around you. A burst of positive energy spreads out from you , healing 1 point of damage to all living creatures in the area of effect, whether allied or not. This spell does damage to undead creatures.

Less Energized Shield
Abjuration
Level: clr 3, pal2
Components: V,S, DF
Casting time: 1 round/level
Range: shield touched
Duration 1 round/level
Saving throw: none
Spell resistance:no
When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire,cold,electricity, acid, or sonic). Whoever bears the shield gains a resistance of 5 against the chosen energy type. Additionally, if the wielder successfully hits someone with the shield with a shield bash attack, the victim takes 1d6points of appropriate energy damage in addition to the normal shield bash damage. The energy resistance overlaps(and does not stack) with endure elements and resist elements. A given shiled cannot be the target of more than one lesser energized shield or energized shield spell at the same time.

Moment of Clarity
Abjuration
Level: 2 pal
Components: V,S, Df
Casting time: 1 action
Range: touch
Duration: Instantaneous
Saving throw: none
Spell resistance: no
When you cast htis spell and touch a creature that is under the influence of a mind affecting spell or effect, that creature immediately receives another saving throw against the effect's original dc to break free of the effect. If the spell or effect did not originally permint a saving throw, this spell has no effect.

One mind l
divination
Level:1 pal
Components: V, S, Df
Casting time: 1 action
Range: close (25ft.+5 ft/ level)
target: your special mount
Duration: 10 minutes/ level
Saving throw None
Spell resistance: no
you temporarily strengthen the mental bond with your special mount when you cast this spell. If you do not already share an empathic link wioth your mount, you gain one for the duration of this spell. Additionally, the link with your mount sharpens your senses, giving you a +2 bonus to spot and listen checks and the scent special quality for the duration of the spell as long as your mount stays within range of the spell. The scent special quality is described on page 10 of the monsters manual.

One Mind ll
divination
Level: pal 3
Components: V,S, Df
Casting time: 1 action
Range: close (25ft. +5 ft./level)
Target: your special mount
Duration: 1 round/ level
Saving throw: none
Spell resistance: no
you temporarily strengthen the mental bond with your mount when you cast this spell , allowing you and your special mount to predict each other's movements, giving you a significant edge in combat. You and your mount gain a +4 flanking bonus to hit instead of +2 when the two of you are flanking the same opponent.

One Mind lll
Divination
Level:pal4
components: V, S, DF
Casting time: 1 action
Range: close (25ft. +5 ft/level)
Target: special mount
Duration: 1 round/level or untill discharged
Saving throw: none:
Spell resistance: no
You temporarily strengthen the mental bond you share with your mount when you cast this spell. This allows you to share your comabt expertise with your mount when this spell is cast. Your special mounts gains a +1 competence bonus to attack rolls for every three paladan levels you possess (maximum +5) for the duration of the spell as long as it remains within range of the spell.. You may instead indicate (via the mental bond) one enemy within the spell's range. You r special mount can then make a single attack against that enemy. If the attack hits, the mount does extra damage equal to your paladan level. Using the spell this way instantly discharges it. The mental bond is in all other ways identical to the empathic link that paladans share with their special mounts (see page 43 of the players handbook for information on the empathic link).

Sense Hertic
divination
Level:1 pal
Components: V,S, Df
Casting time: 1 action
Range: touch
Target: object touched
duration: 10 minutes/level
Saving throw: noneSpell resistance: no

This spell is usually cast on a weapon or holy symbol. If a n evil creature with the ability to cast divine spells comes within 100 feet of the item, it begins to glow with a faint blue radiance.You cannot tell where, or even in which direction, the detected crwature is, only that such a creature is near.

Spirtual Chariot
Conjuration (creation)
LeveL: pal 4
Components:V,S, Df
Casting time:1 action
Range: close (25 ft. +5 ft./level)
Target: special mount
Duration: 1 hour/level
When this spell is cast, a ghostly chariot forms behind the paladan's special mount. The charoit is large and ornatw, and it is made of tranparent, faintly glowing energy. Usally the holy symbol of the paladan's god is emblazoned on the sides of the chariot. The mount is correctly harnessed to the chariot. The chariot can hold 1 medium size creature or 2 small creatures plus the driver (usally the paladan). Any chariot fighting feats the paladin might have ( such as from the swrod and fist)can be ysed with the spiritual chariot. Although the spirtual chariot seems large and sturdy, its occupants have no weight, so the special mount can travel at full speed. If the chariot is ever unhitched from the special mount, it disappears. The driver of the spirtual chariot gains a +4 sacred bonus to her handle animal checks. The chariot is made of magical force and is immune to damage. It unteracts with other spells just like a wall of force. Those in the chariot have cover based on their size and position of their attackers. In most situations, medium size creatures inside the chariot gain half cover (+4 cover bonus to ac, +2 cover bonus to reflex saving throws). See page 133 of the players handbook for more information on the cover.

Sticky Saddle
Transmutation
Level: 1 pal
Components: V, S, DF
Casting time: 1 action
Range: oersonal
Target: you
Duration: 1 minute/level
this spell "glues" you to your mount. It becomes impossible for you to fall or be thrown off your mount. To pry you from the saddle requires a strength check dc 20, and you gain a +10 on all ride checks related to staying in the saddle. The spell must be cast after you are seated on your mount. If you are not seated on your mount when the spell is cast while you are ridung bareback, you are "stuck" to the mounts back. Otherwise, you are merely stuck to the saddle, but the saddle is attached to the mount normally. If you are knocked unconscious while this spell is in effect, you automatically remain in the saddle. The spell can be dismissed as a free action, and it does not impede the rider from making a soft fall if the mount is dropped in battle.

Winged Mount
Transmutation
Level:4 pal
Components: V, S, Df
Casting time: 1 action
Range: touch
Target: your touched mount
Duration: 10 minutes/level

this spell causes your mount to sprout giant, feathery white wings. This grants the mount a fly speed of 60 ft. with a maneuverability of good. the mount is slowed as normal for weight carried, barding worn, and environmental factors.

Tiny Mount
Transmutation
Level: 2 pal
components: V,S, DF
Casting time: 1 action
Range: close (25ft. +5 ft. /level)
Target: your special mount
duration: 1 hour/ level
Saving throw fortitude negates
Spell resistance: yes

This spell causes your mount to immediately shrink to the size of a toy, becoming a diminutive creature. The special mount retains its hit points, abilities, but its strength scire drops to 2 and it gians a +3 size ti its armor class and a +3 size bonus to attack rolls. Any barding or other equipment worn by the animal is like wise reduced. Thus, you can carry your mount into a dungeon, smuggle it into town, or even keep it in your room at the inn instead of the stable. This spell does not give the mount any ability to survive dangerous or inhospitable conditions. For example a diminutive mount could not survive in an air tight container or pack.

Word Of Binding
Conjuration
LeveL:1 pal
Components: V, Df
Casting time: 1 action
range: short (25ft. +5 ft/level)
Target: one creature of medium size or smaller
Duration: 1 round/level
Saving throw: Reflex negates
Spell resistance: yes
Occasionally a paladan wishes to restrain an enemy rather than kill him, whether to return him to justice or simply interrogate him. When you cast this spell and call the target(generally somthing like, " in the name of my god I bind thee"), a pair of shining silver manacles appear around the targets wrist and ankles. The target does not have to hear you to be affected by the spell, and a successful reflex save allows the target to dodge the forming manacles. The manacles are masterwork and made of steel. The inprisoned character can slip free with a successful escape artist check dc 35, or a strenght check dc28. The manacles have a hardness of 10 and 10 hit points plus 1 hit point per caster level. The manacles autmatically scale to fit any humanoid creature of medium size or smaller. While imprisoned by the manacles, the target cannot take any actions requiring the use of hid hands and can only move 5 feet per roubd. The manacles come complete with an amazing quality lock.

Detect Attitude
Divination
Level: brd 1, clr 1, pal 1
Components:V, S, Df
Casting time: 1 standard action
Range: close (25ft. +5 ft./level)
Target: one creature
Duration concentration, up to 1 rpound/ level
Saving throw: none
Spell resistance: yes
You sense the target's attitude (se the players handbook, page 72) toward you by seeing a faintly glowing colored aura surrounding it, visible only to you. You can determine how the target's attitude changes over time, allowing you to know the effectiveness of attempts to change the target's attitude. If you cast this spell on someone who has not met you, that person's aura always appears blue (indifferent).

Attitude Aura color
Friendly white
Indifferent Blue
Unfriendly Black
Hostile Red

Detect Guilt
Divination
Level: pal1, clr 1
Comonents: V,S, Df
Casting time: 1 standard action
Range: close( 25ft. +5 ft/ level)
Target: one creature
Saving throw: none
Spell resistance: no
You sense the presence of guilty in the target creature. This spell in no way reveals why the target feels guilty, only that ti does. Yhe level of guilt a creature feels has little to do wit whatever act cayses the creature's guilty feelings. A serial killer might feel no guilt for the brutal murders he commits, for example while a maid might feel strong guilt about firgetting to mop the kitchen floor. Good creatures tyically feel greater amounts of guilt than neutral creatures, who in turn usally feel more guilty than evil creatures. These generalizations cannot guarantee how a creature reacts to its own actions, but they give a general guidline.
a creature must have at least a 3 intelligence, 1 wisdom ,and 1 charisma in order to feel guilt. the spell fails if cast on a creature without those minimum ability scores.

Severity of Guilt Aura power
Has occasional Faint
pangs of guilt

Stomach-churning Moderate
guilt; worries about
what happened;

Loses sleep over
what happened
obseses about it Strong

Wants to take rask
actions to avoid
feeling the guilt overwhelming

Red Knight spell's
checkmate's Light
Evocation (lawful)
Level :clr 3, Pal 3 (Red Knight)
components: V,S, df
Casting time: 1 standard action
Range: personal
Target: one melee weapon in your possession
duration: 1 min/level (d)

You surround your weapon with a bright red aura that illuminates an area equal to a torch. Yhis aura gives the weapon a +1 enhancement bonus and the axiomatic property, and any creature within the radius of its full light (includind you) gets a +1 moral bonus on saving throws against fear effects.
If the weapon leaves your grasp, the aura immediatly disappears ( and its associated effects pause), though it appears again (and its effects resume), if you or another worshiper of your deity picks it up. Time that passes while the spell's effect are suspended counts against the spell's duration.

Analyze Opponent
Divination
Level: clr 3, red Kinght 3
components: S, Df
Casting time: 1 standard action
Range: close (25ft. +5 ft. /level)
Target: one creature/ level
Duration: instantaneuos
Saving throw: will negates
Spell resistance: yes

You gauge the strengths and wealness of your opponents in order to gain combat advantages. Upon casting this spell, you learn a nymber of strengths or weakness of each target equal tp 1 + one per two caster levels ( maximum four per target)> You may choose to learn strengths, weaknesses, or some combination therefore that you specify. If a creature has more strenghts or weaknesses than you can learn with a single casting, you learn the most powerful ones first. Thus, if a monster can use finger of death at will and has sonic resistance 5, you would learn about finger of death first. for example, suppose a 7th level cleric cast analyze opponent on a black armored warrior, choosing to learn one strength and two weaknesses. The warrior fails his saving throw, and the dm informs the cleric player that the opponent has the ability to drain energy (a strength), is vulnerable to sun light, and can be repelled by a holy symbol (both weaknesses). The cleric comes to the conclusion that he is facing a vampire and breaks out the wooden stakes.

Knights Move
Transmutation (teleportation)
Level: clr 3, red Knight 3
Components: V,S, Df
Casting time:1 standard action
Range: 15 feet/ 2 levels (see texT)
Target: you
Duration: instantaneous

By accessing the astral plane, you can teleport with a limited distance and a circumspect form of movement. You may move up to 15 feet per two levels with this spell, but only in the fashion of a knight chess piece, with two thirds of movement in one direction and the rest in a perpendicular direction. For example, at 5th level you could move 20 feet in any one direction, then 10 feet in a perpendicular direction. At 6th level you could move 30 feet in one direction, the 15 feet in a perpendicular direction. If you arrive in a place that is alreadt occupied by a solid body, the spell simply fails.
Lady Rolindin

03-30-06, 12:53 AM
Telepathic Aura
Divination
Level:clr 5, pal 4 (red Knight)
Components: V, S, Df
Casting time: 1 standard action
Range: 100ft.
Area: 100ft. radius emanation centered on you.
Duration: 10 min/ level
Saving throw: none
Spell resistance: no
You can mentally communicate with all alies with range, though this is one way communication. (You can send thoughts but you cannot receive thoughts in reponse.), and they all understand you regardkess of language. allies with intelligence lower than 3 ( such as animal companions, certain monster cohorts, and so on), understand basic commands but not complex information ("attack" is understood, but "ignore the foot soldiers and attack the spellcasters" gets the same reaction as "attack"). This epell is used to broadcast oreders to officers or large numbers of troops when silence is key or when the chaos of combat makes it difficult to hear those orders. red knights use these spells to command their troops while in combat, they command.

choaking Hand
Evocation
Level: wiz/sor 3, clr3
Casting time: 1 standard action
Components: V,S, M
Range: Short (25ft. +5 ft. per level)
Target: one creature
Effect: see below
Duration: see below
Saving throw: will save
spell resistance: yes
When this spell is cast a hand comes from the caster and goes to the target. THe hand will wrap it's fingers around the targets throat. once the hand grasp the victim throat a will save will do half damage, if fails first round, the target rolls every round. The hand does 1d6 +1 /every 2 levles, if saves then half (the hand has a partail grip). The victim doesn't make saving throw first round the hand will not let go, if victim tries to pull of the hand, they need to have the strength of 19 to pull off. the caster can use the hand to try a regrip again if a partail grip is on the victim. the material component is a small copper hand. The spell will last for 4 levels per round, 4th 1 round, 8th 2 rds, 12 3rds, 16 4rds 20th 5 rds.
the spell won't work if in a anti magic zone or spell turning or mordanikans disjunction.

Scarter's iron Storm (freinds)
Evocation
Level: wiz/sor 5, clr 5
Components: V,, S, M
Casting time: 5rds
Duration: Instaneous
Area of effect: special
Saving throw: reflex half
spell resistance: yes
This spell enables the caster to fire razor sharp iron blades to leap from his or her hands to strike the creature. The blades are made of pure iron that affect creatures which suffer full damage from iron weapons. The caster can summon one missile for each of his or her levels and each missile inflicts 1d6 +2 points of damage. They are considered as +2 /three levels of the caster against creatures which are immune to such weapons, but these plusses are not cumullative to attack roll and damage.

The missiles are guided by the aura of the creatuire
Evil: this aura attracts the missiles, saves are made with _1/ each three levels of the caster.
Neutral: no effect
Good: this aura repels the missiles. +4 to save

Scater's Instant Dispell (friends)
Abjuration
Level: wiz/sor 6, clr 6
components: V, S
Castint time: 1
Range: 0
Duration: Instaneous
Area of effect: Special
Saving throw: special

This spell lets you actually cast dispel magic to counter a spell already thrown at you . If you have memorised the spell, you can cast it at any spell or spell effect thrown that round, even the vagaries of intiative and the like. It is assumed that you were castinf dispell magic as the other spell was being cast. This spell acts as dospell magic for chance of success based on level. IT can be used as a normal dispel magic and in that case the castinf time of the spell becomes 3.

Scater's restriction (friends)
Abjuration
Level: wiz/sor 6, clr6, brd6,
compoment; V, S, M
duration: permanent
casting time: 1day
area of effect: Special
saving throw: none
spell resistance: none
Cast this spell before starting spell research. the spell to be researched cannot be learnt by others except with permission of the one who researched the spell first or by the using of a limited wish. a full wish enables learning and ability to teach others. if the caster dies, they will require speak with the dead to get permossion. the material component is a goose feather.

Moonbow
Evocation
Level: wiz/ sor3, clr 3, rgr 3, assn 3
Components: V ,S, Df
Casting time: 1 action
Range: o ft.
duration: 1 round/ level
saving throw: NOne
spell resistance: no

this spell creates bow only the caster can use. the bow has all the attributes of a shortbow or long bow, as chosen by the caster during the casting . a thin beam of silver lighjt serves as the bow sring, and when ot is drawn back a shimmering , silver arrow made of postive energy appears. when the bow is fired, a stream of moonlight trails each shaft as it flies along its path. the bow can fire a maximmum of two arroes per round, and a successful ranged attack is required to hit the target.
the effects of a successful hit vary according to the type of target.
dispels magic darkness of 4th level or lower
deals 1d8 damage/ 2 levels to living creayures.
deals 1d8 damage/level to undead or lycanthropes.
if the castyer releases the bow for any reason, it fades into a cloud of luminescence that dances for 1d4=1 rounds and then vanishes into nothingness.

Enlarge Ward (from slivermooon .com site gone now)
Tranmutation
level: sor/ wiz3
components: V, S, F
casting time: 1 full round'
area: personal
Duration: 1 round/ level
Saving throw: none
Spell resistance: no
This spell temporarily enlarges the area affected by a ward. A ward's can be enlarged by 10ft./ 2 levels of the caster, so a 8th level caster could enlarge a wards's radius to 70ft.

Location
divination
Level: clr 4, Sor/wiz 3
casting time: 1 action
Range: specail
Components; V, S, M
Area: Specail
Durating: 1 hour per level
Saving throw: none
Spell rsetance: no
this spell is made to cast into pair items, they could be small rocks, buttons, or othersmall items. By placing the item on a map and a charater the item will move to the location on the map where the charater is located. by making the item permanit in items alows a wizard to keep track of the chatater or creature.
__________________
Waethra's Warm Welcome
Evocation
Level: wiz/sor 9
Range: 0
components: V, S, M
Duration: specail
Casting time: 2 rounds
Area of effect: a sphere with a radius of 10ft. /level of the caster
Saving throw: specail
spell resistance: speaical

this spell protects an area that is outlined by a flickering spell glow during the spell's casting, but the glow fades upon the spell completion. the protected area is spherical, centerded on the caster, and has a raduis od 10 feet per caster level. once the caster is complete, this designated area intercpts all intruding beings (other than the caster) who are employing magic or psionics that allow them to travel astrally, travel etherealy, or translocate ( in other words teleport, dimension foor, and the like) as they enter and returns them to where they begain their journey by a roundabout way. one being per level of the caster can be given a warm welcome before the spell is exhausted.
the welcome does not allow intruders to see into or telease anything into the protected area before it whisks them away.
intrufers are first transported into an extradimemsional space whose daekness is lit only by countless whiriling magic missiles like energy bolts. they fall through this area for one round and must make a saving throw vs. spell four times. for each failer, roll 1d8; the resuly is how many bolts strike the untruding being. each bolt burst on contact, doing 1d4+1 points of damage. the intrudinf being then falls out of the void of bolts to a location 70 feet above where its journey first begain, (In other worlds, if they traveled by various means or over several days to reach the area protected by the warm welcome, its magic rreturns them to the place where they first set out on that jourbey from, not merely to the beginning of itd last stage). this location may even be on another plane from the protected area. arrival above the spot where an intruding beings journey began is always safe; it may be shifted up , down, or sideways some distance to avoid arrivibg in solid objects ( such as the roof of a building or the celing of a chamber), but its arrival is always into empty air. unless the intruder can fly or avoid damage by magical means ( such as a feather fall spell), falling damage is 7d6 points of damage).
the spells materail components are a strand of spider web, two daggers, the eye of a phase spider, and two drops of the ichor of an astral dreadnought

Arrow Swarm
Evocation
Level: wiz/sor6,
components: V, S, M

Duration: 1 round
Casting time: 1 round
Area of effect: a 90 ft. long cone with a 45 ft. diameter base
saving throw: reflex half
spell resisdtance: yes
these spell tranforms a single nonmagical arrow, which must be fired from a bow by a person other than the caster as the caster touches the arrow and intones the incantation, into a deadly cone of arrowfire that emeres from extradimensional space somewhere else. at a time of the casters choosing. the arrow vanishes when the spell is cast and is consumed by the spell, which creates two short lived duplicates of the arrow for each experience level of the caster up to 15 level. these arrows cannot be poisoned or aflame, nor can they carry a disease or any other magic aside from the spell they are part of, such as a curse, even if the original did.
these multiple magical arrows do 1d6 damage each, but when striking , they race about like excited minnows in a school, passing through organic material rather than striking and staying, and darting about with many chanfes od direstion rather than fkying once and then falling, at the end of two rounds od such swirling, they fade away, but ubtill then they occupy a conical area expandinf out 90 feet from an ubseen of orgin, widening 5 feet in diameter for every 10 feet from the point ogf the cone. (in other words, the cone is 5feet indiameter, 10 feet from the point of orgin, 10 feet in diameter, 20 feett from the point of orgin, 15 feet in diameter 30 feet from the point of origin). this area of flight cannot pass through walls, ceilngs, floors, or other solid, continuous barriers, and so can be constricted by surroundings, all living creaturers in the cone must make a successful saving throw vr spell ay -2 or be struck by all the arrows.
when this spell is cast, the caster chooses the spot where its point of orgin will take effect, which must be no more than 12 feet above a spot on the same plane wherethe caster has physically stood within the last 24 hours, and the general direction of the cone. the caster also decides if the spell will take effect instantly or br programmed.

if the latter choice is made, the spell is governed by a set of conditions enunciated aloud during casting, conditions with the same limitations as a magic mouth spell. the presce of a known , named individual or magical item, either unique or one of a type, can be part of the trigger conditions.
programmed arrows swarms have waited undetected for years before suddenly appearing and eruptingm but they cannot pass through or within a minor globe of invulnerability or any more powerful magical barrier, and do not trigger if their programmed conditions are not met when such an effect is present at their designated point of orgin. a dispell magic cast on the point of origen or a properly worded limet wish or wish spell destroys an arrow swarm without triggering it.
the material component for this spell is one flight arrow.

Lightning Reflection
Anjuration
Level: wiz/sor 5
Components: V, S, M
Castinh time: r
durtaion 1 turn
Saving throw: none
spell resistance: no
This spell protects the caster or a touched recipient (and all worn or carried matererial) against all effects of electrical and lingtning energu discharges; it also protects against magic missiles. All such attacks are reflected strait back at their sources for full normal effect. Magical or natural lightning and other raw energy discharges are protected against. fire is not protected against. the material components of the spell are a drop of quicksilver and ashard of metal of any size.

Lightning Ring (fr 2e sorce revised)
Evocation
Level: wiz/sor 8
Compoments: V, S, M
Casting time: 8
range: 10 ft/level
duration: 8 rounds
saving throw: reflex half
spell resistance: yes
this spell surrounds the caster with a bright white , crackling, chest high ring of lightning. the ring moves with the caster, who can cast other spells without harming the ring's functioning after the round in which the ring is established. while encircled by the ring, the caster is immune to damage from all lightning attacks.
Twice per round, the caster can emit a lightning bolt that streaks strait outward in a direction chosen by the caster. ( the bolt rebounds at an angle chosen by the dm if it striks somthing solid and nonliving.)
such bolts are 5 feet wide and 80 feet long and cause 8d6 points of damage to all creatures in their path. If creatures who are struck make a successful saving throw ve spell, they suffer only half damage.
alternatively, this spell can be cast all at once. The ring forms in one round, spinning about the caster (who is protected against all lighting damage for that round), then rises straight up and fires 8 lightning bolts at once at up to 8 different targets chosen by the caster. in doing so, the spell exhaust itself. the bolts do the same damage and have the same dimensions as those cast by the continuing duration version og the spell
the material components of this spell are a ring of any size fashioned of glass and a bit of fur from any animal.

Web of Lightning (fr sorce2e revised)
Evocation
level: wiz/sor 8
components: V, S, M
Range: 40 yards + 10 yards'level
casting time: 8
Duration: Instaneous
area of effect: special
saving throw: reflex half
spell resistance: yes
this causes the simultaneous discharge of six lightning bolts. Identical; in properties to those bolts created by lightning bolt spell except that they may not br forked, yhese bolts do 7d6 points of damage each and manidest in one of two ways.
One manifesttation is widely used on battlefields; a starburst of six bolts radiating out from a single point visualized or chosen directly by the caster, who need not see its location. four bolts spring out in the cardinal directions ( forming an equal armed cross), and two additional bolts leap out in two of the diagonals in quadrants chosen by the caster.
the other manifestation of the spell is a ricocheting web within a 60 ft. diameter sphere. the sohere can be altered to fill a 30 foot by 30 foot room or smaller area, but not increased in volume. compressing it does not affect damage or other spell properties.
the effect is offten fit into a single doorway, with the bolts leaping from the frame as an intruder steps through.
in either manifestation, target beings must make saving throws individually against all 6 bolts, they save against fewer bolts if the path of a bolt leaves them out of harm's way, as in most uses of the starburst.
the material component of this spell are four lodestones or a bit of fur, and a small smooth rod of amber, crystal, or glass.

Teleport Fireball (fr sorce revised)
Alteration
Level: wiz/sor 8
Range: 10 miles/ level
Components: V,S, M
Duration: Instantaneous
casting time: 1 round'
Area of effect: 20 ft. radius sphere
saving throw: reflex half
spell resistance: yes
This spell creates a fireball (dealing 1d6 points of damage per caster level up to 10 level) akin to that created by the 3rd level wizard spell fireball, except that it appears and detonates at another location within spell range. the table given in the dungeon masters guide under the teleport spell is then consulted to determine if arrival is safe or not. "low" results means the spell is wasted and takes no action, and "high " resukts form and burst above the intended fireball location. otherwise, the fireball is on target. creatures caught in the area of effect are allowed a saving throw vs spell to take only half damage; all items within reach of the fiery burst must also make item saving throws vs. magical fire.
the material components od this spell are a pinch of saltpeter, a piece of phosphorous, and a pinch of iron filings.

Of the Purest Light (fr sorce2e revised)
Abjuration
level:Wiz/sor 9, clr 9
Casting time: 5 rounds
Area of effect: see below
duration:1 round per caster level
Components: V, S, M
Saving throw: none
Spell Resistance: none
When this spell is cast, the spell caster brings into existence a globe of light from the Positive Material Plane. This light is of pure positive energy, pulsating with all that is good. The force of this power is overwelming. for the first 20ft. radius around the caster the light is as bright as the sun, but is not harmful to any creatures harmed by sunlight.
it will give all creatures of good the following:
food and sustence for one day
+2 to all saving throws
+2 to hit and damage
2d8+8 healing
to all neutral being within 120ft:
a fealing of unworthiness
to all evil within 120 ft:
causes 2d4 damage per round
-1 to hit and damage
-2 to all saving throws
to all undead within 20ft to 80 ft
lesser undead, up to 5hd turn to dust no saving throw
greater indead have the free option to leave, but will take 2d6 points of damage per round they are within the sphere's range.
any creature from the negative plane, to be hurled from the sphere and subject to the rules concering evil creatures throw rules.

Foebane (fr sorce revised)
Evocation
Level: Rgr 4, Wiz/sor 4, clr 4, assn 4
Components: V,S
Casting time: 1 action
Range: touch
Target: weapon touched
Duration: 1 round /level
Saving throw: none
Spell resistance: no

this spell imbues one of the casters weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage. futhermore, while the caster wields the weaponm he or she gains a +4 resistance to saving throws against effects created by creatures of that type.

Kerel's Blast (mine)
evocation
Level: wiz/sor 5, clr 5
casting time: 3rds
Components: V, S
Arean of effect: 20ft radius
Range: 2 ft/ level
Duration: Instantaoeous
Saving throw: will save
Spell resisatance: yes
This spell taps into the postive plane releasing a burst of pure positive energy which does 1d6 per level in damage (for 15d6 maximum), will save is half damage. Undead creatures take full damage with no saving throw. Evil creatures save recieve half damage. Neutral creatures take half damage, good creatures are unaffected. if the caster is not good then he or she will take damage from the spell in the area of effect.

Anger of Noonday sun
Evocation light
Level: wiz/sor 6, clr 6
Components: V,S
Casting Time: 1 standard action
Range: 10 feet
Area: All standard creatures within a 10- foot radius burst centered on you
Duration: Instantaneous
Saving throw: Reflex negates
Spell Resistance: Yes
This spell unleashes a blinding flash of sunlight originating with you and expanding outward. Any creature with in the area of the spell that can see you must make a saving throw or be temporarily blinded. The blindness last for 1 minute per caster level.
An undead creature caught with in the spell area takes 1d6 points of damage per caster levels (maximum 10d6), or half damage if a reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead.

Resize
Transmutation
Level: Clr 0, Drd 0, Wiz/Sor 0
Components: V, S
Casting time: 1 action
Range: touch
Target: One article of clothing or armor
Duration: permanent
Saving throw: Fortitude negates (object)
Spell resistance: Yes
Resize alters one piece of non- magical clothing or armor to fit a differently sized creature. The object to be resized can be expanded or shrunk to fit a target up to one size larger or smaller than it originally fit. If resize is dispelled, the clothing or armor falls off its wearer and returns to normal size.

Heat Water
Transmutation
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting time: 1 action
Range: 5 feet
Target: 2 pints of liquid
Duration: concentration, up to 1 minute/ level
Saving throw: Fortitude negates (object)
Spell resistance: Yes
This spell causes up to 2 pints of liquid in a container to heat up. The spell takes 1 minute to bring water from cold to boiling point. The water can be kept at any temperature the caster wishes (above or at room temperature) as long as she concentrates. If further water is added to the container, the spell ends.

Blizzard Storm (mine)
Evocation
Level: sor/wiz 8, clr 8
Components; V,S, M
Casting time: 2 rounds
Range: close 25 ft +5 ft per level
Area: 10 ft by 10ft/2 level's of caster
Duration: Instananeous
Saving throw: reflex half
spell resistance: yes
this spell creates a blizzard storm with wind speed from 50 miles to 120 miles per hour, the damage comes from small pieces of ice chunks dealing 1d6 (double damage for fire creatures). cold damage also applies to the area, dealing 1d4 per level, for a maximum of 10d4 cold damage ( the temperture is between 20 to - 40 degrees in the spell zone).
a greater dispell magic, spell turning, antimagic zone, Mordenkainen's disjuction will stop the spell, the materail component is a light blue ice blue diamond worth 500 gold pieces.

Brenburr's Mythallar Teleporttation
conjuration
Level: sor/wiz 8, clr 8
Components: V, M
Casting time: 6 rounds
Range: no limit
Effect: see below
Saving throw: see below
spell resistance: see below
this spell allows a creature or group of creatures to teleport into a mythallar procted area. the strong magic pull of the mythallar can cause the spell to fail. if you cast the spell right you will find your self inside the mythallar procted area. floating cities gave mages, merchants, and others, Ioun stones with a riun on them. the Ioun stone wgen used with the spell allows the caster or group to arrive with in the mythallar procted area. the nain ingerant forthe spell is a destroyed mythallar and a Ioun stone with the matching ruin matching the one cast in the mythallar housing walls.

Footpad’s Grace
Transmutation
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: S, M
Casting time: 1 action
Range: personal
Duration: Concentration
The spell mutes all sound that the caster makes, bestowing a +3 bonus to his move silently checks. Material component: a tiny pillow that is used up in casting the spell.
Lady Rolindin

03-30-06, 12:55 AM
just some spells that might be needed for the future, to do some things.
Alter Memory (Brain Washing)
Conjuration
Level: Sor/Wiz 8, Clr8
Casting time: 3 rounds
Range: touch
Duration: 5 minutes per caster level
Saving throw: Will save
Spell resistance: yes
This spell allows a creature to change the memorys of an another creature, a will save stops the spell. if the target fails then caster can change the victums memory of events by suggestion taking to them. You can change attudes towards an event or person if done long enought, two or more times the spell is cast on the target. over a long time peroid the subject can be made to believe that a friend is a enemy, and an enemy is a friend, A limited wish or wish spell has to be used to restore the memory of the target. Casting the spell into a item, ie head band or ring made permant allows the spell to be used easer.the materail component are a small 1 inch square of beholders brain and a silver ring worth 100 gold pieces.

Teleportation Portal
Conjuration (Teleportation)
Components: V, S, and M
Level: Sor/Wiz 8/ clr8
Casting Time: 30 minutes
Range: see below
Effect: the caster opens up a stable portal that teleports one creature at a time to the other end of portal.
Duration: 5 minutes per caster level
Saving throw: None
Spell resistance: yes
This is a Netheril spell they used to move troops around from one place to another place. A black 10-foot circle opens up with flickering red specks. The caster needs to know location of the place to open the other portal; a scurrying will help do this. A greater dispel magic, Mordenkaien's Disjunction, or anti magic field will close the portal. Once open the portal will stay in place until the magic fails or magic is used to close it. It can be made permanete by using a permanency spell once opened. The material’s components are one blue diamond worth 5,000 gold pieces each and a small 1-foot gold rod, which are used up after the spell takes place.

Delusions of Grandeur
Illusion (phantasm) (mind-affecting)
Level: Brd 2, Sor/Wiz 2
Components: V
Casting time: 1 standard action
Range: Medium (100ft.+10./level)
Target: One creature
Duration: 10 min./level
Saving throw: will negates
Spell resistance: Yes
This powerful phantasm fools the subject into believing itself more competent than it really is. The spell makes any action the target considers attempting, even the most daunting feats, seem easily accomplished requiring only a token effort. Deadly wounds seem like mere scratches, stalwart foes appear weak and intimidated, and the subject’s own attacks seem stronger and more effective. As a result of its skewed perceptions, the subject suffers a-2 penalty on all attack rolls, saves, ability checks, and skill checks, as well as a -2 to its wisdom score. This penalty cannot reduce the target’s wisdom below 1. finally, the subject becomes so completely enmored with its own (false) abilities that it cannot fight defensively or take the total defense action.

Shield Companion
Transmutation
Level: V, S, Dragon Magic
Casting time: 1 action
Range: touch
Target: 1 shield
Duration: 1 round/ level
Saving throw: none
Spell Resistance: NO
The caster can make one unattended shield and have it float magically around him, protecting him as if he was using it, but suffering none of the penalties. Maximum dexterity, and spell failure chance. If anyone attempts to snatch the shield away, the spell resists it as if the caster was indeed wearing the shield, so a normal disarm attempt is necessary.

Small enough
Transmutation
Level: wiz/Sor 2
Components: V, S,
Casting Time: 1 action
Range: touch
Target: one creature touched
Duration: 1 round/ level
Saving throw: Fortitude negates
Spell resistance: Yes (harmless)
The target can fit through any opening or passage up to 6 inches wide, regardless of the target actual size. While passing through the opening or passage, the target shrinks down to become small enough to fit. While shrunk, the target can take only move-equivalent actions. As soon as he is once again in an area that can accommodate his size, he returns to normal, whether he wishes to or not. While his size is different, the caster gains appropriate ac modifications based on size, but nothing else about him changes (strength, hit points, an so on). If the duration ends and the target is within a space too small for him, he is ejected out of the space into the nearest space that will accommodate him. If such a space is not available, the target remains small but suffers 1 hp per round of damage. His surroundings also suffer that damage (ignoring hardness), so if the target has more hp than the surroundings, eventually he will destroy them and grow to fit the space. For example, if a huge dragon uses this spell to move through a narrow hole in a stone wall but foes plug up either end of the hole to trap her inside, the dragon and the stone wall suffer 1 hp of damage per round after the spell’s duration ends. The dragon likely has more hit points than the wall and eventually smashes out of it, most likely very angry.

Unstoppable Energy
Transmutation
Level: Wiz/ Sor 5, clr 5
Components: V, S
Casting time: 1 full round
Range: personal
Duration: 10 minutes/ level or until discharged
The next time the caster releases any kind of discharged of energy damage, whether it be a breath weapon, a fire ball spell, or a lightning bolt from a wand, the energy ignores any protection offered by a protection for elements, endure elements, or resist elements spell. Innate resistance to energy type is also ignored, but immunities are not.

Vorpal Claws
Transmutation
Level: Wiz/Sor 8,clr 8
Components: V, S, Dragon Magic
Range: Touch
Casting time: 1 action
Target: creature touched
Duration: 1 round / 2 levels (harmless)
Spell resistance: Yes (harmless)
One creature’s claws become magically sharp and prone to beheading other creatures. Upon a successful critical, the claws sever the opponent’s head if it has one. Some creatures (like many abominations and all oozes) have no head. Others (like golems and undead other than vampires) are not affected by the loss of their head. Most other creatures, however, die.
__________________
Profane Weapon
Transmutation (evil)
level:Anti Paladin1, Corrupter 1, Despot 1
components: V, S
Casting time: 1 standard action
Range: touch
Effect: weapon touched
duration: 1 min/level
saving throw: none
Spell resistance: no
This transmutation makes a weapon strike true against good foes. The weapon is treated as having a +1 enchancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporeal creatures (though the spell doesen't grant an actual enhancement bonus). Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer thebenefit to the projectiles they shoot. In addition, all critical hit rolls against good foes are automatically successful, so every threat is a critical hit. This last effect has a magical effect relatede to critical hits, such as a keen weapon or a vorpal sword.

Unholy sword
Evocation (evil)
level: Anti Paladin 4
Components: V,S
Casting time: 1 standard action
Range: touch
Effect: Melee weapon touched
Duration: 1 round/ level
Saving throw: none
Spell resistance: no

This spell allows you to channel unholy power into your sword, or any other melee weapon you choose. Thw weapon acts as a +5 unholy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against good opponents). It also emits a magic circle against good effects (as the spell). If the magic circle ends, the weapon creates a new one on your turn as a free action. This spell is automatically canceled 1 rounde agter the weapon leaves your hand. you cannot have more than one unholy sword at a time. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with profane weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts.

Blood Drinker
Necromancy (evil)
Level: Clr 4, Sor/ Wiz 4,drw 4
Components: S, F/df
Casting time: 1 action
Range: touch
target: Creature touched
Duration: 1 round/ level
saving throw: fortitude negates
spell resistance: yes (harmless)

The target's teth elongate into fangs, and it gians the ability to suck blood with its bite, as a vampire does. As an attack action, the creature can make a successful grapple check against a pinned target. If successful, it inflicts 1d4 points of permanent constitution drain. If the target already has a blood drain attack (such as that od a dire weasel, gibbering mouther, rast, or stirge), it deals an additional 1d4 points of pernanent constitution drain. Also , if its blood drain attack deals temporary constitution damage, it instead deals permanent constitution drain for the duration of the spell.
Arcane focus; the tooth of vampire.

Spit Poison
Necromancy
level: clr 5, drd 4
components; S, Df
casting time; 1 action
range; 30 ft.
effect; spray of poison, up to 30 ft. long
duration; instantaneous (see text)
spell resistance; yes
you spit a spray of poison toward one target within range. You must make a ranged touched attack to hit the target. If you are currently poisoned, the target creature is subjected to the same poison. If you have a natural attack that transmits poison, the target is subjected to that poison. Alternatively, if you previously cast poison and have not discharged that spell, the target is subjected to the effects of that spell.

Beast Claws
Transmutation
Level: cleric 4, Druid 3, assn 3
Components: V, S, M
Casting time: 1 standard action
Range: personal
Target: you
Duration: 1 round/ level

Beast Claws changes your hands and fingers, giving you long, curving claws and heavy knuckles. These claws act as slashing melee weapons, inflicting 1d6 damage plus any magical or normal bonuses such as from strength, with a threat range of 19-20. Attacks with your transformed hands do not provoke an attack of opportunity. The claws do not hinder your manual dexterity or spell casting. Material component: the claw of a bird of prey, such as an eagle or falcon

Bite of the Seductress
Enchantment (charm) (mind Affecting)
level: dw 2, Sor/wiz 2, Assn 2
components: V,S, M
Casting time:1 standard action
Reach: touch
Target one living creature
duration: 1 hour/level

Saving throw: will negates
Spell resistance: yes
The drow understand love and feel its sting as others do, but theirs is a harsher emotion, based as much, or more on respect and yearning for the physical and emotional pain a partner can inflect as the tenderness. With the casting of this spell, the caster enchants a living being with a successful melee attack, so that they temporarily fall slavishly in love (as the drow see it), with him. In order for this spell to take effect, the caster must deal damage upon them with an unarmedattack, meaning creatures which cannot be damaged by unarmed attacks cannot be affected by this spell. Those who fail their will save to resist the bite become slavishly devoted to the caster,willlingly obeying commands and flinging themselves into har's way for the caster's benefit. This does not mean that they will obey his commands as though they were an automaton, but they will not hesitate to attack any foe which threatens their papamour, no matter how powerful. Unlike a charm spell. obviosly threatening actions by the caster do not instantly breal the spell, though lethal attacks grant them a new save to resist the bites effect.

Shriek of Abject Hatred
Evocation: (sonic)
Level: dw 4, Sor/wiz 4, Assn 4
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft. +10/level)
Area of effect: 20ft. radius burst
Duration: Instantaneous
Saving throw fortitude half
Spell resistance: yes
With a bloodcurdling shriek of absolute rage, the caster unleashes his hatred as an explosion of pure sonbic energy, so powerful that it can liquefy flesh. The balst deals 1d6 points of sonic damage per caster level (10d6 maximum) to eveyone with in its radius of effect (fortitude saves for half).
In addition to dealing damage, the shriek renders all who fail to save stunned for 1 round, and renders them deafened for one hour, meaning they suffer a -4 penalty to initiative checks, automatically fail listen checks and have a 20% chance pof spell failure when casting with a verbal component. Those who succeed at their save areaffected as though staggered for one round.

Skittering Darkness
Illusion (shadow)
Level: clr 5, Dw 5, Sor/wiz 5, Assn4
Components: V, S, M
Casting time: 1 standard action
Range 10 ft. +5 ft/2 levels
Area of effect: Sphere, centred on caster, with a radius of 10 ft. +5 ft./ 2 levels.
duration: 1 round/ 2 levels
Saving throwe:will partial
Spell resistance: yes

Upon vcasting this spell, the caster causes shadow and daekness to writhe and craw like a wave of spiders, striking at those who oppose him and gnaw at their flesh and sanity. Those who are within the intial area must immediately attemp a will save; if they fail, they are subject to attack from any shadow or area of darkness they enter, whether it be of natural or magical origin. At the beginning of each round they remain in darkness, shadow coalesce and attack, with a base attack bonus equal to a fighter equal to the caster level. On a successful strike, the claws inflict 1d6 + one half the caster level in damage. This effect follows each victim for the duration of the spell, so that even characters who flee the area of effect are subject to attack from creatures of shadow and night.
In addition to suffering physical injury, victims of this spell are subject to terrying psychological assault as well. The shadow shapes which appear to gnaw at their bodies are universally horrific in appearance, with linpy, otherworldly bodies, spade-like claws and mouths full of jagged teeth. Thet resemble nothing so much as visions from a childs nightmares. For the duration of effect of the spell when it was cast are shaken, suffering a -2 penalty to all attack rolls, skill checks and ability checks.
Victims of this spell can avoid damage by ensuring that they remain entirly out of the shadow. This can't be difficult to do, as even the victims own shadow will writhe forth to attack him. A character who is the focal point of a kight spell, or other , similar enchantment will not himself cast a shadow, though the aura he rAdiates may well doom his less fortunate companions. material com[ponent: a breath of traped air in an obsidian box at the stroke of midnight.

Secret Desires
Divination
Level: dw 1, sor/Wiz 1, Assn 1, Rgr 1
Components: V, M
Casting time: 1 standard action
Range: touch
Targets: one being touched
Duration: 1 round per level
Saving throw: will negates
Spell resistance: yes
The drow are masters of manipulation and the dark weavers, masters among masters. With but a touch and a few moments concentration, this spell grants understanding of the victim's subconsciopus desires and understands thier fears. For the duration of this spell, the caster gains a +1 per caster level insight bonus to all charisdma based skill checks involving the victim. when the spell ends, the victim has no ideal he has been manipulated inb any fashion. Material comp[onent: a single page of a diary or journal. at the moment of casting, the page burns to ash.

spider Gorge
Conjuration (summoning)
Level: dw 3, Sor/Wiz 3 (dw is drow)
Casting time: 1 standard action
Range: 25 ft
Area of effect: 5ft. wide line
Duration: instantaneous
Saving throw: reflex half
Spell resistance: yes
Distending the casters jaw to an unnatural degree, he vomits forth a stream of tiny spiders which engulfs anone unfortunate to be caught in its path, inflicting 1d4 points of damage per caster level(maximum 10d4). Those who sucee3d at reflex save only suffer half damage.
Those who fail their intial save are nauseated for one round and must immediately succeed at a fortitude save (at the same dc as thier reflex save) or suffer 1d4 points of constitution damage, as hundreds of spiders bites take their toll
material component: a handfull of live spiders, which must be devoured immediately after speaking the incantation.

Swarm Boil
Conjuration (summoning)
Level: clr 4, dw 3, wiz/sor 3
Components: V,S, M
Casting time: 1 standard action
Range: close (25 ft.+5 ft/ level)
Target: one creature
Duration: Innnstaneous
Saving throw: Fortitude partiL
sPELL RESISTANCE: YES
When cast this loatsome spell, causes immense boils to buble up from the victims skin. These boils erupt nearly instantaneously spilling forth a swarm of tiny spiders which live only to serve the casters whim. The victim of the spell suffers 1d6/ two caster levels (max 5d6), from the initial eruption of boils and the result flood of tiny spiders pouring from his flesh _ fortitude save is permitted for half damage.
In the riound following the eruption, the spiders form a swarm, exactly as the swarm spell summon swarm. the swarm has a number of hit dice equal to the victim's own and its size and the damage it deals are dependant upon its hit dice, as outlined in the swarm subtype description. The swarm remains in existence for a number of rounds equal to one half your caster level, and can be directed as a free action. At the end of the spell's duration, the swarm disappears.
Material components: a bag containing both a score or more dead spiders and a small vial filled with liquid taken from lanced boils.

Shadow Spears
ConCreation (spears)
Level: Sor/Wiz fifth
Com: V/S
Casting time: Four standard rounds
Range: 150 per level
effect see: below
Saving throw: see below
Spell Resistance: See below
With the activation of this spell one hundred little spears black in color hard as steal three inches long and one eight of an inch thick come from the caster hands made from the shadow weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The targets or targets of the spears save at -2 if using magic weave, if using shadow weave they get a will save for each spear plus dexterity if can avoid the spears, same for Mystra weave user. Each spear does 1 to 3 points of damage.
Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics;( easer to roll percentale dice) Ever three levels the caster gets one hundred more little spears. Anti magic shell and Mordenkaien’s Disjunction dispels the spears, dispel magic has no effect.
Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in hall way should be the width of the hall way plus height.

Blast your enemy with these spears and punch a whole through their chest, then laugh at them.

Shadow disks
con: creation
Level: Sor/Wiz fifth
Casting time: three standard rounds
Range: one hundred and fifty feet
Effect: See below
duration: Instantaneous
Saving throw: See below
Spell resistance: See below

Shadow disks come from the casters hands starting with four at fifth level, four more every three levels. The disks are made from the shadow weave and turned into hard razor sharp disks four inches round, dealing 1d8 per disk. Mystra caster get a -2 saving throw, weave users save at normal save vs. magic. Dispel magic has no effect on the disks, anti magic shell or Mordenkaien’s Disjunction will stop the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, refelex saving throw for the target if can.

Rentar's Hellhound
Conjuration (summoning)
Level: Wiz/Sor 6, Clr 6
Componente: V, S, M
Range: 9 yards +1 yards /level
duration: 1 day/ 2 levels
Casting time: 1 hour
Area of effect: Specail
Saving throw: None
Spell resistance: no

This spell calls a huge (350lb, 3 1/2 feet at the shoulder, and 6 feet long) black Rentar Hellwolf with glowing white eyes (60 foot infravision). It's a strong, lean and heavily muscled, it's skin is astrange black colour, drawn tight against its powerful body, its is hairless. Great hooked claws curl from its paws, and its snout split wide in a hideous grin revealing a mass of razor sharp teeth. The creature hit dice are 1d6 +2 per level of the caster (to a maximum of 15 +30). The number of attacks is 1 per 5 levels of the caster. The damage for each attack is 2d8 +1 per level of the caster, its armour class is a base of 5 plus 1 for every two levels of the caster. The creature movement rate is 40 feet, (i.e. a 12th level caster will have a hound that has 12 +24 hit dice, 2 attacks, 2d8+12 damage, 7 armor class, and 40 foot movement rate). The caster can have the hound guard him or another in which case the creature will stay with in 10 foot radius of the person to be proctected, or the caster can sendthe hound to attack any creature that the caster can see. Only one hound may be summoned at one time. the material components for this spell are a 1,000 gp black opal and the ash od a Hell Hound.

Alignment Change
Enchantmrnt
Level: Wiz/Sor 8, clr 8
Casting time: 2 rounds
Components: V, S
Area of affect: 1 creature
Range: 25 ft. +5 ft. /level
Duration: instant and permanent
saving throw: will restance -4
spell resistance: yes
this spell will change the alignment of the creature effected by the spell, if makes will save then changes to thus, awish spell or miracile spell can reverse this spell
LG to N roll a die to determine if evil or good
LE to N roll a die to determine if good or evil
CG to N roll a die to deterimine good or evil
CE to N roll a die to detrmine if good or evil
TN, EN, Ln, N, Ng to C good or evil roll die for evil or good
if fails saving throw then.
Lg to Le
Le to Lg
Ln to En
Ng to Ne
N to Ne or GN
cn to Ce or CG
makes sav at -4

the materail component is a magic item of no less value than 5,000 gold pieces.

Miniature mind
Alteration
Level; Wiz/ Sor 5, Clr, 5, brd
Range: touch
Components: V, S, M
Duration : permanent
Area of effect: 1 object
Saving throw: none
this spell has a wide variety of usages, it prepares a item to be filled with kinds of information. When it is cast the object and a trigger word is stated, the object is ready for two things and are made in pairs so one can see and view what the second object is seeing.
First, it can be used to store sounds, after the trigger word is uttered, the object records every sound around it for 10 minutes per two leles of the caster. thus music played in a room, a message readby the object, or even a chat between two people, the owner of the object can listen to the recordingf sounds latter.
The second object if made, the listener can hear all sounds with in 10 ft. + 5 ft for every caster level. it by passes all wards since this is two items that are connected to each other. and anti magic foeild will stop the effect.
second efect, the object can record an image of an area in front of it. From the end of the object a cone of five feet long and one feet per radius per level of the caster. the trigger word is uttetred and the object takes the image of the place where the oblect was. or the object can have a second object to makean pair and the second object can be used to view an area when held.
using the combined two powers a with amade pair of objects, so vases, and one is placed in a house. the caster can see and hear everthing within the area covered by both powers, by uttering a command word then concentrating on the object. the objects can by pass a ward, because they both are atuned to each other and will work within an warded area. the only way to block the item is to have a anti magic field in the area of one of the atuned objects.
Lady Rolindin

03-30-06, 12:59 AM
Dead End
Illusion (Shadow)
Components: V, S, M
Level Asn 1, Brd 1, Sor/ Wiz 1, Rgr 1
Casting Time: 1 standard action
Range: Touch
Target: One creature/ level touched
Duration: 1 hour/ level (d)
Saving Throw: Will Negates (harmless) or will disbelief (if interacted with) ; see text
Spell Resistance: Yes or no See text
A sneak-thief used to evading those pursuing him, the Black Cloak developed this spell to buy him more time during tight chases. This spell flawlessly disguises the spoor left by the target, concealing their tracks, scent, and other signs of their passage with an illusion that defeats even the senses of taste and touch. Any creature making a search check, using the scent ability, or using the survival skill to track a creature in the area the targets pass through is considered to be interacting with the illusion and may make a Will save to disbelieve. Creatures that succeed at the save may detect the target’s passage but suffer a -5 penalty on search, survival, or wisdom checks to track the targets of the spell or find signs of their passing. Spell resistance does not apply to this effect, Creatures merely passing through do not count as interacting with the illusion. Targets of this spell gets a Will save to negate it, and spell resistance applies. Material Component: a pinch of some adoriferous spice.

Marked Man
Divination
Level: Asn 2, Rgr 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 day/level
Although not a particularly skilled assassin, Karandras could seemingly find his quarry anywhere. He would use this spell to stalk his pray for days, learning their routines, before finally dropping in on the targets when they least expected it.
Upon casting this spell, you become attuned to the specific creature that owns the spell focus item. (A creature is considered to own the item on its person for 1 day or more. You do not count when considering what creature was last to carry an item.) This attunement grants you a + 10 bonus on search and survival checks made to track the items owner or find evidence of his passage. This spell does not give you insight into who or what the creature he is attuned to is or where that creature might be. Also, the spell does not provide you with the benefits of the track feat. this can be used in conjuction with minature mind spell and keep track of a person, it can by pass wards if the object was made in pairs. Arcane Focus: An object owned by the creature or a piece of the creature to be tracked, such as a tuft of hair or a fingernail.

Serene Visage
Illusion (glamer)
Level: Asn 1, Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: you
Duration: 1 min./ level
For decades the Black Cloak Saernavar served on his city’s counsel, his integrity never question even as lesser men fell by the way side under charges of graft and scandal. Considered the only honest man in the government, the city heaped increasing power upon him. Only upon reading his mocking memoirs, published after his death did the true extent of his crimes- many of which he pinned on his underlings- came to be known. Simple illusions aid your attempts to be persuasive. You gain an insight bonus equal to your caster level on all bluff checks.


Shock and Awe
enchantment (Mind affecting)
Level: Asn 1, Sor/Wiz 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Targets: 1 flat footed creature/ level no two of which can be more than 30 ft. apart.
Duration: 1 round
Saving Throw: Will Negates
Spell Resistance: Yes
A quick spell and quicker dagger always ensure that the Black Cloak assassin Ahren could perform the most daring ambushes without suffering a scratch. This spell distracts its targets, preventing them from reacting with the deftness they might otherwise possess. Only effective when cast in the surprise round of combat and on flat footed creatures, this spell causes those it affects to suffer a - 10 penalty on their next initiative rolls. Targets that cannot be caught flat- footed (such as a rogue with uncanny dodge) cannot be affected by this spell.

Spontaneous Search
Divination
Level: Sor/Wiz 1, Asn 1, Rgr 1
Components: V, S, M
Casting Time: 1 round
Range: close (25 ft. + 5 ft. /2 levels)
Target: One 30 ft. cube
Duration: Instantaneous
Saving throw: will negates
Spell resistance: Yes or no (object) see text
After consolidating control of his gang, Master Traijin’s lust for wealth combined with his paranoia in interesting ways. He obsessed over his belief that the businesses in his neighborhood were holding back on his cut. He would sweep into one of them, mentally tabulate the value of everything in the place, calculate his share down to the copper piece, take his share, and stalk out without saying a word. He developed this spell for use during these audits.
You instantly become aware of the location and types of inanimate objects in the spells area as if you had taken 10 to use the search skill on the entire affected area. The spell also reveals what is inside containers, even locked ones, if your search results beats a dc equal to the open locks check required to overcome the locking mechanism. The effects of this spell are purely mental and merely give you an awareness of the area’s contents; it does not reveal traps, secret doors (although it could alert the spell caster to objects beyond them), open locks, reveal the contents of books or scrolls, or actually put items in your possessions. Creatures in the area may make a will save to negate your ability to learn what objects they possess. Material component: a silk glove.

Shadow Teleportation
Conjuration
Level: 8 wiz/sor, clr 8
components: V, S, M
Range: special see below
range: see below
Target: one ome more creatures within the ten foot scircle
Saving throw: will negates
spell resistance: yes
Casting time: 4 rounds

The spell when released causes a black sphere eight foot round and will pull the target into the black circle and pull them into the shadow plane if they fail. If makes will save the target will be blinded for five rounds having the shadow weave blocking thier sight. dispel magic won'y dispell the shadow circle its made of shadow stuff. if the tagret fails their saving throw then they get pull into the shadow plane and the circle disappears, the target has to make a will save every round they are in the circle. If they disappear with the circle then they have to find their own way out of they shadow plane, and must fight any creature they encounter with in the shadow plane by themselves.Anti magic zone or Mordenkaien's disjunction will stop the spell, or spell turning, dispell magic has no effect. this spell is used to teleport an enemy to the shadow plane, if save then is blinded and has to make a will save for five rounds. This spell works best when cast into a Chardalyn rock or ioun stone and thrown at the target, or put on to arrow heads and fired from a bow.

Eater From Within
Conjuration
Level: wiz/sor6, clr 6, dw5, Asn 4
components: V, S
Duration: 3rds/ level
Casting time:5 rds
Area of effect: one creature
Saving throw: none
Spell resistance: yes
This spell createats a small blood red ball of light that zips from the casters outstretched hand to the target creature and disappears with in. Any person that is not immune to disease will be effected by this spell. The spell can be countered wit ether a dispell magic or with a cure disease spell, otherwise the spell will commence eating the insides of its host at the rate of 1d3 hits points per round. While under this form of attack no being can cast spellws and all that try to fight have their attack, defence and saving throes reduced by -3 because tthe pain is so intense.

Climb
Transmuation
Level: drd 1, rgr 1, Sor/wiz 1, assn 1
Components: V, S, M
Casting time: 1 standard action
Range: touch
Tagrget: creature touched
Duration: 1min/level
Spell resistance: yes
the subject gets a +10 enhancement bonus on climb checks. The enhancement bonus increases to +20 at level 5. To +30 (the maximum) at caster level 9th. Unlike spider climb, this does not allow the target to climb ceilings, and it does not give her a climb speed.

Wall of Smoke
conjuration (creation)
Level drd 1, sor/wiz 1, rgr 1, ass 1
Components: V, S
Casting time: 1 standard action
Range: 25 ft/ 5 ft/ level
Effect: two 5 ft. squares/ level that are 5 ft. thick
Duration: 1 round/ level
saving throw: Fortitude partail, see text
Spell resistance: no
This spell creates a thin opaque wall of black smoke, the wall is stationary once created. The wall blocks sight to a limited degree, creatures on opposite sides of the wall that cannot see over it gain concealment from eack other (attacks have a 20% miss chance). A creature that breathes can pass through a wall od smoke with ease if they hold thier breath. Other wise they must make a fortitude save to avoid being nauseated for 1 round.

Remove Scent
Illusion
Level: brd 1, Rgr 1, Sor/Wiz 1, ass 1
level: V, S, M
Casting time: 1 action
Range: touch
Area: Creature touched
Duration: 10 minutes /level
Saving throw: Will negates
spell resistance: yes (harmless)
the creature or object touched has all trace of olfactory presence removed for the duration of the spell. The scent ability cannot detect a creature under the effects of a remove scent spell. it also negates the harmful side effects of the noxious stench exuded by certain creatures, such as ghasts, undead for the duration of the spell.

Foebane
Evocation
Level: rgr 4, wiz/sor 4, assn 3
compontents: V, S
Casting time: 1 action
Range: touch
Target: weapon touched
Duration 1 round/ level
Spell resistance: no
The spell imbues one of the caster's weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage> Furthermore, while the caster wields the weapon, he or she gains a +4 resistancts bonus to saving throws against effects created by creatures of that type.
The spell is automatically canceled 1 round after the weapon leaves the caster's hand for any reason, the caster cannot have more than one foebane weapon at a time.

Secret Message
divination
Level sor/wiz2, rgr 2, assn 2, clr 2
Components: V, S, M
casting time: 1 action
Range: touch
Duration: 2 rnds/level
Area of Effect: Specail
saving throw: none
spell resistance: no
this spell allows the caster to speak and understand a language that can only be understood and spoken by the other recipients of this spell. the material component is the message which is written then burned as the spell is cast, with the name or names of the recipients.

Flaming Finger
Evocation
Level: sor/wiz 2, rgr 2, assn 2,
components: V, S
Range: 25 ft. +5 ft /level
Duration: Instantaneous
Casting time: 1 action
Area of effect: Specail
Saving throw: reflex half
Spell resistasnce: yes
when this spell is cast, a thin searing white heat shhots forth from the caster's index inger. this bolt will automatically hit a single target inflicting 1d10 points of damage, plus 1 piont per level of the caster, up to a maximum of 1d10 +10. Asuccessful save vs. spell reduces tjis damage by half. If a save is faild the recieve full damage, possessions do not have to make a save

Resistance Piercing
Alteration
Level: wiz/soe 3, clr 3, rgr 3
components: V, S
Duration: next spell
Casting time: 1 round
Saving throw: none
This spell wll add extra power to one other spell for the express purpose of punching through magic reisitance. the spell can negate 20 % +2% per levwel of the caster. This spell is useful to use with powerful spells on the next round.

Surefooted Stride
Transmution
Level: brd 2, Rgr 2, Assn 2, Sor/wiz2
Components: V, S, M
Casting time: 1 standard action
Range: personal
Target: you
Duration: 1 hour/level
Saving throw: none
Spell resistance: np
Your stride becomes confident and sure, you can move through dense rubblr or streets at full speed for the duration of this spell. You gain a +2 competence if climbing is needed, you can even run, charge and tumble faster with this spell.

Leomund's Hidden Hut
conjuration
Level: sor/ wiz 5, rgr 4,
components: V, S, M, f
casting time: 10 minutes
Range: 25 ft +5 ft/ level
Targets: 20 ft. square structure
Duration: 2 hours /level
Saving throw: none
spell resistance: no
this spell is similiar to Leomund's Secure shelter, except that the conjured structure is perfectly camouflaged to blend in with what ever terrain or surrounds are appropriate. It may appera as a house sized boulder in mountainous or eocky areas, a sand dune, a deadfall, a small grassy knoll, or even a mighty tree. The spell also conceals all tellale signs of habitation, including any smoky, light, or sound coming from within the lodge. creatures examining the lodge or studying its immediate vicinity note the presence and extent of the shelter with asuccessful wilderness lore check (dc30). If the lodge occupants are seen entering or leaving the lodge, the dc for this check drops to 10.

Stinging Needles
Evocation
Level: rgr 2, assn 2 sor/wiz 2, clr 2
Range: 25 ft +5 ft /level
components: V, S, M
casting time 1 action
Duration : Instantaneous
Area of efect: 1 creature
Saving throw: reflex half
spell resistance: yes
this sepll shhots tiny needle like missiles to a target, for each level the caster can fire 2 neddles up to 20 needles at 10th level. Thjose who make saves vs spell avoid half the needles, and reflex save does the same, you have to use one save. these small missiles are not very deadly, each needly inflivts only 1d2 points of damage. the spell is used agasinst those who are casting spells and are in spell casting motions. If the target is hirt by the needles they need to make a concentasrtion check ayt -2 to check thier concentration of spell casting. the material component is a handful od iron needles.


Shadow Elves[/B]: The Official AD&D(R) Game Statistics]

by Monte Cook, TSR, Inc.
(C)1995 TSR, Inc. All Rights Reserved.
(R) and (TM) indicate trademarks of TSR, Inc.

This file is a rules addition to the D&D(R) accessory GAZ13 <The
Shadow Elves>, created by Carl Sargent and Gary Thomas, edited by
John Nephew (1990). As the MYSTARA(R) folder here shows, shadow
elves are a very popular facet of the Known World. Now that the
MYSTARA campaign has become an AD&D(R) setting, here is what you
need to know to play shadow-elf player characters. As usual, it's
assumed that the character you play will not be evil and will
probably be an outcast from his less-than-lovable (at least as far
as most surface-worlders are concerned) society.

Ability Score Modifications
+2 to Intelligence
+2 to Dexterity
-2 to Constitution
-2 to Charisma

Racial Ability Requirements
Strength 3/18
Dexterity 7/18
Constitution 3/18
Intelligence 9/18
Wisdom 4/18
Charisma 3/18

Class and Level Limits
Maximum Level
Warrior
Fighter 15
Ranger N/A
Paladin N/A
Priest
Cleric 15
Druid N/A
Wizard 18
Rogue
Thief 10
Bard N/A

(Note that these levels are higher, in most cases, than those for
standard elves.)

Multi-class Options: Fighter/Mage, Thief/Mage, Cleric/Mage

Warriors
Fighters are commonly found in any society, of any race, and
these elves are no exception. However, there are no shadow-elf
rangers or paladins.

Priests
Shadow-elf clerics are called shamans (not to be confused with
the shamans of the humanoids in the <Complete Book of Humanoids>,
or shamans in the upcoming <Shaman> product). These individuals are
among the most respected members of their society. Shadow elves
have no equivalent to the druid class (nor any need for such).
Shamans have access to a broad base of spells, including the
following spheres: All, Charm, Divination, Elemental, Healing,
Necromantic, and Protection. They do not worship standard gods,
instead following the Immortal Rafiel alone (see GAZ13 for
details).

Wizards
Magic and wizards are very important to shadow-elf society.
Shadow elves can be mages, or else specialists in the Conjuration,
Enchantment/Charm, Alteration, and Illusion schools.

Rogues
Though a few thieves exist in the realms of the shadow elves, it
is not a profession that they excel at, nor is it one they respect.
Thieves are at the lowest rung of their society, but they do exist.
There are no shadow-elf bards.

Special Abilities
Infravision for shadow elves extends 90 feet, half again as far
as that of their surface cousins. Like all elves, they are 90%
resistant to <sleep> and <charm> spells, but in addition they are
completely immune to the paralyzing effect of any undead creature.
Other types of paralysis does work against them.
Shadow elves find secret and concealed doors with the same skill
as other elves. Their language is a dialect of surface world elves
(since they descended from them centuries ago), and many are
familiar with the languages of the other underworld races such as
gnolls, orcs, and hobgoblins.
Shadow elves have the same chance to surprise foes as normal
elves, but only in underground settings, or at night above ground.
Unlike surface elves, these elves do not get a +1 bonus with a
sword or bow.

Age and Appearance
Shadow elves have the same standard life span and age
requirements as normal (high) elves. They are slightly smaller and
slimmer. Their ears are larger and their flesh is extremely pale.
Their hair is often white, following a general trend toward
albinism from their long subterranean existence.

Role-Playing Suggestions
Despite their reputation, shadow elves don't have to be evil. As
a general rule, however, they don't like surface world elves, or
for that matter, any surface worlder, or for that matter, anyone
else but other shadow elves. They are an insular society, but a few
outcasts or exceptional individuals could break their societal
norms to adventure with a group of surface worlders. A negative
reaction adjustment of, say, -4 applies to any surface worlder
meeting a shadow-elf PC, and one of -6 is gained from other elves
from the MYSTARA campaign. For the most part, shadow elves must
skulk in the shadows (no pun intended) of surface-world society,
unless they really make a good reputation for themselves as
individual heroes.

Last Notes (from Roger E. Moore)
Shadow elves are unknown on any other world in the AD&D game
multiverse except the MYSTARA campaign, though individuals can
travel wherever they like, using spells, devices, magical
interworld gateways, or elements of the SPELLJAMMER(R) or
PLANESCAPE(TM) campaigns.
In addition, note that the MYSTARA campaign has undergone major
geopolitical changes in recent years, following the events in the
<Wrath of the Immortals> boxed set, the three <Poor Wizard's
Almanacs>, and <Joshuan's Almanac> (due out December 1995). Shadow
elves have fought their way to the surface world and now control
their own kingdom, Aengmor, which is completely surrounded by
Darokin. (Aengmor was formerly known as the elven kingdom Alfheim.)
Consider the information in this file and GAZ13 to be the most
accurate "pre-WotI" data available.
Lady Rolindin

03-30-06, 01:04 AM
RedHase other items and things

Arcane Ancestry --------------------------------------------------------------------------------

Aramar the Black, this is from the dragon magazine sep 03, Bloodline feats.
gain feats if you don't allready have spells memerized, must be that type of creature ansister.

air bloodline feat,
bonus spells (1 to 9 are spell levels extra for blood feats)
1. obscuring mist
2. gust of wind
3. wind wall
4. shout
5. telekinesis
6. controll winds
7. ethereal jaunt
8. summon monster vIII (elementals and outsiders with the air sub type)
9. freedom

Celestial blood line
1. protection from evil
2. datlight
3. magic circle against evil
4. rainbow pattern
5. dismissal
6. guards and wards
7. sequester
8. sunburst
9. summom monster IX (good outsuders only)

benfit you can cast light 5 times a day as a spell like ability

Draconoc bloodline
1. comprehend languages
2. darkvision
3. proction from elements
4. fear
5.mind fog
6. true seeing
7. vision
8. mind blank
9. dominate monster
bonus dragon sight

earth bloodline
1. enlarge person
2. shatter
3. keen edge
4. stone shape
5. transmute mud to rock
6. move earth
7. statue
8. iron body
9 summon monster IX (elementals and outsyders with earth subtype)

Fey blood line
1. detect secret doors
2. glitter dust
3. tongues
4. hallucinatory terrain
5. seeming
6. mislead
7. sequester
8. otto's irresistible dance
9. wail of the bansheebonus +1 on all saving throws

fiendish bloodline
1. protection from good
2. darkness
3. sepia snake sigil
4. bestow curse
5. nightmare
6. mislead
7. insanity
8. maze
9. imprisonment

fire blood line
1. hypontism
2. pyrotechnis
3. tongues
4. fire shield
5. cloud kill (smoky cloud like a fire would make)
6. summon monster VI ( elementals and outsiders with fire sub type)
7. delayed blast fireball
8. sunburst
9. meteor swarm

bonus base speed +10
there's more. this is part of part 1, will find time to post the rest and part 2
__________________

Book of Blood
Spellbook; can summon a yeth hound 1/day, casts finger of death 1/day which permanently drains 1 hp from the reader, can contain up to 45 spells, waterproof and fireproof; Weight 3 lb.
21,300 (3rd)
CL 13th; Craft Wondrous Item, finger of death, summon monster V.
MoF 155

Arrow of Biting
Injects poison (Fort DC 16, 1d10 Con/1d10 Con) into its target.
1,457 (3rd)
CL 7th; Craft Magic Arms and Armor, poison, 732 gp + 58 xp

The Fist
Unique +2 spiked guantlet; adamantine, grants immunity to chill metal and heat metal spells, 1/day can make a piledriver attack that deals an additional +2d6 damage, creatures struck by the piledriver attack must make a Fortitude save (DC 22) or be stunned for 1d4 rounds as well as a Reflex save (DC 22) or be knocked prone.
23,305 (3rd)
CL 15th; Craft Magic Arms and Armor, bigby's clenched fist, resist elements, 13,305 gp + 800 xp

Thayan Bombard Bomb: Cloudkill Bomb
Only usable with a thayan bombard; glass sphere filled with bilious green liquid that creates a cloudkill effect triggered and centered at the point of impact (cloud remains stationary); Weight 20 lb.
1,125 (3.5)
CL 9th; Craft Wondrous Item, cloudkill.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Death Bomb
Only usable with a thayan bombard; black glass sphere with blue runes, creates a circle of death effect triggered and centered at the point of impact, slays 11d4 HD of creatures; Weight 20 lb.
1,650 (3.5)
CL 11th; Craft Wondrous Item, circle of death.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Fireball Bomb
Only usable with a thayan bombard; red, dull glowing sphere creates a 3d6, 6d6 or 10d6 damage fireball effect triggered and centered on the point of impact; Weight 20 lb.
375 (3d6), 450 (6d6), 750 (10d6) (3.5)
CL 5th (3d6), 6th (6d6) or 10th (10d6); Craft Wondrous Item, fireball.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Snowball Swarm Bomb
Only usable with a thayan bombard; blue frost-covered sphere, creates a snilloc's snowball swarm (FRCS 74) that does 3d6 cold damage triggered and centered at the point of impact; Weight 20 lb.
250 (3.5)
CL 5th; Craft Wondrous Item, snilloc's snowball swarm (FRCS 74).
UE 56
Wpn
3.5

Thayan Bombard Bomb: Stinking Cloud Bomb
Only usable with a thayan bombard; glass sphere filled with a sickly yellow concoction, creates a stinking cloud effect triggered and centered on the point of impact; Weight 20 lb.
375 (3.5)
CL 5th; Craft Wondrous Item, stinking cloud.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Stone Shot
Only usable with a thayan bombard; stone deals 3d6 damage, can only strike a target creature and is a ranged attack instead of a ranged touch attack; Weight 30 lb.
5 (3.5)
CL n/a.
UE 56

Cloak of Fangs
Upon command, cloak fires invisible force darts up to 15 ft. in all directions for 7 rounds, the darts do 4d6 damage per round or half on a successful save, can only be activated once before the cloak is destroyed.
10,000 (AD&D)

Bone Bracers of the Death Deity
+3 bracers of armor; bestows one negative level on anyone of good alignment that wears them; casts death ward 1/day, desecrate 1/day, and unholy blight 1/day; Weight 1 lb.
58,300
CL 7th; Craft Wondrous Item, death ward, desecrate, unholy blight, mage armor, creator must be at least 6th level.

Viper Dagger
+2 dagger; 1/day can turn into a small viper under the owner's control.
10,462
CL 5th; Craft Magic Arms and Armor, Craft Wondrous Item, summon nature's ally II, creator must be 6th level, 5,382 gp + 406 xp

Blast Globes
On command, glass sphere seperates into smaller spheres that orbit each other and can strike a target within 400 ft. as a free action, any target struck must make a Fortitude save (DC 19) or be disintegrated after which the globe explodes in a 20 ft. radius doing 10d6 fire damage and 2d6 sonic damage to any target in the area as well as causing deafness for 2d6 rounds and knocking back any target 1d6x5 ft. away from the center of the blast, a successful Reflex save (DC 15) halves the fire damage but not the sonic damage and negates the knockback while a successful Fortitude save (DC 15) negates the deafness; Weight 1 lb.
8,000
CL 11th; Craft Wondrous Item, battering ram (MoF 80), disintegrate, fireball, shout

Sending Stones
A pair of stones which can send a message (as the spell sending) to the bearer of each stone; Weight 1 lb.
15,000 (pair)
CL 7th; Craft Wondrous Item, sending

Mirror Mask
Grants a +5 resistance bonus on all saves vs. gaze attacks and spells that work through sight (such as flare, illusion (pattern) spells, a vampire's charm ability, etc.), anyone viewing the mask while worn sees their own face rather than the wearer's; Weight 1 lb.
8,759 (3rd)
CL 5th; Craft Wondrous Item, change self, resistance
Lady Rolindin

03-30-06, 03:11 AM
Ghashmal Keep: Stronghold of the Knights Von Dracha
http://boards1.wizards.com/showthread.php?t=484529&page=1&pp=30

The Knight Von Drache prc class
http://boards1.wizards.com/showthread.php?t=391232

The Arcanist Von Dracha prc class
http://boards1.wizards.com/showthread.php?t=483800

Corrupt Avenger
http://wizards.com/default.asp?x=dnd/iw/20051006b

posted by Lady rolindin
Legion Breaker
Also Known As: Terminus; Heroslayer
Item: +5 Adamantine Greatsword

Description:
Legion Breaker is a dark and sinister weapon with a history of death and destruction. The weapon itself does not appear extraordinary: a strait 5ft. long, 3 inch wide double-edged blade without the branching ends, wavy patterns, or spiky bits normally associated with such implements of evil.

The weapon was forged as a single piece, its handle made of the same dark metal as the blade. The only distinguishing features are a spiraled ripple for the grip and a small skull design at the end of the pommel.

Normally the blade was a void of absolute darkness, without reflections or gloss, as if staring into a depthless shadow. This effect was mostly the result of its wielder and the dark blessings performed upon it before battle. Currently, this effect has subsided, such that the physical blade can again be seen.

Statistics:
size and effort: medium two-handed
type: slashing melee
proficiency: martial
attack bonus: +5 enhancement
damage: 2d6 +5 enhancement + 1-1/2 Str
critical: 19-20/ 2x
weight: 8 lbs.
hardness: 40 (20 material +20 enhancement)
hitpoints: 80 (10 +50 enhancement x4/3 material)
cost: 53,350 gp (50 +300 masterwork +3,000 material +50,000 enhancement)
aura: strong evocation and lingering evil. Curiously, a faint aura of law also lingers.

Abilities:
adamantine: This ultra hard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.

History:
The history of this weapon is one of conflict and bloodshed. It is forever associated with its wielder, Marcus the Black Knight, a near epic LE human fighter/ blackguard.

Long ago, a dark emperor sought to conquer the known world by all means possible. The greatest of his armies were the Black Guard, led by the four Black Knights. Marcus, though the last to gain title, but considered by many to be the greatest of the Black Knights. The emperor had commissioned four sets of weapons and armor, one each for the Black Knights. Of these, Legion Breaker was one.

The emperor’s armies crushed all resistance, until the forces of freedom made a final stand. Against the Black Knights stood the armies of humans, elves, dwarves, and other good creatures. Marcus and his forces were arrayed against the elves, led by their princess Berylia, an inspirational commander, expert strategist, and accomplished swordfighter.

The battle was cataclysmic, neither side having the advantage, the greater numbers of good contrasted by the elite forces of the emperor. In the midst of the carnage, Marcus and the other Black Knights squared off against their counterparts. And in so doing, finally met their match. Though Marcus rained blows that would split a man in two, they were all deftly parried or nimbly dodged by Berylia, resulting in no more than a scratch here, a torn sleeve there. Marcus by contrast fared worse- soon his armor was covered in the blood from a score of small wounds.

The desperate resilience of the forces of good were for a reason. While the Black Knights were occupied, a small team of heroes teleported into proximity of the emperor. Calling upon a miracle, they froze the emperor for just long enough to hopefully take his head. Were the emperor to be killed, his dark blessings would be dispelled, and his armies would be at a serious disadvantage. The Black Knights were instantly aware of their lord’s plight, but were unable to come to his aid until they had defeated their opponents.

As Marcus realized the danger his master was in, he looked away for the briefest of moments. But that was all the opening Berylia needed. With a lightning-quick strike she took Marcus off guard, knocking his helm clean off and cutting across his face. Marcus fell to the ground, his hand clutching his left eye.

But from between his fingers, his eye still stared. Rising to his feet, Marcus roared with anger and retaliated in great, arcing swings. But with his mind clouded he accomplished little more than shattering rocks and cleaving air. And in his anger, Marcus exposed another opening. Berylia again pressed the attack. With deft strikes, Marcus was reeling, on the back of his heels, his weapon knocked aside and barely held with his right hand. But as she closed for the final strike, Marcus snapped back into focus, events seeming to move in slow motion.

Rather than trying pull his weapon back to recover and block in a horizontal arc, Marcus instead pushed his weapon through to a low, vertical swing. Fueled with hate he caught his balance and pivoted, Legion Breaker effortlessly tearing through the ground at his feet, and swinging form a direction Berylia did not expect. As its end cleared the rift it had torn, Marcus returned both hands to its handle, swinging Legion Breaker at full power. Berylia tried to block, but Legion Breaker smashed through her lighter blade, shattering the heirloom and cutting a deep gash in her chest. Berylia was knocked away, landing several yards away in a crumpled heap. In one swing, Marcus had reversed the tide of the fight.

The last of her guards rushed to protect her, but none of them could penetrate Marcus’s armor, none of them could withstand his blows. Marcus glared down upon Berylia, his scarred face twisted in anger. Raising his sword, he readied the deathblow. But it was too late. Just then, the heroes had managed to pierce the emperor’s protections and take his head. Lowering his arms, Marcus’s hands slackened, and Legion Breaker fell to the ground. Marcus then collapsed to his knees and cried out in anguish and despair. The battle, the war, everything- was over. He had failed. Returning to his feet, Marcus took his sword, turned, and slowly walked away, his head hung low in shame. None dared block his path.

Interaction:
Since then Marcus has wandered the lands, followed by tales of a cloaked warrior, best not disturbed. He no longer cares about anything, and would rather be left alone in his dejection. To that end, he does not draw attention to himself, nor does he stay in one place long. Paladins and other valiant warriors have sought to confront him, but he sends them on their way with a broken weapon, a smashed shield, a near fatal wound, and a warning. Those foolish enough to confront him a second time are sent to the afterlife.

Berylia also came through, but the wound has never fully healed. She is the only one to survive Legion Breaker wielded in anger. Were Marcus to ever to again empower the weapon with his dark blessings, she would know. But Marcus would only do so upon the return of the emperor, or in the defense of his empire. Neither events are in the foreseeable future.

Marcus may yet still live to this day, and if he does, he will not be without his signature weapon. Even age might not have taken him, for the Black Knights were rumored to be immortal.

Design Notes:
This weapon really comes into its own when used by a character with the Improved Sunder feat, leaving a trail of wrecked equipment in its wake. Its more about who used it and what for than any fancy abilities or embellishments. Which could make for an interesting concept: an “adversary” magic weapon: one that has been rebuilt (or survived) from being struck by Legion Breaker.
Lady Rolindin

03-30-06, 04:38 AM
Stormhand Federation
http://boards1.wizards.com/showthread.php?t=422445

Spells of the Sky
http://www.wizards.com/default.asp?x=dnd/fw/20050114a

Monsters of the Sky
http://www.wizards.com/default.asp?x=dnd/fw/20050211a

Magic items of the sky
http://www.wizards.com/default.asp?x=dnd/fw/20050311a

walking statue of waterdeep
http://www.wizards.com/default.asp?x=dnd/ex/20050601a&page=6

master of the storm by ice man
http://boards1.wizards.com/showthread.php?t=396563

strom armor: champions of valor
http://www.wizards.com/default.asp?x=dnd/ex/20051111a&page=9

storm mage by Edymnion
http://boards1.wizards.com/showthread.php?t=101583

stormrider class by Epic Scotsman
http://boards1.wizards.com/showthread.php?t=253744

storm fey; storm riders
http://www.wizards.com/default.asp?x=dnd/fey/20040110a

knight of the flying hunt: champions of valor excerpt
http://www.wizards.com/default.asp?x=dnd/ex/20051111a&page=8

knight phantom: five nations excerpt
http://www.wizards.com/default.asp?x=dnd/ex/20050706a&page=4

vindicator of the zephyr by deladrion
http://boards1.wizards.com/showthread.php?t=184839

Dread commando
http://www.wizards.com/default.asp?x=dnd/iw/20050407b&page=6

By dyne

Guildmaster/Guildmistress: Leader of the Stormhand Federation and monarch of the kingdom that is Bristol. The Guildmaster/mistress commands immense power and respect within the organization. His/her job is to supervise the organization within the guild, set and pursue goals for the guild, maintain healthy political relations with other guilds, and to assign guildmembers to tasks that will benefit the guild and serve in the guildmember's growth.

Duke/Duchess: Controller and keeper of an area of the Stormhand Federation's territory, Dukes and Duchesses supervise multiple districts. Their responsibility is to ensure that each district under their dominion receives sufficient growth and maintenance.
Alternatively, Dukes and Duchesses may be military commanders assigned to combat a particular enemy or group of enemies. In such a case, their responsibility is to ensure constant information and intelligence regarding their target, as well as maintaining the military forces assigned to combat the target.
Lord/Lady: Controller and keeper of a district. A Lord or Lady is responsible for maintaining the territory they are assigned to, as well as building onto what is already there. Lords and Ladies command a garrison assigned for the protection of the district, and they must make sure it is always in top condition.
Alternatively, a Lord or Lady may be a military commander assigned to command a combat unit. In such a case, their responsibility is to ensure that their army is always combat ready, to lead their troops into battle, to follow the orders of their Duke or Duchess overseeing them (or the Guildmaster himself), and to glorify the Stormhand Federation through victory in battle and the conquest of enemy districts.

Journeyman: Holds some position of power within the guild hierarchy, and is usually a respected individual. Journeymen have proven themselves to the guild through accomplishment and dedication, and they are rewarded with leadership and responsibility, likely overseeing some working of one of the orders within the Stormhand Federation.
Alternatively, if higher-ranking personnel are of short supply, Journeymen may take over some of the responsibilities usually fulfilled by the higher ranks.
Initiate: The lowest rank of the Federation, Initiates' growth and potential are closely overseen by higher-ranking personnel. Individuals of particular talent may find themselves advancing within the guild at often intervals. Initiates are also valued members of the guild, so they are often given some amount of responsibility to give them a chance to prove themselves.

ancient feats lost empire of faerun
http://www.wizards.com/default.asp?x=dnd/ex/20050202a&page=1

ancient spells lost empire of fearun
http://www.wizards.com/default.asp?x=dnd/ex/20050202a&page=3

artifacts of the past lost empires of fearun
http://www.wizards.com/default.asp?x=dnd/ex/20050202a&page=5

dragonhawk: five nation excerpt
http://www.wizards.com/default.asp?x=dnd/ex/20050706a&page=5

Typhoeus
God of Thunder and War, The Dark Storm, The Outcast of the Sky
Symbol: Sword wreathed in lightning, pointing skyward
Alignment: Lawful Evil
Portfolio: War, conquest, storms, lightning
Domains: Air, Darkness, Evil, Law, Nobility (Complete Warrior), Storms (FRCS), Tyranny (Complete Warrior), War
Favored Weapon: Longsword

The Stormhand Federation reveres Typhoeus and prays to him for victory in their conquests. You don't have to have Typhoeus as your patron in order to be a member, but all members should at least show a great deal of respect to the deity.

Theocracy [General]
Your great wisdom draws more followers.
Prerequisites: Wis 13, Leadership.
Benefit: Add your Wisdom bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat.

Based off Might Makes Right from Races of Faerun, but with Wisdom instead of Strength.

Noble Born [General]
You are a scion of a noble house. You were raised to rule and learned the art of diplomacy as soon as you could talk.
Benefit: Diplomacy and Knowledge (nobility and Royality are always considered class skills for you. In addition, if you gain the Leadership feat, you receive a +2 bonus to your Leadership score.
Special: This feat can only be taken at 1st level. It indicates a tie to a noble family, which might or might not still exist.

Royal Blood [General]
You can influence a large number of your own kind.
Prerequisite: Base Leadership score of 10+.
Benefit: You have the blood of a royal family flowing through your veins. You gain a +2 bonus on all Diplomacy and Intimidate checks made to influence those of your own kind. Additionally, as long as you are visibly leading them, all your followers gain a +1 morale bonus on their attack rolls and Will saving throws.

Bloodline of Lightning [General]
Benefit: You receive a +4 bonus on saving throws against electricity effects. You also add +2 to the DC of saving throws for any spells with the electricity descriptor that you cast. This benefit stacks with the Spell Focus feat if the spell you cast is from your chosen school.
Special: You may only take this feat as a 1st-level character.
Magocracy [General]
Your great knowledge draws more followers.
Prerequisites: Int 13, Leadership.
Benefit: Add your Intelligence bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat.

Based off Might Makes Right from Races of Faerun, but with Intelligence instead of Strength.

Influential [General]
You are one of the more prominent members of society, and you naturally learn the social graces more easily and quickly.
Prerequisites: Int 13, Wis 13, and Cha 15.
Benefit: The following skills are class skills for you: Appraise, Bluff, Diplomacy, Gather Information, Intimidate, Sense Motive, and Speak Language.

This used to be Of Noble Upbringing, but I changed it to better fit what I was trying to do, as well as to balance it.

Surcoat of Command
Counts as a shirt for magic item slots. Provides the same effect as a Breastplate of Command, minus the breastplate.
Strong enchantment; CL 15th; Craft Wonderous Item, mass charm monster; Price: 21,050 gp; Cost 8,625 gp + 690 XP.

Journeyman's Seal
These items are awarded to members of the Stormhand Federation who have proved themselves by completing the Initiation Quest. Once per day, an owner of one of these seals can create a telepathic bond (as the spell Rary's telepathic bond) with up to three other creatures. Because of the link between all seals, owners of these seals can be targeted for a telepathic bond regardless of their distance from you.
Divination; CL 9; Craft Wondrous Item, Rary's telepathic bond; Price 36,000 gp.

Seal of the Stormhand Federation, Journeyman: This bronze medallion bearing the symbol of the Stormhand Federation represents that its owner is a Journeyman of the guild. Three times per day, this seal can send a message to the bearer of one of the other seals. If the target seal is not in a creature's possession, no message is sent, a use of the item is not drained, and the user knows the message did not go through.
In addition to its communication abilities, on command, the bearer of this seal may use lightning bolt once per day.
Moderate evocation; CL 7; Craft Wondrous Item, sending, lightning bolt; Price 32,000 gp

Tenser's Elevator Disk
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Effect: 5-20 ft. diameter disk of force
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

As Tenser's Floating Disk, except as follows:
The disk may move in any direction you specify, up, down, sideways, or diagonally. This spell effectively creates a floor which you can use to transport yourself and/or potential allies. Optionally, you can make the disk appear as any surface, such as a tile floor or aged stone.

Oath of Service
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V
Casting Time: 5 minutes
Range: Close (25 ft. +5 ft./2 levels)
Target: One living creature of up to 7 HD
Duration: Permanent or until broken (See Text)
Saving Throw: (See Text) (harmless)
Spell Resistance: (See Text) (harmless)

An oath of service can only be placed upon a willing recipient. The recipient swears to selflessly take action in interest to an individual, ideal, organization, deity, etc. as determined by the caster.

At any time thereafter, the caster (or one appointed by the caster) may assign a mission, goal, objective, etc. to the recipient, as long as the assignment is in the interest of the subject the recipient has sworn service to. If the recipient successfully completes the task inasmuch as is pleasing to the one that assigned it, the recipient receives a +2 bonus to each of his ability scores. The recipient may continue to be assigned tasks and receive increases to his ability scores to a maximum of +8.

However, at any time, the caster of the oath of service may remove any or all bonuses granted by this spell. Additionally, any time the recipient takes an action against the subject of his service, he automatically loses +2 of his bonus to his ability scores. If the recipient taks an action against the subject of his service while he has no bonus from this spell, the spell is broken.

Safe Keeping

Conjuration (Summoning)
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 10 minutes
Range: See text
Target: One chest and up to 1 cu. ft. of goods/caster level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell functions like Leomund's secret chest, but there is no danger of losing the chest if it is left on the Ethereal Plane for more than 60 days. Also, the chest may be easily placed back on the Ethereal Plane after being retrieved without having to cast the spell again, and anyone with possession of the replica may store and retrieve the chest freely. However, the chest must cost at least 10,000 gp, and the replica must cost at least 100 gp.
Focus: The chest and its replica.

Improved Arcane Lock, Augmented
Abjuration
Level: Sor/Wiz 3
Components: V, S, M, F (see below)
Casting Time: 1 full-round action
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell functions like Improved Arcane Lock, but instead of naming specific individuals at the casting time, you may either describe individuals that may bypass the improved arcane lock, set a password, or set a key.

When designating a group of individuals that match a particular description, the caster can choose creatures of a particular name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.

Any being speaking the password to the locked object causes the object to unlock itself.

If the key option is used, any creature having the specified key may freely pass the improved arcane lock. A key can be any specific object, an object of a particular type, or a spell. If a spell is used as a key, it may either be required that the spell is cast on the lock, or it may be required that the subject is currently being affected by the spell, as specified at the time of casting.
Material Component: Gold dust worth 500 gp (if the first option is used), or worth 50 gp (if the second or third option is used).
Focus: The item to be set as a key, if that option is chosen.

Dimensional Barrier
Abjuration
Level: Sor/Wis 9
Components: V,S
Casting Time: 10 minutes +1 round per 5 ft.
Range: Point where spellcaster is standing
Area: (400 ft. +40 ft./level) radius
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
Functions like dimensional lock, except area covered is larger and effect is permanent. The area affected by the spell has a radius equal to 400 ft. +40 ft./level of the spellcaster, with the area centered on the point where the spellcaster is standing.

When casting, you weave a tracery of faintly glowing lines around the area to be affected by the spell, similar to a glyph of warding. When the spell is completed, the tracery becomes nearly invisible.

When completed, the tracery acts as a barrier against extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, teleport without error, vanish, teleportation circle, or any similar spells, abilities, or psionic powers.

Imitate Voice
Illusion (Glamer)
Level: Sor/Wiz 1
Components: V,S,M
Casting Time: 1 standard action.
Range: Personal
Duration: 10 min/level
Saving Throw: Will (disbelief) (See text)

This spell changes your voice to match that of another. Your voice can imitate a particular person or a certain type of creature. When you cast the spell, you choose what creature to imitate.
To imitate a creature's voice, you must have heard the creature speak before (and you know the aspects of its voice well, since the imitated voice comes from your memory). You can still speak only languages that you already know.
This spell can be used to imitate any creature's vocal sounds, whether they are actually speech or not (such as imitating a lion's roar).
If you use this spell for a disguise, you get a bonus on your disguise check. Make an Intelligence check DC 10. Your check is +1 for every point exceeding the DC (max +10). The Disguise bonus also applies to the DC to disbelieve the imitated voice.

Spell Absorbtion, Minor
Abjuration
Level: Sor/Wiz 6
Components: V,S,M
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius spherical emanation, centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

An immobile, faintly shimmering magical sphere surrounds you and absorbs all spell effects up to 3rd level. The absorbed spells grant you additional spell slots equal to their spell level. The new spell slots can be used by Sorcerers to cast spells (just as the spell slots granted by class), or they can be used by Wizards to retain a spell they just cast (similar to the effects of Mnemonic Enhancer).
EXAMPLE: A 12th level Sorcerer (6 0-level spell slots, 6 1st-level spell slots, 6 2nd-level spell slots, 6 3rd-level spell slots, 6 4th-level spell slots, 5 5th-level spell slots, 3 6th-level spell slots) casts Minor Spell Absorbtion. He then has a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains a 3rd-level spell slot, which he can use to cast a spell.
EXAMPLE: A 11th level Wizard casts Minor Spell Absorbtion. He then hasd a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains 3 charges. He can now cast a 3rd-level spell (like Fireball) without losing the prepared spell, he can cast a 2nd-level spell and a 1st-level spell without losing the prepared spells, or he can cast 3 1st-level spells without losing the prepared spells.
The area or effect of any such spells do not include the area of the sphere. Such spells fail to affect any target located within the sphere. This includes spell-like abilities and spell or spell-like effects from devices. However, any type of spell can be cast through or out of the magical sphere. Spells of 4th level or higher are not affected by the sphere. The sphere can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the sphere without penalty.

Spell Absorbtion
Abjuration
Level: Sor/Wiz 8

As minor spell absorbtion, except that it absorbs spells up to 5th level.

Lord of Men
Hit Die: d10.

Requirements
Race: Human
Base Attack Bonus: +5
Alignment: Any Lawful
Skills: Diplomacy or Intimidate 8 ranks, Ride 5 ranks, Knowledge (nobility and royalty) 5 ranks.
Feats: Leadership, Mounted Combat, Royal Blood

Class Skills
Appraise, Bluff, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (all skills taken individually), Listen, Ride, Sense Motive, and Spot.

Skill Points at Each Level: 2 + Int modifier.


Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Gather Troops x 150%
2nd +2 +3 +0 +3 Rallying Cry
3rd +3 +3 +1 +3 Gather Troops x 200%
4th +4 +4 +1 +4
5th +5 +4 +1 +4 Final Stand


Weapon and Armor Proficiency: Lords of men gain no proficiency with any weapons, armor, or shields.
Gather Troops (Ex): A lord of men can maintain a larger force of human followers than a comparable leader could of other creatures. When determining the number of followers allowed for a lord of men of 2nd level or higher, multiply the amount listed in Table 2-25: Leadership in the Dungeon Master's Guide by the listed value. These additional followers must be humans. For example, a character with a leadership score of 15 could normally have up to twenty 1st-level, two 2nd-level, and one 3rd-level followers. A 2nd-level lord of men could have thirty 1st-level, three 2nd-level, and one 3rd-level followers, as long as at least ten of the 1st-level and one of the 2nd-level followers were humans. A 4th-level lord of men could have forty 1st-level, four 2nd-level, and two 3rd-level followers, so long as half of them were humans.
Rallying Cry (Ex): At 2nd-level, once per day per class level, the lord of men can utter a powerful shout that causes all allies within 60 feet to gain a +1/lord's class level morale bonus on their next attack roll and increases their speed by 5 feet until the lord's next turn. Traditionally, this mind-affecting ability is used when a formation of soldiers is about to charge.
Final Stand (Ex): Once per day, a 5th-level lord of men can inspire his troops to a heroic effort. Firstly, all allies that are affected receive the benefit of the Diehard feat, regardless of whether they meet the prerequisites. All who are affected gain the lord's Charisma modifier as a bonus on all saving throws, and they also gain a +4 morale bonus on saves against fear. To be affected, an ally must be within 60 ft. and able to hear the lord. The effects of this ability last for a number of rounds equal to 5 + the lord's Charisma modifier.

PAZAAK
Pazaak is a card game, similar to 21 (or Blackjack), but with a few twists that make it interesting.

Base Deck: Each player has a base deck of 20 cards, 2 copies of each number 1-10 (two 1's, two 2's, two 3's, etc.).
Side Deck: Each player has a side deck composed of 10 cards, 2 copies of each number 1-5.

Beginning the Game
At the start of the game, players shuffle their Base Decks and their Side Decks. They then draw a hand of 4 cards from their Side Deck. For the purposes of online play, dice shall be rolled to determine what cards are drawn. Roll 1d5 to determine which card you draw. Do this 4 times, until you have a hand of 4 cards. You may not have more than 2 copies of any card type (i.e. you can't have three cards that are all 5's).

When beginning an online game, players tell each other the usernames they are using for the die roller and what cards they drew, for the sake of fairness and to prevent cheating.

Turns
Turns go in this order of steps. Generally, the challenger takes the first turn, or the turn order may be determined randomly.
Step 1: Draw
The player draws a card from their base deck and adds it to their total. Roll d10, and the number result is the number of the card drawn (1-10). If you draw the same number a third time throughout the course of a game, reroll.
Step 2: Play Card
If the player wishes, he may play a card from hand. When doing so, the player declares whether he is using the card to add to his total, or to subtract from it.
Step 3: End Turn or Stand
Last, the player decides whether he will end his turn or stand. If a player decides to End His Turn, he will continue through the steps of a turn after his opponent finishes with his turn. If he chooses to Stand, he will take no more turns for the rest of the match, will not draw any more cards from his base deck for that match, and will not have a chance to play cards from his hand again for the rest of that match.

Rules
Goal: The goal of each match is to get your total as close to 20 as possible without going over. If a player's total is more than 20 at the end of his turn, he automatically loses the match. If a player's total is equal to 20 at the end of his turn, he is automatically considered to be Standing. When both players are Standing, the one with the higher total wins the match. If both Stand with equal totals, the match is considered a Tie.
Playing Cards: The Hand is designed to give players a better chance to get their total to 20. They may either play a card to add to their total, getting it to 20 (i.e. if a player's total is 16, and he has a 4 card in his hand, he may play it to increase his total to 20); or, if the player goes beyond 20, he can subtract from his total to keep him in the game. However, players begin the game with 4 cards, and they may not draw cards for their hand again for the whole game, so they must spread them out among several matches.
Matches: When both players are Standing, the match ends. The totals of the players are compared, and a winner of the match is determined. Whoever wins 3 matches first wins the game.





by Turalisj
Quartermaster
You have years of battle field experience, and know how to equip your men properly.
Prerequests: Leadership, Character level 12th
YOu start off with 50gp per 1st lvl follower. For every follower level above first, you gain and addintional 50gpn to equip them with. This doubles at every three levels. You can not use this gold for anything else than equiping your soldiers.

By Wilds
Sargs toy
The Plague of the Damned
This is a plague created using fell magics from long forgotten sources. It is designed to convert living creatures into something else. Wether that be a twisted version of a living creature, a living corpse, or some sort of fell beast.

The process has three distinct versions. One corrupts the body of the creature that is affected, the second targets the mind, the third and most extreme version of the plague corrupts the soul itself. To be spread, special 'plague generators' must be constructed and placed in the land that it will be used on. When built, each generator comes with a activation rod. The holder of this rod is immune to the plagues effects, and all creatures corrupted by the plague treat him/her as friendly. A plague generator's three different types have different effects as would be expected. The Body causes 1d4 con damage each night a creature spends within the plagues area until it is reduced to 0 con and rises as an undead creature, the type is determined randomly on the following table.
1-20 Zombie
21-40 Skeleton
41-55 Ghoul
56-65 Wight
66-70 Wraith
71-80 Gravetouched Ghoul
81-85 Ghost
86-90 Half Vampire
91-98 Spectre
99 Quth-Maren
100 Hulking Corpse

The effect upon the mind of the creature results in something somwhat different than the complete remake of the creature's body. Each day within the area of a generator pumping this type of plague causes 1d4 int damage. When the creature reaches 0 intelligence there are a few different things that can happen, determined on the table below.
1-40 He or she becomes a mindless creature in the service of the holder of the rod.
41-90 He or she gains 1 int per day spent in the area of the plague generator, but has an alignment change to the evil version of his/her current alignment (ex LG would become LE).
91-100 He or she goes completely insane and begins to mutilate him/herself. Effectively gaining the 'plague crazed creature' template.

The final version of the plague is the most dangerous. This effects the very soul of those within it's radius. The radius is smaller than those of the previous versions, but it is a powerful tool of corruption. Each day spent within the area of this generator causes a loss of 1 level. This loss cannot be replaced until the creature leaves the area of the plague. When the creature's level reaches 0, it dies and it's soul is reborn as a twisted version of it's former self, determined by the following table.
1-30 Half Fiend
31-50 Succubus/Incubus or Hellcat
51-70 Babu or Chain Devil
71-85 Maurezhi
86-95 Visage
96-100 Blue Slaad

The first two types of plague spread from their generators at a rate of one mile per day. The maximum distance the plague can spread is 1 mile per level of the holder of the rod. In turn, the rod saps the bodily energies of the creature holding it to power the generator each day. Effectively draining 2hp/mile each day (day 1 would drain 2hp, day 2 would drain another 2 making the total 4HP). Once the plague has stopped spreading it needs only 2 hp a day to keep it running, this HP cannot be healed by magical means until the generator has stopped expanding, then only the 2 HP required to keep the generator running cannot be healed.

The Third type of generator requires a different type of energy source. It expands at a rate of 1 mile per two days, and can only spread up to 1 mile per two levels of the rod holder. To power this generator, the rod holder must sacrifice some of his own soul, spending 2xp per day to maintain the generator's power while it expands. When the expansion is finished the rod holder must sacrifice 2 xp a week to power the generator, or as an alternative, sacrifice a living creature to power the generator for 1 week per 2 levels of the sacrifice.

Plague Crazed Creature:
For all purposes the creature is the same as it was before, gaining the following.
Str +6, Dex +2, Con +4, Int (becomes 6), cha -8 (minimum of 1)
Never ending craze: A Plauge Crazed Creature never needs to rest. He/she never suffers the effects of fatigue or exhaustion. He/she only needs to eat once a week, and suffers no ill effects up until this time has passed.
The Craze: The Plague Crazed Creature constantly seeks activity, typically violent. A plague crazed creature can be put to work and will continue to do so until he/she dies or is 'encouraged' to do something else (typically by the rod holder).
__________________

Earing of Slumber When this earing is touched and the command word is thought or spoken. A Deep Slumber spell is cast on the chosen target.

Range 50 ft
DC: 16
Requires Seal of the Stormhand Federation to activate
50 charged command word activated Deep Slumber spell CL 5th

Price: 18900
Escape Pellet This small pellet is a last resort for any member that is caught. When it hits the ground Darkness and Silence immediatly activate. Shrouding the area allowing the agent to escape.

CL 5
Darkness 750
Silence 500
Multiple Ability 750 x 2 = 1500

Final cost 2,000 gp
Seal of Persuasion When placed on a surface, the Symbol of Persuasion becomes active. But only targets beings that do not carry the Seal of the Stormhand Federation. And beings carrying a Seal of the Stormhand Federation do not set off a Symbol of Persuasion.

Symbol of Persuasion 11 x 6 x 50 = 3,300


Earing of Escape, Minor When touched and the command word spoken or thought. A Dimension Door spell is cast on the person wearing the earing. They chose distance and direction.

Dimension Door 7 x 4 x 1800 = 50400
Only usable by people same wearing Seal of the Stormhand Federation. - 30%
50 charges 1/2 base price

Final price:17,640

Earing of Escape, Major When touched and the command word spoken or thought. A Teleport spell is cast on the person wearing the earing.
The spell takes the person and any one who they are touching back to the Stormhand Federation. In the main entrance.

Teleport 9 x 5 x 1800 = 81,000
50 charges x1/2
Once per day x1/5
Only usable by people same wearing Seal of the Stormhand Federation. - 30%

Final Price:5670
Headband of Infiltration This normal looking head band has a MindLink affect in it. This head band allows the wearer to forge Mindlink was 3 other willing creatures.

Mindlink: level 3 (augmented) x PL 6 x 1,800 = 32,400 base cost
Only useable by people wearing signthingy of the Federation - 30%

Final Price: 22,680
Lady Rolindin

03-31-06, 09:17 PM
The Guild of Ultimate Evil: Revised Edition

Orcy's message delivery service.
Dromkarian Bone for Jaggar.

Dromkarian Bone:
Weapons made of dromkarian bone are treated as Unholy for the purposes of bypassing damage reduction, and deals an extra 1d4 vile damage with a successful hit. Armor and shields made of Dromkarian bone grant a 10% miss chance to the wearer, however when they are at least withing 10 ft. of a shadow this miss chance increases to 50%. The miss chance from armor and a shield do not stack. Weapons +2,500; Armor +2,000
Any other item made out of Dromkarian bone changes any bonuses it grants into a profane bonus, increase the price of the item by 650 gp

This was something... Dromkrang or something had when he was approved. It was listed in the bottom of his character sheet when Stav approved the character.

Lets see if Orcy has it saved somewhere among all his masses of files...

Well, he can't find it but he thinks he can remember the basics...
6 AC, 6 max dex... 2000gp for a skygge/skygge ally.... 4000gp for anybody else, thats all Orcy can recall off the top of his head.


Blood of Dromkar:
Injury poison, the damage is a change in alignment by one step for each effect. To resist it requires a fortitude save DC 22. The pure evil that flows through the targets body changes their appearance as well. With each step their skin becomes darker. If the second save is failed, their skin become black to mirror the taint that is now on their soul. They do not want to change back to their origional alignment, they instead like their new alignment. Wishing never to go back. An attonement spell cast immediately after a wish can restore the alignment to the person. This is because they will need to rid the body of the Blood of Dromkar first.
(changes: LG => LN => LE, NG => TN => NE, CG => CN => CE)
4,000gp
Lady Rolindin

03-31-06, 09:36 PM
The Guild of Ultimate Evil: Revolution

Slave chart posted Redhase
Individual Slaves

To determine the price of an individual slave: Consult Table 1. Find the price of the character’s class, then multiply it by the multiplier given for their level. Then consult Table 2. Add the price for the character’s race. If the character possesses statistics above 13, pay the extra price per point (in Table 2) for each enhanced stat.


Table 1 – Class and Level
Base Classes

Adept 75 gp
Aristocrat 75 gp
Barbarian 125 gp
Bard 150 gp
Cleric 150 gp
Commoner 10 gp
Courtesan 20 gp
Druid 175 gp
Expert 40 gp
Fighter 100 gp
Monk 200 gp
Paladin 175 gp
Ranger 125 gp
Rogue 100 gp
Sorcerer 200 gp
Warrior 50 gp
Wizard 200 gp Character Level

Level (1-10 only):
1 - No multiplier
2 - x 2
3 - x 4
4 - x 6
5 - x 8
6 - x 10
7 - x 30
8 - x 50
9 - x 70
10 - x 90

Regarding prestige or other base classes: The classes listed here can act as a guide for determining the price of other classes. For classes other than the ones listed, first determine if the class is meant for player characters or if it is an NPC class. If it is a PC class, then find a PC class that it resembles the most and use that price (the assassin prestige class resembles the rogue class the most, for example). If you wish to know the price for an NPC class, however, compare it to the NPC classes that are listed (the adept, aristocrat, commoner, courtesan, and warrior).


Table 2 – Race and Statistic Adjustments
Race

Dwarf 200 gp
Elf 200 gp
Gnome 100 gp
Half-Elf 50 gp
Half-Orc 75 gp
Halfling 100 gp
Human 10 gp
Race with a level adjustment: 500 gp per point of level adjustment
Statistics

Multiply by 40 gp for every stat point above 13



Humanoid Special


Certain humanoid races (like goblins) are commonly kept as slaves and are thus subject to different rules. The prices given below are for typical creatures as they are listed in the Monster Manual. No extra price is required for statistics over 13 if they are listed for the creature.



Goblin 2 gp
Orc 20 gp
Hobgoblin 30 gp
Kobold 5 gp
Bugbear 125 gp
Gnoll 75 gp


Bulk Specials


Some institutions are so wealthy that they can afford to buy slaves in bulk. Generally speaking, a lot of slaves is assembled from a group of below average and average slaves. Most lots are made up of the same type of slave, from one race and one class. Characters with PC classes are not usually included in bulk sales. When purchased in large lots, the price for all of the slaves is totaled and then reduced as follows:



Percentage off the total price (please note that humanoid lots are sold for an additional 10% off the total price):

50 slaves = 5%
100 slaves = 10%
200 slaves = 15%
300 slaves = 20%
500 slaves = 25%
1000 slaves = 30%


Examples:


For one human second level adept with a Wisdom of 17, the price is 10 gp + (75 gp x 2) + (40 gp x 4) = 320 gp

For one drow (LA +2) first level rogue with a Dexterity of 18, the price is 1000 gp + 100 gp + (40 gp x 5) = 1300 gp

For a bulk lot of 50 first level human commoners with average stats: (10 gp + 10 gp)50 – 5% = 950 gp (rounded down)

* This guide is only to be used for roleplaying purposes and in no way endorses the slavery of real people, past, present or future.

slave farm system
this is an slave farm roman type system.

basic set up is to have your gaurds take control of a farming area, they would do this.
1. gaurds control the farm area, they make sure that the captures are put in a breeding program.
A. the women are breed with as many differenet men as possible, this way they don't know who the father is.
B. pregant females work the fields untill they can not do so any more, then sent to kitchens to work as the kitchen crew. the women have to be rotaded in groups, exsample group a, b and so on.
C. the pregant women working in the kitchens work in there untill birthing, then go to a baby room where all females feed all the children with thier milk, while still working the kitchens and clothing rooms.
this works because the children don't get used to one mother milk, and the children are raised as one and the mothers are not to tell the child who thier birth mother is.
if rule broke, then the women sent to another farm.
D. the males born on the farm are raised up to be guards and learn how to fight, the men have to serve in the army untill they serve 3 to 5 years. then realsed from active duty.
after released from duty then they serve on the defense force.
some of the male will get their freedom, while others will not, this is to be determined by the commanders in the army or by the owners of the slave fighter from the slave farm.
E. women are usally sold at an acution when they have 3 to 5 children. then the women and men who are not capabile of entering into the army service will work in a trade taught to them at the slave farm, (learned before they left) or at their new owners location.
thenew owners can give them freedom if the choose.
is this the kind of system you want set up in our area and the conquered areas?
Or do you have something else in mind that would be a mixed slave farm system ?

the system works and with the differnet kinds of races that would be in the system (D&D races), this would add some diffucaltes to breeding and keeping control of the mixed races and races we make slaves.

cross breeding could work and the slave farms could make gold for the guild and the things that are made and the things that are grown on the farm.
Slaves that are tought a trade could make gold say a male slave who is tought to be a smith could make gold for thr guild by selling things the guild orders him to make and sell.
exsamples of the system.

Soul Collector Orb

the soul collector orb is a 1 foot round floating orb, all characters (aligment of good) who are with in the ranger of the orb have to make an saving throw or have their soul stolden from their body. the characters get a saving throw and every round they are in the area of the orbs influance they have to make a saving throw every round at -1; spell reststance saving throw. the Soul collector Orb has 88 souls it can collect then becomes dormate untill a soul is released, then can collect one more soul. a wish spell or limited wish spell or mircal spell can release all the souls captured by the orb.

spells used in order:
Limited wish to make orb
detect good (trigger spell)
Trap the soul
limited wish (to combine the two spells and make detect good as the trigger spells).

cost to make the orb:
Craft Wondrous Item, 2 limted wish spells, detect good, trap the soul and costs total are 90,000gp. exp 3,500

Book of Blood
Spellbook; can summon a yeth hound 1/day, casts finger of death 1/day which permanently drains 1 hp from the reader, can contain up to 45 spells, waterproof and fireproof; Weight 3 lb.
21,300 (3rd)
CL 13th; Craft Wondrous Item, finger of death, summon monster V.

Ring of Dopleganger Essances;
this ring is made of a dead doppleganger essance and the spell polymorph and the ring allows you to take a shape of another createre of your size group.
such as an elf, halfelf, human monster, you don't get their ablilites , you keep your own abilities. this ring is used for spying perposes.
cl 14 Craft wondrous item (ring):resize, Polymorph, 5,500gp, exp 480

Arrow of Biting
Injects poison (Fort DC 16, 1d10 Con/1d10 Con) into its target.
1,457 (3rd)
CL 7th; Craft Magic Arms and Armor, poison, 732 gp + 58 xp

The Fist
Unique +2 spiked guantlet; adamantine, grants immunity to chill metal and heat metal spells, 1/day can make a piledriver attack that deals an additional +2d6 damage, creatures struck by the piledriver attack must make a Fortitude save (DC 22) or be stunned for 1d4 rounds as well as a Reflex save (DC 22) or be knocked prone.
23,305 (3rd)
CL 15th; Craft Magic Arms and Armor, bigby's clenched fist, resist elements, 13,305 gp + 800 xp

Thayan Bombard Bomb: Cloudkill Bomb
Only usable with a thayan bombard; glass sphere filled with bilious green liquid that creates a cloudkill effect triggered and centered at the point of impact (cloud remains stationary); Weight 20 lb.
1,125 (3.5)
CL 9th; Craft Wondrous Item, cloudkill.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Death Bomb
Only usable with a thayan bombard; black glass sphere with blue runes, creates a circle of death effect triggered and centered at the point of impact, slays 11d4 HD of creatures; Weight 20 lb.
1,650 (3.5)
CL 11th; Craft Wondrous Item, circle of death.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Fireball Bomb
Only usable with a thayan bombard; red, dull glowing sphere creates a 3d6, 6d6 or 10d6 damage fireball effect triggered and centered on the point of impact; Weight 20 lb.
375 (3d6), 450 (6d6), 750 (10d6) (3.5)
CL 5th (3d6), 6th (6d6) or 10th (10d6); Craft Wondrous Item, fireball.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Snowball Swarm Bomb
Only usable with a thayan bombard; blue frost-covered sphere, creates a snilloc's snowball swarm (FRCS 74) that does 3d6 cold damage triggered and centered at the point of impact; Weight 20 lb.
250 (3.5)
CL 5th; Craft Wondrous Item, snilloc's snowball swarm (FRCS 74).
UE 56
Wpn
3.5

Thayan Bombard Bomb: Stinking Cloud Bomb
Only usable with a thayan bombard; glass sphere filled with a sickly yellow concoction, creates a stinking cloud effect triggered and centered on the point of impact; Weight 20 lb.
375 (3.5)
CL 5th; Craft Wondrous Item, stinking cloud.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Stone Shot
Only usable with a thayan bombard; stone deals 3d6 damage, can only strike a target creature and is a ranged attack instead of a ranged touch attack; Weight 30 lb.
5 (3.5)
CL n/a.
UE 56

__________________

Cloak of Fangs
Upon command, cloak fires invisible force darts up to 15 ft. in all directions for 7 rounds, the darts do 4d6 damage per round or half on a successful save, can only be activated once before the cloak is destroyed.
10,000 (AD&D)

Bone Bracers of the Death Deity
+3 bracers of armor; bestows one negative level on anyone of good alignment that wears them; casts death ward 1/day, desecrate 1/day, and unholy blight 1/day; Weight 1 lb.
58,300 (3rd)
CL 7th; Craft Wondrous Item, death ward, desecrate, unholy blight, mage armor, creator must be at least 6th level.

Viper Dagger
+2 dagger; 1/day can turn into a small viper under the owner's control.
10,462 (3rd)
CL 5th; Craft Magic Arms and Armor, Craft Wondrous Item, summon nature's ally II, creator must be 6th level, 5,382 gp + 406 xp


Blast Globes
On command, glass sphere seperates into smaller spheres that orbit each other and can strike a target within 400 ft. as a free action, any target struck must make a Fortitude save (DC 19) or be disintegrated after which the globe explodes in a 20 ft. radius doing 10d6 fire damage and 2d6 sonic damage to any target in the area as well as causing deafness for 2d6 rounds and knocking back any target 1d6x5 ft. away from the center of the blast, a successful Reflex save (DC 15) halves the fire damage but not the sonic damage and negates the knockback while a successful Fortitude save (DC 15) negates the deafness; Weight 1 lb.
8,000 (3rd)
CL 11th; Craft Wondrous Item, battering ram (MoF 80), disintegrate, fireball, shout


Sending Stones
A pair of stones which can send a message (as the spell sending) to the bearer of each stone; Weight 1 lb.
15,000 (pair) (3rd)
CL 7th; Craft Wondrous Item, sending

Mirror Mask
Grants a +5 resistance bonus on all saves vs. gaze attacks and spells that work through sight (such as flare, illusion (pattern) spells, a vampire's charm ability, etc.), anyone viewing the mask while worn sees their own face rather than the wearer's; Weight 1 lb.
8,759 (3rd)
CL 5th; Craft Wondrous Item, change self, resistance

skill
tatoo focus
this skill gives the person the ability to focus their mental abilities to enhance a magical tatoo on thier body. the tatoo must be perment to use this skill.
once the person uses this skill they add an extra 1 or 2 d6 to damage and 1d6 to spell attack.

skill
tatoo animal focus
this skill does this.
the skill animal focus adds the animal ability to the tatooed person, by what ever the tatoo design is. If the tatto is an eye of an eagle or hawk, the person will get the benifits of the animal eyes.
If a drawing of a bear or other strong animal the charcater will get the animal strength, smelling ability, armor class ability, with claws.
depending on the animal type tatooed on their skin is the benifits they recieve.

Hells of Iron
This metal collar magiacly adjust to the captured character or characters (one per character), the spell dominate person will make them do your bidding.
The Dragoon's discharging bolt(2d4 points of damage, like the spell coa library) is used to controll the character when the spell domanaite person wears and lets them know you can controll them, by shocking them. the person needs to make a spell saving throw against the 15 level against the wizard who made the item. the shock has a command word to activae the electric discharge and has 10 charges per collar.
craft woundrous item, domanate person spell 5th, resize spell 1st , mend spell 0 lev, Dragoon's discharging bolt 2nd lev costs 8,500gp per collar, exp 650

by Moriok Mephidross

Servant of the Blackened Throne
The Half Elven forces gathered outside the lair of evil. They followed behind their shining leader and her silvery-blue staff. The forces massed, ready to strike the killing blow, evil had nowhere to run. As they gathered and prepared their strike, the doors to the Guild swung open.

Out from that evil place came a great beast, large and terrible. It's skin was dark and absorbed the very light around it. From it's head shone two wicked red eyes above a mouthful of hideous fangs. It pointed one huge man-sized claw toward the half elves, and a force of grey skinned men came forth. Behind them came on all manner of beast, orc and goblin, hideous snake men and were-creatures. Leading the charge with spell and blade, the men decimated the armies of good.

The Champions of the Blackened Throne, that is who they were. That is what they are known as. One more battle, one more slaughter. They have bought one more day for the forces of evil in the land.

In times past dark rulers have sat upon the Blackened Throne of skulls that rests in the center of Tyrannor's Guild of Evil. From it's bone seat, great evil has been sent out across the land. Among those who have fallen and died by these dark creature's blades and claws, the throne is legend. Taking up their skulls to be added to it's collection. With all those that have died by the throne's minions, there are some that have bowed to it's power. Giving themselves over to the throne and those who have sat upon it's dark surface. These, are the servants of the blackened throne. Wicked men and women who have given their souls to the throne in exchange for power.
Hit Dice: d8

Requirements:
Race: Any Humanoid or Monstrous Humanoid
Alignment: any evil
Base Attack Bonus: +4
Feats: Combat Casting, Weapon Focus (any)
Spells: Able to cast 2nd level Arcane Spells

Skill Points: 2+intelligence modifier per level
Skills: Bluff (cha), Concentration (con), Intimidate (cha), Knowledge (arcana) (int), Knowledge (the planes) (int), Spellcraft (int), Survival (wis).


Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 Cursed Soul, Blackened Heart
2 +1 +3 +0 +3 Throne's Blade*
3 +2 +3 +1 +3
4 +3 +4 +1 +4 Call of the Throne
5 +3 +4 +1 +4 Throne's Chosen
6 +4 +5 +1 +5
7 +5 +5 +1 +5 Throne Guardian's
8 +6 +6 +1 +6 Skull Collector
9 +6 +6 +1 +6
10 +7 +7 +1 +7 Champion of the Throne


Weapon and Armor Proficiencies:

Spells:
At every odd numbered level the Servant of the Blackened Throne gains spells known and spells per day as if gaining a level in the arcane caster class he belonged to before taking this PrC.

Cursed Soul:
The Servant of the Blackened Throne (SoBT) is a cursed being. It's soul is dark and bound to the throne itself. The SoBT cannot refuse a direct order given by anyone sitting on the Blackened Throne of the Guild of Ultimate Evil. When the individual to last weild the power of the throne (after sitting on it for 24 hours) casts any enchantment school spell on the SoBT, the save DC is 2 higher than normal.

Blackened Heart
: The SoBT is a heartless killer. Because of the bloodshed he often takes part in, he has steeled himself against fear. A SoBT is immune to all fear effects.

Throne's Blade*:
The SoBT is infused with the power of the throne. His blade strikes harder and swifter than any normal man's. The SoBT effectively gains the Weapon specialization feat. In addition, he gainst another +1 to attacks and damage when in service to the throne. This bonus only applies to the weapon the SoBT has Weapon Focus with.
* This ability changes depending on the type of weapon used. For example, for a mace it would be Throne's Mace. For a hammer, Throne's Hammer and so on.

Call of the Throne:
At fourth level the SoBT can call upon the power of the throne. This allows the SoBT to infuse his spells with the Call of the Throne. Once per day per two class levels the SoBT may instantly augment one of his spells. This augmentation causes a burst of despair to seep into any target who fails their save against he spell augmented. If the spell has no save, then apply one to resist this ability. If the target fails it's save, in addition to the spell's normal effect, the target (or targets) takes a -2 morale penalty to attacks and damage.

Throne'S Chosen:
At level 5 the SoBT gains a +2 bonus to his strength and constitution scores. His connection to the throne and the dark powers has become so great, that it has infused his body with it's power. His body changes accordingly, his skin takes on a greyish or reddish tint, and his eyes become a solid yellow or red.

Throne's Guardian
: The SoBT gains great strength in service to the throne. He gains a +2 bonus to damage rolls when serving the throne's purpose. This bonus only applies to the weapon the SoBT has Weapon Focus with. Once per day he may also increase his spell's damage as per the Empower Spell feat. However, all the bonus damage done as a result of this effect is unholy. This does not increase the spells level.

Skull Collector:
When the SoBT kills an opponent through use of a spell or slashing or peircing weapon, he may activate this ability if within 5ft (and has a free hand). When using this ability, he make take the skull from the head of his slain enemy with a successful touch attack. This ability peels the flesh right off the enemies skull and leaves it cleaned and ready to be strung. When worn on the body, the SoBT gains +1 damage on his damage dealing spells for each skull worn that was gained in this way to a maximum of +10.

Champion of the Throne:
At 10th level the SoBT gains his final ability. He is now a Champion of the Blackened Throne. With his level his spirit and body are fully given to the throne. He gains a +2 to his dexterity, constitution, and charisma scores. In addition, he now has DR 5/good, and resistance to fire and cold 5. His head sprouts horns and his hands become clawed, but not powerful enough to be used as weapons.
Jaggar:
Of course, if a template added arms, it would say so in the template. A multiarmed race would also say so, because I'm pretty sure when no clear statement of extra-anatomy exists, normal humanoid is to be assumed.
If you want the fey'ri character to have 4 arms, you'll have to give him/her (didn't catch gender) the abberant limbs template for an additional +2 LA.




posted by Lady Rolindin to give ideal for skulls
Crystal Skull of the Undead
:A crystal skull is rose quarts crystal the shape and size of an human skull. The skull give the holder the ability to command undead as the spell (PHB3.5 p211)at will. It also bestow the ability to cast animate dead 3/day(PHB 3.5 p198) and Create Greater Undead 1/day (PHB 3.5 p215). You can control up to 80hd worth of skeletons and zombies with the skull. Greater undead created by the skull are not under the control of the user but may be commanded with the command undead ability.
Strong Necromancy; Sor/Wis 20; Craft wounderous items, Command Undead, Animate Dead, Create Greater Undead; Price 282000GP; Weight 10 lb.



Calculation of cost
Contunous command undead (2*20*1000) 40000
Animate Dead 3/day (3*20*1080)64800 +15000= 79800
Create Greater undead1/day (8*20*360)57600+30000 =87600
spell 1 40000 *1.5 =60000
spell 2 79800 *1.5 =119700
spell 3 87600 *1 =87600
276300 Sub total
5000 cost of crystal
281300 total
282,000 modified


So you want to know about the crystal skulls do ya. Well I know a thing or two. Legions tell of the time that the great lich king attempted to sease these lands for his own. When his comanders refused he had thier solders poisoned and used thier souls to create items to force then to do in death what they refused to do in life. Using thier essence he made skulls of crystal to raise there troups from the dead and create an undead army. Now it is a relief that heros of old were able to bring down the lich king and destroy his armys before they ravaged the land. The fact that these skulls existed is well known it is recorded that several were destroyed along with the lich king. Tails emerge later that indicate that some may have survived but these are not confermed. I have even heard it said that to the west in the mountains there is a castle swarming with the undead under the control by a living skull of crystal. But i would pay it no heed the man I heard it from was quite mad raving about the skull that talks or some such. Any way my drink has run out and i must refill my cup.
Lady Rolindin

03-31-06, 09:52 PM
The Blackstar Syndicate

by Lecture
equipment needed=1 crystal orb enchanted to hold captured spirit.
1 mindless or souless body(still living)
genetic material of person to be restored or from close
relatives
container for unique energies of subject (if applicable)


As an example we will use the Chosen of Mystra called Sylune.A spectral harpist she posses special problems as a chosen.
step 1-place spirit within crystal orb
step2-find and aquire a body(see items needed list)preferably of the same gender as this entails less work.
step3-gather genetic material.As Sylune's body was completly destroyed we will have to gather samples from her sisters,preferably all six of them.
step4-gather a measure of silverfire from each of her sisters.
step5-drain blood from body and replace with samples.spells designed to recreate her dna by combining elements of the sample must be cast simutaneously.If done properly,the body should begin taken on the features of the subject over a period of several days.once completed the body will be a perfect replica of the subjects down to the genetic level.Even magic can not tell the difference.
step6-inject the unique energies of the subject into the body,in this case silverfire.
step7-Forcably inject and hold the spirit in the body.
step8-Using a portion of your own lifeforce you must in effect jumpstart the subject(min.30 h.p.)
step9-congratulations,you have just completly recreated a living being.

The advantages of this method is the subject loses nothing,no matter how out of date the genetic material was or(as in this case)even if it was her own.Her skills and knowledge were contained within the spirit not the physical.
It should be noted that the attending mage can adjust the subjects physical age roughly 10 years if so desired.

please note that would be recreationists must devise thier own spells for the process as mine are protected by Baator copyright laws.Thank you for your time

By Von Crown

Zel'AgSmall Vermin
Hit Dice: 9d8+63 (104 hp)
Initiative: +2
Speed: 30ft. , Fly 50 ft. (Perfect), Burrow 40 ft.
Armor Class: 24 (+2 Dex, +2 size, +10 Natural)
Base Attack/Grapple: +6/+8
Attack: Bite +12 Melee (2d6+4 plus Poison)
Full Attack: Bite +12 Melee (2d4+4 plus Poison), Sting +7 Melee (1d12+4 plus implant), Electric Antannae +7 Melee Touch (1d6 electric damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Implant, Spell-Like Abilities
Special Qualities: Hive Node, Impact
Saves: Fort +13 Ref +5 Will +6
Abilities: Str 18, Dex 14, Con 28, Int -, Wis 16, Cha 10
Skills:-
Feats:-
Environment: Any
Organization: Any
Challenge Rating: ?
Treasure: None
Alignment: Always Lawful Evil
Advancement: Special
Level Adjustment:-

Combat
Implant (Ex): The Zel'Ags sting attack injects the target with eggs. Treat this as a disease, fort DC 18 to resist, 1d4 day incubation, initial effect 1d4 constitution damage, secondary damage, death as the eggs hatch as a new Xel'Dri swarm burrows out of the subjects stomach.
Spell-Like Abilities: At will- improved hypnotism (No HD limit, up to 3 targets, DC 15), wind wall (DC 17), lightning bolt (DC 17); 3/day- control winds (DC 19), wind walk, whirlwind (DC 22), chain lightning (DC 20). Caster level 18th.
Poison (Ex): Blood of Dromkar: Injury poison delivered by the creatures bite attack, the damage is a change in alignment by one step for each effect. To resist it requires a fortitude save DC 22. The pure evil that flows through the targets body changes their appearance as well. With each step their skin becomes darker. If the second save is failed, their skin become black to mirror the taint that is now on their soul. They do not want to change back to their origional alignment, they instead like their new alignment, wishing never to go back. An Atonement spell cast immediately after a wish can restore the alignment to the person. This is because they will need to rid the body of the Blood of Dromkar first.
(changes: LG => LN => LE, NG => TN => NE, CG => CN => CE)
Impact (Su): The natural weapons of a Zel'Ag hit with great force, and as such cause a sunder attempt against the opponents armor or shield if the item's increase to AC would mean the difference between hitting or missing the opponent. For sunder attempts, the Zel'Ag's natural weapons are treated as +9 for the purposes of determining what magic items they can break.
Hive Node (Ex): Each Zel'Ag has a Slave Hive Node.

Redbud
Large Plant
Hit Dice: 8d8+24 (56 HP)
Initiative: +0
Speed: 0'
Armor Class: 21 (-1 size, +0 Dex, +12 Natural)
Base Attack/Grapple: +6/+16
Attacks: Vine +11 ranged (1d8+6 plus drag) or bite +6 melee (1d12+9 plus poison)
Full Attack: 4 Vines +11 ranged (1d8+6 plus drag), bite +6 melee (1d12+9 plus poison)
Space/Reach: 10'/10' (60' with vine)
Special Attacks: Drag, vines, improved grab, swallow whole, poison, poison mist, territory manipulation, rebuke/command will 'o wisps
Special Qualities: Close, aroma, song weakness, vulnerability to fire and sonic, immunity to acid, fast healing 15, blindsight 120', tremorsense 1 mile
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 22, Dex 10, Con 16, Int -, Wis 10, Cha 18
Skills: -
Feats: -
Environment: Any Forest (Always found near rarely traveled roads)
Organization: Solitary
Challenge Rating: ?
Treasure: -
Alignment: Always Neutral
Advancement: (Special, see below) 8-12 HD (Large), 13-16 HD (Huge), 17-20 HD (Gargantuan), 21-24 HD (Colossal), 25+ HD (Colossal +)
Level Adjustment: -

You see a plant bud approximately ten feet tall. Itbends toward you on it's stalk, and opens into a massive brightred flower rimmed with jagged thorns along the edge of the petals. It lashes out at you with viny tendrils that spring from beneath the underbrush. In the center of the flower is a large yellow eye.

Combat
When it notices a creature with it's tremorsense, a Redbud uses it's Territory Manipulation in an attempt to drive potential victims toward it.
In an open confontation, Redbuds try to drag a victim into the reach of it's bite attack, then attempts to swallow it's victim.

Drag (Ex):
If a redbud hits with a vine attack, the vine latches onto the opponent’s body. This deals the listed damage and also drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 24 Escape Artist check or a DC 20 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A redbud can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A vine has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a redbud’s vine does not provoke an attack of opportunity. If the vine is currently attached to a target, the redbud takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a vine deals no damage to a redbud.

Vines (Ex):
A redbud offsets it's lack of manuverability by it's ability to drag it's prey to it with stong vines. The creature can have up to four vines at once, and they can strike up to 60 feet away (no range increment). If a vine is severed, the redbud can extrude a new one on its next turn as a free action.

Improved Grab (Ex):
To use this ability, a redbud must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex):
A redbud can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d12+9 points of crushing and slashing damage plus 8d2 points of acid damage per round from the flower's digestive system. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the flower (AC 17). Once the creature exits, the creature's healing closes the hole; another swallowed opponent must cut its own way out. A Large flower’s interior can hold 1 Medium, 2 Small, 4 Tiny, or 8 Diminutive or smaller opponents. Also, if it makes a bite attack while it has one or more creatures swallowed, each swallowed creature may make a grapple or escape artist check as if to escape the flower's improved grab ability. If the check is successful, the creature escapes as if it had cut it's way out.

Poison (Ex):
Injury or Inhaled (see poison mist, below), Fortitude DC 17, initial damage 1d4 Str, secondary damage 1d6 Str plus paralysis for 1d8 rounds. The save DC is Constitution-based.

Poison Mist (Ex):
As a standard action once every 1d4 rounds, a redbud may spray a toxic mist in either a 15' radius spread centered on itself, or a 40' long cone. Anyone within the selected area must make a reflex save (DC 20) or be exposed to the inhaled form of theredbud's poison (see above). This ability is treated as a breath weapon for the purpose of all abilities that affect breath weapons. the reflex save to avoid inhaling the poison is strength-based, but the DC to resist the poison remains the same.

Territory Manipulation (Su):
A redbud can manipulate the environment within a long distance of itself, as the creature's roots connect with those of all plants within 1 mile of it, granting the plants a limited ability to act. This ability has two uses. First, the redbud may, as a move action, cause up to a 40' radius burst of plants (the effect can be shaped as the creature wishes within the bounds of the 40' radius) within 1 mile to actively hinder movement. This functions exactly as an entangle spell, except for the increased range and shapable area of effect mentioned above. Second, it can produce a ghost sound effect originating from any point within 1 mile as a free action once per round. The caster level for both of these uses is equal to the creature's hit dice.

Rebuke/Command Will 'O Wisps (Su):
A redbud can rebuke or command Will 'O Wisps as a clerico it's hit dice rebukes or commands undead.

Close (Ex):
When the redbud swallows a creature with it's swallow whole ability, or at the creature's option, it closes. While the flower is closed, it gains an additional +6 natural armor, but takes a -6 penalty on bite attacks. Closeing when not swallowing a creature or opening at any point requires a move action. It can still use it's improved grab and swallow whole abilities while closed, but the initial bite attack required may allow one or more creatures to escape (see above).

Aroma (Su):
A redbud exudes a strong, distinctive sweet odor out to a range equal to one half the range of the creature's tremorsense (usually half a mile). This odor is fairly recognizeable, and a creature that has encountered a redbud before may make an immediate DC 15 wisdom check to recognize it (if the creature has encountered redbuds more than once, it gains a +2 competence bonus on the check for everyredbud encounter beyond the first). A creature that succeeds on this check gains a +2 competence bonus on the subsequent saving throw, and knows what the smell is. This smell has the effect of a sympathy spell, except that it functions out to the range mentioned above and affects all creatures not immune, not just one specific type or alignment. The saving throw is Charisma-based.

Song Weakness (Ex):
A redbud is unusually soothed by well-played music of any kind. Anytime a creature within the range of a redbud's tremorsense uses a bardic music or other similar ability or makes a perform check that beats at least DC 15, the redbud is soothed into a dormant state for 3 hours (treat as dazed).During this time, however, the creature's metabolic rate increases,and it's fast healing doubles and becomes regeneration bypassed only by fire or sonic damage. A normal redbud is not allowed a saving throw to resist this effect, but one that has attained intelligence through advancement (see below) may choose to attempt a saving throw if it desires. The DC is equal to 10 + 1/2 the creature playing's hit dice + the creature playing's Charisma modifier.

Advancement and Lifecycle
As a redbud continues to age, it continues to grow. It willcontinue to grow until slain, or until there are no other planys within range of it's tremorsense, in which case it withers and dies over the course of 1d2 days per HD it posseses. It gains HD at a rate of one a year, at which time it spits forth a cloud of cottony seeds, which obscure vision as a fog cloud spell within 20feet of the creature until a wind traveling at at least 3 miles per hour disperses them. Within 2d6 months, 1d4 new redbuds have grown to normal size wherever the wind has blown them, as long as there is other plant ife for it to feed on within range. As it grows, a redbud's network of roots continues to grow, increasing the range of it's tremorsense (and other abilities with the same range) by an additional mile (or half, in the case of it's aroma) every time it's size category increases. A increases one ability score at every even-numbered HD it gains.
In addition, a redbud that grows to at least 16 HD gains an intelligence score of 10 (which it can increase as normal), as well as skill points and feats as a plant of it's HD. A redbud that gains intelligence gains XP as normal and can take class levels, though it dice gained through class levels do not increase it's size or other racial ablities,and it gains ability score increases from class levels at the normal rate.
In addition, a redbud with at least 18 HD gains the ability to cast spells as a sorceror of a level equal to one half it's HD. However, it's spells known are drawn from the druid spell list, rather than the sorceror/wizard spell list. A redbud with at least 20 HD can choose to cast a spell through a controlled Will 'O Wisp. This is a full-round action for the plant, and the spell takes effect as if the Will O' Wisp were the caster for all purposes except spell slot expenditure, save DC, and caster level. It can cast any spells it can cast through a controlled Will 'O Wisp, not just those from it's racial spellcasting.
__________________



by Thasis
Dread Zombie

Medium Undead
Hit Dice: 7d12 (45 HP)
Initiative: +8 (Improved Iniative)
Speed: 30ft
Armour Class: 19 (+4 Dex, +5 Natural)
Base Attack/Grapple: +3/+9
Attacks: Bite +9 melee (1d8+6)
Full Attack: Bite +9 melee (1d8+6)
Space/Reach: 5ft/5ft
Special Attacks: Contamination
Special Qualities: DR5/slashing, Head Vulnerability, Fast Healing 20, Turn Resistance 2
Saves: Fort +2, Ref +8, Will +6
Abilities: Str 22, Dex 19, Con -, Int 2, Wis 12, Cha 12
Skills: Climb +16
[B}Feats: Combat Reflexes, Improved Iniative, and Power Attack
Environment: Any Land or Underground
Organization: Solitary, Pair, Pack (3-15)
Challenge Rating: 7
Treasure: -
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Standing in front of you is a tall person. His skin is a sickly greenish-gray sort of color. He looks at you with a vicious hungry stare on his face. One side of his face is rotted off and covered in blood. He seems to have an arrow sticking from his side. He lunges at you with a single quick motion.

Dread Zombies are zombies originally created by the late DrZearen. They were created as faster, deadlier, and more animalistic zombies. The experiment went well until DrZearen lost his control over them and they devoured him. Dread Zombies have only one apparent weakness, and that a blow to there head. They are also more vulnerable to slashing weapons. Dread Zombies are resistant to turning and rebuking attempts for an unknown reason.
Dread Zombies stand anywhere from 5’6-6’2 and weigh anywhere from 100lb-150lb. They do not speak any languages nor understand any.

Combat
Dread Zombies try to get a successful bite in on their enemies as quickly as possible, as to spread their contamination effect. They viciously attack there opponent until either the opponents defeat or the zombies destruction.
Contamination[/B]: Any creature successfully hit with the Dread Zombie’s bite attack must make fortitude save (DC14) or contract the virus. If the opponent fails the save he takes 1d4 temporary constitution damage. Within one hour of the contracting the virus the victim must make another fortitude save. If he fails he instantly dies and turns into a Dread Zombie.
Head Vulnerability: If struck in the head a Dread Zombie cannot regenerate the damage as per his regeneration ability. Also the Dread Zombies DR does not apply when being stricken on its head. To strike a creature specifically in the head, you must take a -4 penalty to your attack.

Creation
Any spellcaster who can case Create Greater Undead can attempt to create a Dread Zombie. He must be at a caster level of 17th or higher to create a Dread Zombie
Lady Rolindin

03-31-06, 10:04 PM
Risen Dead Foundation

By Von Crown
Necrolytic Converter:
This unusual Item converts electrical energy to negative energy. Any undead wearing a Necrolytic Converter that would take electricity damage is instead healed 1 point of damage for ever 2 points the effect would otherwise deal. Likewise, a creature (other than undead) with immunity to electricity wearing a Necrolytic Converter that is subject to electricity damage takes one point of negative energy for every two points of damage the effect would otherwise deal. If a Necrolytic Converter absobs more than 50 points of electricity damage from one attack, the item must make a fortitude save (DC= 1/2 damage dealt) or overload, ceasing to function and stunning the wearer for 1d4+2 rounds, after which the Necrolytic Converter continues to protect the wearer.

Moderate Necromancy and Evocation; CL 12th; Craft Wondrous Item, Blackbolt*, Chain Lightning; Price ? gp; Weight 15 lbs.

*new spell, see below

Also, two of my spells I posted a CoA:

Blackbolt
Necromancy [Evil]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions like magic missile, except that the bolts are comprised of negative energy, healing undead creatures instead of harming them. However, since it is not comprised of force, it has no effect against incorporeal creatures (unless they are incorporeal undead, in which case they are healed)

Mordred's Morbid Marionette
Necromancy [Evil]
Level: Sor/Wiz 2
Components: V, F
Casting Time: 1 standard action
Range: Close (10 ft)
Effect: 1 corpse plus one additional corpse per five levels (maximum +4 corpses)
Duration: concentration, up to 2 rounds/level
Saving Throw: None
Spell Resistance: No

This spell temporarily turns one corpse plus one additional corpse per five levels (maximum 5 corpses total) into either a skeleton or a zombie, depending on the condition of the corpses. They remain active and follow commands for the duration of the spell, at the end of which they become uncontrolled and begin losing two hit points per round until destroyed.
Arcane Focus: Two of those wooden thing used to control puppets, one in each hand.
Necrolytic Converter: This unusual Item converts electrical energy to negative energy. Any undead wearing a Necrolytic Converter that would take electricity damage is instead healed 1 point of damage for ever 2 points the effect would otherwise deal. Likewise, a creature (other than undead) with immunity to electricity wearing a Necrolytic Converter that is subject to electricity damage takes one point of negative energy for every two points of damage the effect would otherwise deal. If a Necrolytic Converter absobs more than 50 points of electricity damage from one attack, the item must make a fortitude save (DC= 1/2 damage dealt) or overload, ceasing to function and stunning the wearer for 1d4+2 rounds, after which the Necrolytic Converter continues to protect the wearer.

Moderate Necromancy and Evocation; CL 12th; Craft Wondrous Item, Blackbolt*, Chain Lightning; Price ? gp; Weight 15 lbs.


new feat time

Necromantic Studies [General]Prerequisites: Ability to cast arcane spells, ability to aquire a Familiar
Benefit: You add the following spells to your spells known list at the indicated level:
1st- Chill Touch
2nd- Command Undead
3rd- Gentle Repose
4th- Animate Dead
5th- Revive Undead*/Magic Jar**
6th- Create Undead
7th- Awaken Undead*/Control Undead**
8th- Create Greater Undead
9th-Plague of Undead*/Soul Bind**
*If you have Libris Mortis, use this spell
**If you don't have Libris Mortis, use this spell
Special: this counts as an Arcane Bloodline feat. If you already have an Arcane Bloodline Feat, you cannot take this feat. If you have this feat, you cannot take an Arcane Bloodline Feat. If you prepare spells from a spellbook, you count as having spell mastery for the listed spells.

Skull of Akuma
This potent artifact is a opaque black gem through which lines of red light runs (think computer chip type effect), which always remains slightly cold to the touch. It's bearer need not supply any material components for a spell that creates undead if they use it as a focus component. Also, the bearer can create skeletons and zombies with more than 20 hit dice with the animate dead spell, but still no more than their caster level would allow, and they can create any type of undead with less hit dice than their own with a create greater undead spell. Lastly, they gain a +10 insight bonus on spellcraft checks made to cast an epic spell of the necromancy school and any undead you create with a necromancy spell are automatically under your control.
__________________
Here's a new skill, epic in nature, the pinnacle of the necromancer's craft

FLESHCRAFT(INT;TRAINED ONLY)
Check: Fleshcraft is used to stitch things together for the creation of undead creatures, to surgically reattach body parts, or possibly to attach (or replace with) new parts. Reattaching a lost body part requires a DC 15 check if the recipients' original limb is used and well preserved, for each day it has been deattached, increase the DC by +2. if the replacment limb is of the same species, but not the original, increase the dc by +5. If the limb is of a different species but the same creature type (humanoid, abberation, etc.), increase the DC by +10. If it is a different creature type, increase the dc by +15. If the creature the limb is from has a different strength score, increase (or decrease) the creatures' strength score by half the difference (this counts as an enhancment bonus that goes away if the limb is cut off again, but bonuses from up to four limbs stack). Do the same for dexterity, but with a -2 penalty to the base score. If the attached limbs have natural weapons, the recipient gains the use of these weapons but count as nonproficient unless their species normally has a natural weapon of that type, and they may take exotic weapon proficiency for it normally. If the natural weapon had a disease, the recipient must sucseed on a fortitude save with the normal DC to avoid infection. thereafter, they become immune to that disease from that limb, and gain a +4 competence bonus on saves against the same disease from other sources. If the natural weapon had any extrordinary qualities other than disease (such as poison), the recipient may automatically receive these (DM's discretion), or if not, the fleshcrafter may increase the DC by +10 to include these. Other supernatural qualities (such as energy drain) are not transferred, unless the fleshcrafter chooses to increase the DC by +20 for each such quality transferred. Other surgeries may be performed, such as adding new limbs, implanting organs, and other similar actions, but usually have high DCs (DM's discretion).
Action: Performing fleshcrafting takes one hour for every 5 points of the DC, maximum 5 hours.
Try Again: Yes, but if you the check by 5 or more, the subject takes 1 point of constitution damage. If you fail the check by 10 or more, the body part you were trying to graft is ruined and useless.
Special: Fleshcrafting checks are subject to critical failure as attack rolls and saving throws. On a critical failure, the recipient takes 1d6 points of constitution drain.
Synergy: if you have 5 or more ranks in fleshcrafting, you gain a +2 synergy bonus on heal checks. If you can cast at least five spells of the necromancy school a day or are undead, you gain a +5 synergy bonus on fleshcraft checks (you get a +10 if both apply).

Note: you take a -10 penalty to your check if trying to attach an undead part to a living creature. Oozes cannot be fleshcrafted, and neither can constructs. Although the name is fleshcraft, it can be used on skeletons and other things without flesh as well.
Lacedon with fleshcrafted adult red dragon claw

Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 12 (+0 Dex, +2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +7 melee (1d6+6 plus paralysis)
Full Attack: Bite +7 melee (1d6+6 plus paralysis) and 2 claws +5/+1 melee (1d3+3 plus paralysis/ 2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralysis
Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance
Saves: Fort +0, Ref +0, Will +5
Abilities: Str 23, Dex 10, Con -, Int 13, Wis 14, Cha 12
Skills: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
Feats: Multiattack

VAERMYL


- Medium: As Medium creatures, vaermyl have no special bonuses or penalties due to their size.
- Vaermyl base land speed is 30 feet, plus a climb speed of 30 feet when hands and feet are uncovered (see wall climbing)
- Tomb-tainted soul as a bonus feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Any. When determining whether a multiclass vaermyl takes an experience point penalty, his or her highest-level class does not count.

Vaermyl have a number of other unusual traits, as determined by gender. In addition, all vaermyl are immune to acid.

Female:
Light Sensitivity: Abrupt exposure to bright light (such as sunlight) blinds you for 1 round. On subsequent rounds, you take a -1 penalty on attack rolls, Search checks, and Spot checks as long as you remainin the affected area.
Thin Skin: Vaermyl take an additional 3 points of damage from all attacks.
Multiple Arms: As a creature with more than two arms, a vaermyl gains a +4 racial bonus on Climb checks and grapple checks. For the purposes of combat, both extra arms are treated as ?off hands? (that is, you still have only one primary hand).In addition, a vaermyl can make one claw attack per five points of attack bons (maximum 4) that deal 1d6 points of slashing damage. As secondary natural weapons, a vaermyl's claw attacks all suffer a -5 penalty to attack rolls. A vaermyl's claws are treated as natural weapons and do not provoke attacks of opportunity. Having claws does not adversely affect a vaermyl's manual dexterity.
Wall Climbing: As long as a vaermyl's hands and feet are uncovered, they can climb perfectly smooth, flat, vertical surfaces at their base land speed. In addition, they gain a +4 racial bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely.

They also gain a +4 racial bonus on Balance checks when moving a cross a slippery surface. Wearing any kind of footwear negates this bonus.
Tail Sting: A vaermyl has a pehensile tail tipped with a wicked-looking barbed stinger. This prehensile tail grants a +2 racial bonus on Balance checks. It can also grasp and manipulate a simple object up to one size category smaller than the creature?s size category. The prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control.

A vaermyl can ?hang? from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. It's sharp stinger deals 1d6 points of piercing damage. If the vaermyl gets multiple attacks in a round, it can sting multiple times. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. In addition, the stinger injects poison into the target, requiring the target to make a fortitude save (DC=10+1/2 the vaermyl's hit dice+the vaermyl's constitution modifier) or take 1d4 points of strength and dexterity damage. In addition, they must save 1 minute later against the same DC or take 1d6 points of strength and dexterity damage.

DreadWard
Medium Undead
Hit Dice: 90d12+330 (870 hp)
Abilities: Str 40/+15, Dex 38/+14, Con -/+0, Int 30/+10, Wis 36/+13, Cha 38/+14
Initiative: +27 (+14 Dex, +13 Wis)
Speed: 90', Fly 80' (Perfect)
AC: 54 (+14 Dex, +20 Natural, +10 Deflection)
Base Attack/Grapple: +45/+60
Attack: Dreadblade +60 Melee (1d10 slashing+3d6 vile+15)
Full Attack: Dreadblade +60/+55/+50/+45 Melee (1d10 slashing+3d6 vile+15)
Space/Reach: 5'/5'
Special Attacks: Negative Discharge, Spell-like Abilities, Spellcasting, Rebuke Undead
Special Qualities: Fog Emission, Negative Burn, Fast Healing 10, Spell Resistance 40, Blindsight 120 feet, Runeshield, Turning Immunity, Vigilance
Feats: Improved Toughness*, Power Attack, Cleave, Great Cleave, Imporoved Sunder, Improved Critical (Dreadblade), Weapon Focus (Dreadblade), Violate Spell**, Lifesight***, Corpsecrafter, Deadly Chill****, Tenacious Magic (Polymorph any Object), Tenacious Magic (Awaken Undead), Spell Stowaway (Time Stop), Spell Stowaway (Dimension Door), Spell Stowaway (Door to Great Evil*****), Epic Spellcasting, Epic Skill Focus (Spellcraft), Epic Skill Focus (Knowledge (Arcana)), Epic Toughness (x12)
*+1 hp per hit dice
**spell deals half vile damage, gains evil descriptor
***living creatures emit 30-foot light if medium or smaller, x2 for each size category larger
****any undead created by it get extra 1d6 points of cold damage to natural weapons
*****see ghostwalk web enhancment for spell description
Skills: Spellcraft 90 (+110), Knowledge (Arcana) 90 (+110), Spot 93 (+106), Listen 93 (+106), Search 90 (+100), Hide 93 (+107), Move Silently 93 (+107), Sense Motive 93 (+106), Concentration 93 (+108), Intimidate 93 (+108), Craft (Any) 9 (+19)

Combat:
DreadWards are the Elite Servants of Mordred Von Crown. At the present time, only six are known to exist, and the process of creating them is still unknown. What is known, however, is that six mighty paladins were known to have gone missing at the time of their initial creation.

Spellcasting: A DreadWard casts spells as a 30th level sorceror.
Rebuke Undead:
A Dreadward can rebuke or command undead as a cleric with a level equal to three less than it's hit dice.
Fog Emmision(Su): In combat, a DreadWard begins to give off a small amount of fog that hampers the performance of living creatures, so that in the first round, all living creatures' attacks suffer a 10% miss chance. This miss chance increases by 10% each round, to a maximum of 50%. This fog does not, however, impair vision in any other way.
Negative Discharge(Sp): A DreadWard can spend a standard action to infuse a creature or object within 10 feet with negative energy. If the target is a living creature or an object or construct, it takes 1d8 points of negative energy damage per 10 hp the DreadWard chooses to sacrifice if they fail a fortitude saving throw (DC 69). If the target is undead, they are instead healed the same amount of damage.
Negative Burn(Sp):The body of a DreadWard is wreathed in flames of negative energy. Anyone grappling a DreadWard takes 6d6 points of negative energy damage each round this ability is active. Each round it is active,the DreadWard looses 5 hp. Activating this ability is a free action.
RuneShield(Su): A DreadWards' shield is inscribed with potent runes. Any attach that fails to penetrate a DreadWards' AC by 10 or less triggers a Symbol of Death effect. Whenever these runes would be dispelled, they are only suppressed for 1d4 rounds instead.
Turning Immunity: A DreadWard is not affected by turning, rebuking, commanding, or destroying (by the Clerics' turn undead ability)
Vigilance(Ex): A DreadWard is sworn to serve their master, Mordred Von Crown. As such, they are constantly on the lookout. This allows them to add their Wisdom modifier to initiative. Also, they can use the full defense action to protect an adjacent ally.
Spell-Like Abilities: At will- Blasphemy, Animate Dead, Create Undead, Create Greater Undead, Necrotic Cyst*, Hide From Living (as hide from undead, but any living creature), Darkness, Desecrate, Bestow Curse, Dimesion Door, Necrotic Bloat* 3/day- Necrotic Domination*, Necrotic Burst*, Necrotic Scrying*, Necrotic Empowerment*, Door to Great Evil** 1/day- Necrotic Tumor*, Necrotic Eruption*, Time Stop 1/week- Necrotic Termination*, Polymorph any Object, Awaken Undead
*Spell from Libris Mortis
**see ghostwalk web enhancment for spell description

Male:
Chitin Plates:A male vaermyl has a +3 natural armor bonus to AC.
Thin Skin: Vaermyl take an additional 3 points of damage from all attacks.
Massive: A male vaermyl is quite large (about 8 feet tall), and are capable of using this to their advantage. They function in many ways as if they were one size category larger. Whenever they are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger when it is advantageous to them. They are also considered to be one size larger when determining whether special attacks based on size (such as improved grab or swallow whole) can affect them. They can use weapons designed for a creature one size larger without penalty.
Resistance: A male vaermyl has fire and electricity resistance 10
__________________

Undead Shield(General)
Prerequisites: Dodge, some way of having undead under your control (animate dead, command undead, create spawn, etc.)
Benefit: When you are attacked and are adjacent to a corporeal undead you control, you may make a reflex save (DC atk roll+attackers str or dex modifier) to make the attack hit the undead instead. If you choose to do this, the undead is automatically hit. If the undead also has this feat and controls undead, it cannot transfer the attack again.

Ghostblade
This weapon can be used to make incorporeal touch attacks against living creatures. If the attack hits, the target is counted as if hit by a ghost's corrupting touch attack, taking 1d6 points of damage (you do not add your strength or dexterity modifier). This is a one-handed weapon.
Requires: Ethereal Jaunt Price: 6,000

Spiritbinding
by making a fleshcraft or knowledge (Religion) check equal to the challenge rating of an incorporeal undead, they may bind a willing incorporeal undead into a weapon. When the undead is bound,the weapon is counted as an intelligent magic item with mental ability scores equal to that of the undead and all comunication modes.In addition, the weapon does whatever the undead's incorporeal touch attack does when it strikes. The undead gains +6 turn resistance, but if turned, is forced out of the item and forced to retreat as normal.




Furnace of Damnation:
Quote:

You summon a zombie; the zombie collapses and is destroyed; you take the remains of the zombie; you chuck it into the artifact; it burns it up and turns it into a spell slot; we take the spell slot and raise a new undead
Igor
Description: Igors are about as tall as short humans, but their hunched backs and stooped stature usually puts them at about eye-level with dwarves. They always have a stiched-up gash somewhere on their face, and the number of stitches indicates the igors age up until about age twenty.
Males are ALWAYS named Igor, females are named Igorina

Medium: As Medium creatures, igors have no special bonuses or penalties due to their size.

Igor base land speed is 30 feet.

1 extra feat at 1st level.

4 extra skill points in Fleshcraft at 1st level and 1 extra skill point in Fleshcraft at each additional level.

Helping Hand: When an Igor takes an aid another action to aid someone in fleshcrafting, they add their ranks in the skill as a bonus if sucsessful.

Need a Hand?: Igors are skilled at retreiving corpses, and they know it. An Igor gets a +2 Morale Bonus on all skill checks to get a corpse (DM's Discretion). For example, an Igor get a bonus to hide and move silently when sneaking into a gravyard to retreive a corpse, or bluff to get someone to believe he is taking the corpse to have speak with dead cast on it.

Precise Strike: Because of their great knowledge of anatomy, an Igor gets +1d6 precise strike (see duelist prestige class)

Spell-Like Abilities: Preserve Organ once per day per class level.

Automatic Language: Common, Igor. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

Favored Class: Fleshcrafter (Variant Wizard) or Wizard. When determining whether a multiclass igor takes an experience point penalty, his or her highest-level class of those two does not count.

Level Adjustment: +2


Igor Feats
Igors have a couple of tricks they typically teach their young. Feats with the Igor descriptor can only be taken by an Igor as their first-level bonus feat unless otherwise noted.

Death Attack [Igor]
Benefit: You can use a death attack as an assassin of half your character level (rounded up). However, unless you gain death attack from assassin levels later, it takes 4 rounds of study before you can complete the death attack.

Handyman [Igor]
You can use create crawling claw as a spell-like ability once per day per character level.

more Igor feats coming soon

Doppelvine
Medium Plant (Shapechanger)
Hit Dice: 1d8
Initiative: +0
Speed: 30 ft., Burrow 20 ft.
Armor Class: 10
Base Attack/Grapple: +0/+0
Attack: Vine Lash (1d6 nonlethal plus poison)
Full Attack: 2 Vine Lashes (1d6 nonlethal plus poison)
Space/Reach: 5 ft./15 ft.
Special Attacks: Poison
Special Qualities: Hive Node, Nonstandard Reception Range, Impersonation, Plant Traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills:-
Feats:-
Environment: Any
Organization: Any
Challenge Rating: 2
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: None
Level Adjustment:-

Combat
Hive Node (Ex): Master Rank 1
Nonstandard Recetion Range (Su): A Doppelvine has the ability to receiv commands from any Hive Node on the same plane as it, as long as the nod is high enough rank.
Impersonation (Ex): When a Doppelvine is being controlled, it takes on the exact appearance of the creature commanding it as long as that creature is no bigger than large and no smaller than small.. This ability creates an exact duplicate, but is because on an innate flexibility and abiliy to change color, rather than magic, so True Seeing and other divinations cannot detect it, nor do they see through it.
Poison (Ex): DC 10, initial and secondary damage 1d10 dex.

Negative Energy Flux
Necromancy
Level: Sorc/Wiz 5
Components: V,S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/level)
Targets: Any number of undead creatures within range
Duration: 1 minute/caster level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

When this spell is cast, a flow of negative energy is created to fortify you or your undead allies. You can bestow up to 1 point/2 caster levels of turn resistance, divided up as you see fit among undead within range.
Lady Rolindin

03-31-06, 10:17 PM
the Half Elven Foundation
by grimclaw

HALF ELVEN GODDESS

name=Rh'iel
titles=Lady of Hope,The Righteous Blade,The Final Embrace
portfolio=half-elves,healing,hope,battle,death
divine rank=8
domains=healing,war,death,protection,ret ribution
symbol=a featureless mask,half black and half white
alignment=neutral good
worshippers=half-elves,human-elf couples,half bloods of human or elven extraction,
alignment of clerics=l.g,n.g,c.g.
home plane=elysiam(the shining tower)
favored weapon=hopes retribution(long sword)

fighter10/sorcerer20/rogue10

dogma=in peace be joyous,spread healing and hope to all in need.in war,lock away your heart and bring death to your foes as quickly as possible.the greatest honor is victory.
above all else,make a place for those with no place of thier own.lift up the downtrodden,bring down those who would bring suffering to thier fellows.
show no fear in battle,if your cause is just then it is to my arms you shall come if you fall.there you will find the eternal peace that is my greatest gift.
make of yourself a beacon of hope and a fire of destruction.this is not paradox but nessecity.
------------------------------------------------------------------------------------
the woman known as Rh'iel was born on a world of great conflict as powerful nations,both human and elven fought near constantly for domination.in these lands the half-elven were viewed as servants at best,abominations at worst.
her early life was as a slave to a long succession of masters of both races.some kindly some harsh and some fools.after saving the life of a human master(a minor mage)who had inherited her and did not truly care for the idea of slavery(slaves could not be freed)the grateful mage taught her the basics of magic.from the caravan gaurds of the mage(he was a merchant who traveled widely)she learned the arts of the warrior.as she traveled with her master she added to her knowledge from both elves and humans.she saw the greatness of both and the depths to wich both could sink.
when her master died she fled into the wilderness and spent several decades mastering the magical abilities that flowed thru her viens.in time she began to gather a following of runaway slaves as word of her power spread.
she founded a city and began to lead raids designed to free her fellows from the chains of thier masters.in time her city grew to be powerful as many came to find safty under her banner.
her personal power continued to increase to a point that it became near legendary as did her compassion,her blade skill and her knowledge of the healing arts.
eventually an alliance of human and elf nations decided to put an end to her citybefore she could bring freedom to thier own slaves and destroy what they thought of as a natural condition.
badly outnumbered,her people fought with bravery and skill against a foe who they could not defeat.in desperation she wrought a great spell that drained an ancient artifact in an attempt to save her badly outnumbered people.
a flaw in the artifact destroyed the opposing force to a man and transfered thier combined life energies to her,elevating her to instant godhood and destroying the artifact.her city and its residents were transported to elysium as celestials.
embracing the concept of death and rectifying it with her own beliefs she now intends to bring her message and love to all half-elves.declaring them to be her children.
------------------------------------------------------------------------------------
well there you go.as i said no stats,i'll leave that to someone else.
i think her focus on concepts that many people would say are opposed to one another makes her an interesting diety.most of the ancient gods of the real world were like that,having as it wre two faces.one benign and a harsher one.for Rh'iel the harshness is focused on those who would harm her children.she believes strongly that even the most peaceful people should study the arts of war in order to protect thier fellows.death is to her the ultimate peace,to be given to those whose suffering can not be healed.for her followers thier is nothing to fear from death.the first thing they will feel upon entring her realm is her loving embrace.(please note that they are not suicidal,life is a precious gift that should never be wasted)

by Silmarien Aldalome
The Tale of Angelina and Angrolachon

Weary from his journey into the Planes of Desolation, and driven by vivid memories of his imperilled homeland, Angrolachon dared to enter the Princedoms of Aarendor. Where Elves, it is said, walk and weave their magic in the forested earth. And so, he would dare the wrath of The Elven King, whose realm was vast and who suffered no trespass in the Elven homeland.

King Elenmacar was great, even amongst the Elves, and his lore recalled the splendor of the Song of Creation. And amidst the forest, the Elven city graced the lands, and its magestic spires pierced the forest canopy, to rise many thousands of feet into the airs, even into the clouds. From the lofty heights of the white towers, Elven light spilled down onto the forest below, bringing a great spell of Lifegiving to the ancient lands.

Here in the very Heart of Elvendom in the Southern Provinces, the seasons and stars run strange, with June winters and December summers. Elenmacar's realm was peopled by many Elves, whose lithe feet spirited the lands about, and whose artwork and architecture reflected the wonder of the ancient world.

And it was here, that Angrolachon was headed, to a place out of legends, for, his world was from the far north, and the Great Darkness had returned, bringing plague, death, desert and darkness.

But Angrolachon was human, who knew naught of Elven magic. And so he came to the outlands of Aarendor, and there he was surrounded by such green and song as he had never known. Instantly, he felt health pour in through his feet, as he waded through the knee-high grasses of the Elf lands. The fragrance of blossom and the forest's trees somehow vivid - bringing with it a vigor he had never known. For he was now within the Elven World - and so, became sleepy and dreamy.

In front of him - a tall finger of highly polished stone, engraved in the ancient mode of Elvish, and pointing skywards. The Elven frontier, marked out by the great magical Obelisks. And here in the grasses about, he lay down to rest and fell asleep under the Elven spell as the grasses rustled about him in the summer breeze.

Thence, in a dream he was filled with Elven Song and Light and strange words came to him that he did not know. And in a balm of melody an Elven woman, more beautiful than any woman Angrolachon had seen, came to him in Dreamscape. Her hair was black and fell about her shoulders in gentle folds and her skin fair, with sea-grey eyes, piercingly bright as a flash of starlight on a clear night. And so it was that Angelina sang to him, ere he had laid eyes on her and in Elvish from another time:

Ar Ainunya, nírërya
Ar nírërya lantë ho henwa
Ar órënya lanta
Talamin
Nan hostanyë ata
Carinyë lá láma
Vantanyë or
Ar cárnya tára
Yétanyë
Ana vilyan

Aicanyë se
Arauca mi sercënya
Aicanyë se
Úlëa ve i celumë
Aicanyë se
Mandë yulun sí
Aicanyë se
lá tië lá manen

Ar Ainunya, lirinrë
Ar ómarya er yulu orta
Ni nanya
Már ata
Tyarië me nuvar
Omi menel

órënya litasas you read - the burning silvery runes carry you into the Dreamscape of Angrolachon and the warm folds of Elven Magic immerse you in a gentle Song. For so is all of life connected and so powerful the Elven Spell that it may cross Time and Space to find you now. See then, these words as the summer Dream of Angrolachon comes to you as he sleeps in the deep green grass of The Elven Princedoms. For, Aarendor is endangered, and so causes The Elven Spell to reach out and touch the heart. Thence, the Strength of Verse may be carried from Here into Aarendor. Thus, is the focussing of Elven Power about the bringing together of Thought and Form, with no heed to barrier or limit.

The summer breeze the sounds, sights and smell of Elvendom are a warm solace and an easing to the soul.

But, suddenly, there is a cold breeze in the Library, and the sconces flicker and blow out, leaving you in pitch darkness. It is a chilling touch that passes down the spine, and a crawling sensation of clammy cold.

The only light is the burning silver symbols in front of you, that leap into your mind through the magical lens as you read.

The pages of the Tome blow about in the cold breeze, and they jump ahead, you don't konw how far. Again, the page pauses, and you read:

"....for so was Angelina's heart entrapped by the callous power of selfish need. Unto himself, her brother spoke of "justice" and "rightness". His words still ring in her mind's eye.

'Thou shalt not have that which you name - for I so name it unto myself. It is mine. What you seek I will not grant, and neither should I bestow it. For the Mantle that is the Elven King falls unto me - by the blood spilled in our father's passing.'

His cruel words echoe within the Elven Halls and marr the Elven Lamentation, even as Elenmacar's beir is carried to its resting place. Her brother's face is contorted into the visage of anger and ugliness and his tones fell and dark.

A tear falls from Angelina's eye as she flees her brother's cruelty. She runs, half blinded by grief and fear, throughout the halls of her homeland. And outside, the forest Grieves the passing of Elenmacar. As she runs, Angelina sings - in minor tones, and her voice is thick with grief and despair.

Cuivanyë máca aurë mornanna ára
Cuinanyë, nan fëanya ná vanwa
Antanyë kyermëva i órën Arnan
An sina aurë lótessë ná métimava
Vorima aurë tielyanna
Aiquen fir, antanë huorënyë
Aiquen ná uswë nyérëva
San istanyë man maurënyë mas arinnen

Merënyë leucië sercë
Ta ná man maurënyë
Yulië ni ardanna
Merënyë leucië sercë
Ta ná man maurënyë
Envinyatië ni fírimanya sercënya

And as a Great Spell, she Sings and lo! All throughout Aarendor - her Song finds those who yet live. And in the heart, they share in her suffering.

Although Mortal, by Ways Unknown Angrolachon hears Angelina's Song - and he clutches at his heart and bows his head. In the Darkness - he Sings with Angelina, bestowing upon her his Courage with rich baritones laden with honey.

And Angelina hears his words - and she suddenly pauses in awe. All throughout the Realm, the Elves are then stilled, as Fate hangs in the balance. For never before has Mortal Heart enjoined with The Elven Spell, and there is a rippling of wonder that touches the Elven Heart.

Angrolachon Sings, and he shares his strong baritones, which are Courage and touches Angelina's Heart with the Song of Spring. She raises her head and her Tones renewed and together Elf and Man cast the Elven Spell....
On Silverstarfire

Silverstarfire is the Arcane equivalent in many ways of the Clerics reliance on either Positive or Negative Energy. Where Stardust - that is the essence of creation - positive energy - strikes the Weave, that intersection defines a nexus, where magical powers are infused with Life-Affirming Lore.

Thus, spells, spell-like effects, and supernatural abilties that have the Silverstarfire descriptor, attract a number of special effects.
Spells imbued with Silverstarfire may bypass Energy Resistance DR - and do damage that is sheer, Hallowed-Living-Power damage. Exactly how much and when, are to be explored;
Effects are particularly threatening to Undead, whose metabolism and sinew are fortified by negative energy. Silverstarfire disrupts Undead flesh (via Fortitude);
Effects are particularly threatening to creatures with the Evil descriptor;
Silverstarfire can be used to create fields that Impede spells from the Necromancy school of magic, or those that have the Darkness descriptor;
Spells with the Darkness, and Evil descriptor, and those spells that use Negative Energy are prohibited to beings that channel Silverstarfire;
Silverstarfire is life-affirming and may procure benefits to constitution.



Verse of Draconic Chaos

(i) Background Lore

Silverstarfire is a raw power, that, once discovered, may be adapted to the wyrding of any character class, alignment or race. The Versemasters discovered that in the first few moments that the Lore is discovered, there is a great epipheny that accompanies the infusion of Lore and the mortal will experience the potential to meld the power to the Will and the Word.

When the chaotic half-elf renegade Monk Varendil discovered Verse, there was a great melding of magical Lore with the power of the fist and a new Order was born. This occurred at around the time that wandering peoples of Aarendor were foming the the Envclave of the Winter Leaf. Thence, the remnants of the long gone Ancient Princedoms emerged and many of those peoples had Elven Blood.

(ii) Disruptive Draconic Verse

Varendil was ever wayward, and he was exiled from by the Northern flame, for he had human blood. The Elves deemed him haphazard, mishappen and alien, for by way of naught but Varendil's blood, he was brought to conflict with Elvish law.

His mother, Silimna was Elven and she loved him and raised her son with the Elvish customs and in him, she saw great promise. For Varendil's blood burned with the blood of both Elves and Men and to her, Varendil was a paradox: a child whose spirit burned with the Elven wyrding but whose heart burned with the passion of his Human father.

In anger at his mistreatment, Varendil formed the Winter Leaf, which was a great gathering hall for all the disaffected of the Elvish city. The SIlverleaf movement grew quickly, attracting many adept in the arts of disguise, secrecy and infiltration. But Varendil's blood burned hot within him and he became greatly angered when he discovered the coveted secrets of the Elven High Council. And slow were the Elders to hear the cause of compassion for those with mingled heritage. And the High Elven Council deemed him a disruption to the City's peace and as a dissident, he was exiled.

After he was exiled, he found refuge with the kindly Monks of Taran Dur Tethurrundar, high in the lofty heights of the Wilder Spires. There, Varendil was versed with a Monk's precision so that he quickly gained mastery, learning the art of delivering the Monk's flurried blows with deadly precision.

But his heart was naturally wayward, and he grew restless of what he saw as the equivocation of the neutral disciples, and their ever-weighting of law and chaos.

But it was when Taran Dur Tethurrundar was assailed that he abandoned the teachings of his trainers, for thence, great Shadows assailed the earth and the Treaty of Skybride was broken. And the mortal unassisted flesh withered when the Shadow touched it and without Lore, he knew the Monks were doomed.

Thus, The Muse bespake Varandil and suddenly inspired, he burst into Verse and unlocked the power that is all about and in all matter and all throughout the Weave. And as his voice rung out, the Shadow struck Varandil, whence great Disrupting Chaos erupted into visceral power, enveloping the Shadow Beast.

Special Feat Description

Prerequisites

Any chaotic alignment, at least one level in Monk, Charisma 13+

Benefit

Swords, flesh, and weapons of any kind are disrupted by a roaring chaotic field that envelops the Master of Draconic Chaos. This chaotic field will destroy weapons, matter, living, dead or undead creature as per Disintegrate (save once for every successful hit on the PC, DC=15+1 for every level above the PrC's highest level + Charisma modifier). The power may be used 1/day at the 10th level of the PrC+1/day for every level above that.


Starfire Lore & the Pereldar Timeline

As you open to the first page you do not recognise the mode or style of word and discover that the parchment is well-preserved, even though it is obviously ancient beyond reckoning. You have been given a device by Sil to assist to translate and read the text. It is a small magical lens. As you look through the lens, the words reorganise themselves into Common.

Author's Notes on Interpreting Timeline

The Reckoning of the Years are scribed here, according to our ken, known in this time as Pereldar Reckoning (PR) and as I, Vanalénwë record them. The task has become urgent, for Unspace again ripples with Echoes of Confluence. Aye! This has ever been a portent for coming Prophesy, for the clash of dweomer, and sword in valour.

Even when I found these halls, their warrens were already dusty, ancient and filled with the ghosts of our vanished past. In every corner, I found Lore, locked away from Space and Time by ancient Vanished Loremasters. And, slowly, piece by piece, I was able to collect all that we know in these times, and record them here. Yet many more are lost or broken, that I was not able to scribe them here.

Herein, therefore, it is Prophesied that when This Tome is found by the Pereldar, after Evermeet is besieged, and its Mythallar is in the Land of Shadow, thence, shall the Echoes of Confluence be upon thee.

This Now Is!

Take heed, reader - for thou now embark on a Great Journey, that has only just begun.


Year Scribed

Birth The Descent of Starlight Aspects
Inception The Shearing of Time & Space. Creation of Planes of Infinity in
Infinite Intersection: Unspace (Meta-dimensional space) Created
Powers Formation of Minor Powers (Electricity, Gravity, Magnetism, Light)
Conflict The Time of Strife of the Deities
Creation Coalescing of Matter & Birth of Starlight
0 - 150 The Great Descent into Aarendor
150 - 200 The Great Tumbleweed Saga
250 - 251 The Foundation Wars begin with the Coming of the Usurper
252 - 260 Elven Homelands are assailed by human marauders
261 - 262 The Usurper attempts to seduce the Half-Orcs into an evil treaty
263 - 263 The Half-Orcs reject the Treaty
264 - 265 Half-Orcs assailed by The Usurper
266 - 267 Lord Orouborus and the Dwarven Halls assailed by The Usurper
267 Zollex betrays the Half-Elves for the first time
268 Beads of Betrayal bestowed upon The Usurper The Usurper, who
survives the assault
269 Lord Grimclaw's Star Shield is cloven by betrayal
270 WizO Deities intervene and the Humans are Expelled
270 - 390 The Years of Terror
Loremasters strive to discover new magic
The Great Peredhil Stone unearthed at Peredhil Halls
391 First Peredhil Verse Master Sings
521 First Peredhil Land Master Sings
392 - 1000 The First Noontide of Peredhil Halls
1001 - 1201 The Formless Years of Lazy Fun
1202 - 2201 Descent of the Mad Physicist
The Struggle of Law & Chaos
Mad Physicist attempts to impose Canon-Law at Peredhil Halls
Pereldar Rebellion - the War of Words
Mad Physicist Lost to Shadow
2201 - 2320 Second Noon Tide of Peredhil Halls
2321 - 2420 The Second Foundation Wars
Second struggle of Law & Chaos
Deities Descend and Intervene
2423 The Great Lament & Loss of Song
2423 - 2850 The Dark Years of Nothingness
Great Unfolding of Lore & Discovery
Silverstarfire Discovered
2851 The Great Reprieve - Grace Descends upon the Pereldar
The Laws of Time & Space are altered by Starfire Lore
2852 The Half-Elven Insurrection is begun
2859 Insurrection stilled by Grace and Law
2859 - 2900 The Years of Peace


The Ellaédûn

The Great Sundering was said to have begun with the Kinslaying, when Elf and Drow turned on each other. During that time, the Elves tell that Corellan’s grief was as vast as the heavens and as deep as the oceans, for he was ashamed of the violence of the Elves, all the more, because it was by his own hand that Tel’Quessir were birthed. And it is told that Corellan retreated for a time, in his anguish and he was inconsolable in his grief so that his tears rained down upon the earth in sheets that filled the oceans.

And looking down upon the lands, he saw the murder and ruin of the warring factions, and long he watched and loath he was to act. For he knew that in enacting The Great Sundering, he would forever split Tel’Quessir into two peoples and doom them to an existence as lesser beings than conceived in their creation. But he had no choice, for the alternative was the anguish of eternal loss, for on the earth, the Kinslaying was relentless. And in the Descent of the Drow, much of the power of the Ancient Elven Lore was lost, and Tel’Quessir were diminished by the shame of their deeds.

And The Great Sundering bought a reprieve, where each half of a once great people nursed hurts and wrongs, in the secrecy of private thought, but without open conflict. And Bane perceived, for such is his Will, that he may see your hate, even across the gulf of time and there is no place in the Universe that he cannot see malice.

So the Wise say that it was through Tel’Quessir’s hate, that Bane worked his malice. For treachery knows many forms and not all can be foreseen. Thus it was that during Angrolachon’s time, the High Elven King’s son was waylaid by the Drow and Aeranár was taken down into the Underdark, and there he was tortured and put before great Banes that ruin the soul and corrupt the heart.

He was no coward and no stranger to suffering, but there, alone, sundered from his People, and in the lurid light of terrible Earthbanes, Aeranár was ruined and he succumbed so that he was corrupted. And thence, before Bane, and Lolth, he pledged his fealty, that he may be spared from the eternal tortures of the Drow.

And Bane laughed, such a cruel and fell sound, taking pleasure from the shame and ruin of the Elves, so that the last of Aeranár’s love fled and his heart was vanquished to darkness. And he was Commanded by Bane, to return to the Elves and to betray them, and Aeranár was promised all the riches of Elvendom in exchange for the death of the High King.

For, Bane knew, that to slay the Elven King, would cause the Elven Mythal to fail, and thence all the Demons of the Nine Layers of Hell would be free to destroy Tel’Quessir, forever ridding the earth of Corellan’s children.

And so it was that he slew the High King, his father, compelled by darkness. But even as Aeranár did so, in the High King’s hand was his Living Sword. And the Sword suffered the Vision of Betrayal and felt the King’s pain, even as the metal clanged to the earth, falling out of the King’s hand.

Thence Angelina found her father, even as the Mythal began to fail. And her brother laughed at her grief as his hatred beat upon her brow with palpable force.

“Tel’Quessir are the puppets of Darkness and ‘ere seven times seven years has passed, you will know naught but despair and ruin. There will be none left alive to tell the tail and all that which the Elves have built will be corrupted or ruined. All these halls are now mine and you will know servitude, lest I send you to the Nine Layers, where you will know Bane’s Will and serve him as I do”.

And her brother's violent words were forever burned into her mind. And as she wept over her father’s body, she washed the blood out of his wounds, unheeding of her own peril. And she touched her father’s sword and thence the Sword bespake her in great wrath

“Your brother is an Abomination and he has betrayed Tel’Quessir. Not until the End of Time will I rest, and forever so it shall be until I am avenged. Sing Angelina and save our People. And bring me to the Heart Fires and remake me. So shall I be in the Image of your Grief and so I shall have all your Beauty within me, that I may be sustained while I endure all of Eternity until The Elf King is returned to us.”

And so, through great tears, she bore the Sword to the Heart Fires – where ‘tis said Angelina Sang for many days over the Sword. And she wove the Fires of the Earth into a great spell, and with Angrolachon by her side. Together it was that they wrought the Greatest Spell ever known and together they wrought the Sword and refashioned it into the Ellaédûn.

And within it, they Sang, of Elvendom and of Grief, of Tears and of Hope. Of Vengeance and of Spirit. Of Fire and of Will and of Redemption. So it was that Elf and Man together wrought together, and forever within the Ellaédûn was the Spirit of the King and the memory of the violence in the King’s Throne. And those who touch the Ellaédûn, are immediately transported, in time, and within the mind, on a great Journey – back to the Throne Room, where they shall witness the Elf King’s end, and will hear his Son’s hatred. There, they shall see Angelina’s Grief and the Journey to the Fires of the Earth.

And if ye be an antagonist of the Elves, so will the Ellaédûn destroy you.

Artifact Description

The Ellaédûn is a beautifully wrought Elven Lantern, fashioned from Mithril and translucent crystalline. It is a seven-paned lantern, wrought in the image of living tree, but so that tree branches intertwine at the apex of the lantern into an elegant peak. It glows with a warm light, and by starlight, the Mithril is incandescent in the darkness, so that it creates two sources of light.

Artifact Properties
The Ellaédûn primary mission is to restore Elvendom to its power and beauty, when the Elven kingdoms were at their noontide. It also has an eternal hatred of Drow and the descendents of those who corrupted the King’s son
The Ellaédûn is source of Lore. It contains within it, the collective knowledge of Elvendom as it existed at the time the Artifact was created
It may be used as a library, providing the wielder with access to any and all research materials necessary for spell research
It may also act as a repository of a spell book, storing within it, any spell contained in a spell book
It has a hardness of Adamantine, and has 500 HP, and it regenerates at a rate of 100 HP per round
It is a living Artifact, and contains the Will of the Last King of Elvendom (treat it as having an intelligence and wisdom of 35/35)
Alignment is Neutral Good and any non-good character who touches it will trigger a battle of wills (see DMs guide). If the lantern does not manage to gain control of the assailant, the character must make a will save (DC 65) or go irrevocably insane. If the will save is successful, the character must take 20d6 points of fire damage each round they remain in contact with the Artifact.

Artifact Powers
Spellpower. Three times a day, the Artifact can channel enourmous power into a destructive burst, doing all non-Elves in the area 20d6 of damage
Drow Bane. The Artifact is experienced like an Elf-Bane, but one that is specific to Evil Drow. Drow magic is greatly affected, with -20 to DC checks for spell success; when within 100 feet of the Lantern; -10 on Drow Dispel checks versus Elven magic, for Elves within 100 feet of the Lantern; -4 moral penalty to Drow on all rolls, such as attacks, saves and skill checks and +4 moral bonus to all Elves on the same rolls
Suppress Magical Effects. This is essentially an Antimagic Field, but one without the limits specified in the Players Handbook.
Annihilating Blast. This is an Epic Level Disintegrate ray, that may be used up to 3 times per day
Enhanced Metamagic. Up to five levels of normal spell level penalties may be removed from any combination of Metamagic feats that the spell caster has. Thus, if the wizard had Still, Silent, Quicken, Empower and Maximise, the Wizard could remove four levels of penalty from the Quicken feat and one from Still, enabling the caster to Still and Quicken all their spells.
Reactive Counterspell. As a free action, the wielder can use the Artifact to block enemy spells.
Master of Magic. By sacrificing two spell slots when preparing spells, a wizard can memorise any spell, even if that spell does not exist in her spellbook.
Class Skills

Heal, Herbalism, Alchemy, Concentration, Knowledge (any), Scry, Spellcraft, Wilderness Lore.

Skill Points

2+Intelligence Modifier

Class Features

Weapon & Armour Proficiency as per parent Class

Spells

At every level, the character gains spell slots as if she had gained a level in the spellcasting class she belonged to.

However, she does not gain any other benefits of the parent class that would have been gained with level advancement (feats, special abilities). If the character had more than one spellcasting class before becoming a Versemaster, she must decide which class to add the new Prestige Class to for the purposes of determining spells per day.

The Peredhil Verse-Masters


Level Base Attack Fort Ref will

1 +0 +0 +2 +2 Versemaster Feats
2 +1 +0 +3 +3 Silverstarfire Redemptive Strike
3 +1 +1 +3 +3 Improved Metamagic I
4 +2 +1 +4 +4 Greater Penetrating Magic II
5 +2 +1 +4 +4 Verse Master + Silence Magic
6 +3 +2 +5 +5 Improved Metamagic II
7 +3 +2 +5 +5 Greater Penetrating Magic III
8 +4 +2 +6 +6 Strengthen Magic
9 +4 +3 +6 +6 Improved Metamagic III
10 +5 +3 +7 +7 Replenish Magic + Fiery Discorporation


Versemaster Feats
She is granted three Feats (see the Shadow Adept for a game precedent, pg. 72 in Players Guild to Faerun) as follows.
Penetrating Magic: The Versemaster gains +2 to her DC checks for all spells she casts.
Elusive Magic: The Versemaster gains a base of 15 (not 10) on attempts by other casters to dispel her magic
Reactive Counterspell: The Versemaster may use any of her spell slots as a free action to counterspell. This power consumes spell slots and the Versemaster must consume a spell (or spells) of at least the same level as the incoming spell.

Silverstarfire Redemptive Strike

This is a supernatural ability and may be used once per day for every five character levels and it has two effects that are evoked by a free action. The second effect has two modes.

The Versemaster radiates with powerful Wards that repel Unlife and Unlight and Evil. Accordingly, all Undead, creatures that draw on Shadow Magic and Evil characters cannot come within 10 feet of the character (DC of 10 modified by Versemaster’s Penetrating Magic and Intelligence modifiers).

The second effect allows you to summon Silverstarfire by immersing yourself at the nexus where Stardust touches The Weave. Your very form becomes infused with the Silverstarfire, which creates an azure aura around you and all your possessions of silveryblue starlight. It is a highly magical Energy and it washes over you without harming the Versemaster. Against all non-Evil and non-Undead, it is a burning arcane fire, akin to Fireball but more potent. To Undead, Evil and practitioners of Shadow Weave Magic, it is a fire that burns at their very Soul.

You have options with this Fire. You may use it as a Fire-Shield (lasting 1 round/level). Every foe that strikes you will take 1d6 per two caster levels (no upper limit). A Fortitude (inc. Undead and constructs) save halves damage. Save as if versus a spell of 6th level, but with a base of 10+Penetrating Magic series modifiers+Intelligence modifier). Any creature under 10 hit dice must make a Will save (DC=as previous) or be stunned for 1d4 rounds.

Alternatively, you may propel this fire outwards, as a single Redemptive Strike as a bolt of Azure force. Opponents struck by this take damage as described. When used in this capacity, the spell does 1d6 per caster level.

The damage from this supernatural ability (in both modes) is doubled for Undead, Evil and wielders of Shadow Weave magic.

This effect may also be modified in either mode. If the Versemaster so chooses, she may enhance the Redemptive Strike by burning herself in the process. For every 1d6 beyond the maximum cap that applies to the spell, the Versemaster takes that damage to herself.

Alternatively, in an emergency, the Versemaster may also extend the length of the Fire-Shield by 1 round per level by burning herself in the process. For every round beyond the maximum duration the Versemaster maintains the Fire-Shield, the Versemaster takes 1d6 damage.

Improved Metamagic I

The Versemaster may subtract one penalty levels from the spell slots used to prepare metamagic. Therefore, all her magic missiles are prepared as fourth level spells (not fifth level as would normally be the case for Quicken).

She must specify which metamagic feat is to receive the benefit, whenever she prepares her spell for the day and no metamagic feat (e.g. Still, Silent Spell) may be reduced to fewer than one penalty level.

Greater Penetrating Magic II

The Versemaster’s understanding of magic is further improved and she can imbue her spells with enhanced power. Her Penetrating Magic is further improved by an additional +2 to her DC checks for all spells she casts.

Versemaster + Silence Magic

a) A Verse Master may co-ordinate a great metaconcert of the Peredhil verse. For every Peredhil Enjoined in the magical metaconcert, your spells are modified as follows:
You may modify the DC of a spell as follows: DC=DC Base + 2 (per Peredhil Enjoined).
You may increase the Range, Duration, and Area of Effect by 100% for every Peredhil Enjoined, however, for every 100% increase in power, twice as many spell slots from the pooled power are consumed.
Because you are able to cast Wish at this level, you may use the power of metaconcert to mimic the effect of any spell on the Wizards spell list, without consuming a spell slot. However, this mode of function burns experience points at the rate equivalent to that for creating the equivalent spell on a scroll. If the Peredhil seeks to cast a spell from any other spell list, she may do so, but this variation consumes twice as much experience points compared to its use with Wizard Spells.

b) Silence Magic=You are so attuned to Life Force that you can do amazing things with magical force. You may use this supernatural ability once per day. You bring all flow of magic to an absolute halt in a 60 feet radius. This includes all magical weapons, items, constructs, spells, supernatural abilities, and spell-like abilities. The rules governing Antimagic Aura in Players Guide to Faerun apply to this power (i.e. SR=Yes)

Improved Metamagic II

The Versemaster may subtract one additional penalty level from the spell slots used to prepare metamagic. She may apply both levels to one feat, or she may distribute the two bonus levels (from Improved Metamagic I and II) across two metamagic feats.

She must specify which metamagic feats are to receive the benefit, whenever she prepares her spell for the day, and no metamagic feat (e.g. Still, Silent Spell) may be reduced to fewer than one penalty level.

Strengthen Magic
You may enhance the effects of all spells cast within a 60-feet radius of your physical form.

Greater Penetrating Magic III

The Versemaster’s understanding of magic is further improved and she can imbue her spells with enhanced power. Her Penetrating Magic is further improved by an additional +2 to her DC checks for all spells she casts.

Improved Metamagic III

The Versemaster may subtract one additional penalty level from the spell slots used to prepare metamagic. She may apply all three levels to one feat, or she may distribute the three bonus levels (from Improved Metamagic I, II and III) across two or three metamagic feats.

She must specify which metamagic feats are to receive the benefit, whenever she prepares her spell for the day, and no metamagic feat (e.g. Still, Silent Spell) may be reduced to fewer than one penalty level.

Replenish Magic + Fiery Discorporation

a) Replenish Magic=by Engaging in Verse you can re-charge some of your spell slots. One round's worth of Immersion results in up to one 3rd level slot recovery. You may add up to one 3rd level slot for every three levels in your primary character class. 15th level character can recall 5X3 levels worth of slots=any 15 individual spell slots, in any combination you wish. While performing this power, the Versemaster is prone for 1 full round per 3rd level slot recovered.

b) Fiery Discorporation (as per 5th Level Power in Psionics Handbook)

The Versemaster cheats death with Verse. If you are within 30 feet of open flame, you may access this power as a free action. Any damage that would reduce the Versemaster to zero or fewer hit points may instead cause you to discorporate rather than kill you. If you succeed a Will Save (DC=5+Damage Taken – your remaining number of spell slots) you simply break apart into thousands of silveryblue star bursts of silverstarfire and vanish along with your gear and anything you were carrying. One day later, you reappear adjacent to the nearest flame where you discorporated, seeming to materialise from the fire. While you are discorporated, you do not exist—you can do nothing and neither can your enemies do anything to you.
Lady Rolindin

03-31-06, 10:33 PM
Avatar Dweomer Master

A journey into the Celestial planes or the sight of Arvandor or a glimpse of the Cosmos in its vastness is an experience that may irrevocably alter the mortal being. Such a journey into awe signals the finding of something profound and unimaginably beautiful. All life in the Universe is manufactured in stars. Stars begin the creation of the forces and forms of life with basic elements. Scientists call it fusion—create heavier elements - and so planetary matter, cosmic dust, and all the building blocks of life come from stars. But it is much more than the word ‘fusion’ which is the description without the awe and unimaginable beauty of creation.

An Avatar Dweomer Master has discovered and learned mastery over the very forces of matter and nature. That is, you recognise how to "manifest the energy of stardust" that is locked deeply within everybody and that is literally ‘of stardust’. This mastery resides in the space between Magical Energy and the Energy of Matter. Together, these two basic forces of life are unlocked by the Avatar Dweomer Master who has learned to control these wild forces of nature.

A very famous half-elf from another time discovered these forces, but in truth any mortal of very high level, who is protected by the highest level Abjurations known to mages, and whose very body has collided with basic forces of nature - produces a synergy effect that results in the Annihilation of Body and the Immersion of Mind into the very Essence of the Universe. This is a collision of Law, Chaos, Evil, Good, Transformation, Transmutation, Evocation and Abjuration, results in a giant explosion that opens a trans-temporal portal - into the Space beyond Space, and Time Beyond Time.

This experience to the mortal cannot be characterised by word, voice, or phrase, but the expression "to be blasted into annihilation with Mind in-tact" partially describes the process.

In the No-Sphere of No-Time and No-Space, the mortal body is transformed. And if she chooses, she may re-corporate and return to the material plane, but she is forever irrevocably altered.

Prerequisites

1. Any spell caster who can cast at least 9thlevel Abjuration.
2. Wisdom of 22 or higher.
3. An outstanding experience which challenged a characters core beliefs about absolutism and black and white thinking. To even begin to glean the mysteries of the universe, a person must be able to think outside of all learned convention and learned knowledge. Thus, the mortal must have had a very serious challenge to their existing belief system before they can access Avatar status.
4. Maturity. Characters must be out of their young adulthood.
5. At least two Wisdom based Feats.
6. At least four Metamagic Feats.

Class Skills
Knowledge (Nature), Knowledge (the Planes), Knowledge (Religion), Knowledge (Arcana), Concentration, Spellcraft, Alchemy.

Skill Points
4+Intelligence Modifier (i.e. as per Wizard)

Class Features
Weapon & Armour Proficiency as per parent Class

Spells
At every level, the character gains spell slots as if she had gained a level in the spellcasting/ranger class she belonged to.

However, she does not gain any other benefits of the parent class that would have been gained with level advancement (feats, special abilities). If the character had more than one spellcasting class before becoming an Avatar Dweomer Master, she must decide which class to add the new Prestige Class to for the purposes of determining spells per day.

The following table applies, even though this is an Epic Level PrC.

Avatar Dweomer Master Statistics


Lvl BAB Fort Ref Will
1 +1 +2 +0 +2 Avatar Dweomer Adept
2 +2 +3 +0 +3 Avatar Dweomer Principle
3 +3 +3 +1 +3 Avatar Dweomer Kindler
4 +4 +4 +1 +4 Avatar Dweomer Ascendant
5 +5 +4 +2 +4 Avatar Dweomer Master


Avatar Dweomer Adept
1. At first level, you may Counter-Magic as a free action, and without need or recourse to spells. You are so in touch with Native Magical Energy that it is yours to command freely.
2. You also learn to command the basic forces of nature: air, fire, water and earth - but in Epic proportions. This enables you, for example, to create storms, deserts, hurricanes, earthquakes, tidal waves, create fires over vast areas of land, or alternatively, you may stop these same effects. Any force of nature is yours to command. There is a DC check associated with use of this function



Proportion of Event DC-Check
Small effect 15
Small-Moderate effect 20
Moderate effect 25
Moderate-large effect 30
Large effect 35


Your DM will moderate these effects, and she will determine what is "small" versus "large". But, this is a Wisdom Based ability - and involves the interaction of Existential Energy (created by the Mind) with the forces of Nature. The Avatar adds their Wisdom Bonus to dice roll, and adds 5 per PrC Level (so a Large Effect has a 50-50 chance of success at maximum PrC level on a D-20 roll unmodified by Wisdom).
3. Weaveless Casting. You may cast all your spells without drawing on the Weave.

Avatar Dweomer Principle
1. You may create a Weaveless Mythallar. These effects are to be moderated by your DM, but may include basic Mythallar functions, such as Float City.
2. Alter Season. You may actually shift the Plantary Axis (the Procession of the planetary orbit) to literally change the current season.
3. Deepen Seasonal Effects. You may add degrees or subtract degrees of tilt to the Planetary Axis. If 'more tilt' was introduced, you could make both summers and winters more severe. Days would lengthen and shorten between solstices and equinoxes appropriately.

Avatar Dweomer Kindler

Change Sun's Energy. This function may make change the actual colour of a sun. So, you might change a yellow sun to a hotter sun (a blue sun) or to a cooler sun (a red sun).

Avatar Dweomer Ascendent

1. Explode or Create Sun/Planet: Your power has increased to such an extent that you can actually destroy or create a sun. The former disperses the sun's elements into space, the latter coalesces matter (Hydrogen).
2. Rip Space: this is a rending of "space". The effect is to disrupt all things in the Prime Material Plane inside the area of effect. It is a rending of the actual substance of the prime material plane - and the creation of Dark Matter or Dark Energy from Space. Dark Matter cannot be seen, measured or felt and neither can Dark Energy. These "zones" are not noticed as one passes through them (after the effect). They are in Unspace or Non-Space. But this effect causes Shar to accummulate Power into the Shadow Weave and disrupts the balances between deities.
3. Create Life: You are so in tune with Life Force that you can reverse entropy and create Life from Lifelessness.
4. Shift Planetary Orbit: you learn how to shift the obit of a planet either more close to the sun, or further away.

Avatar Dweomer Master

1. Avatar Status: this spell is akin to Karsus' Avatar - it permits you to subsume another Deity into your "portfolio" thereby increasing your power. But, when you interfere with Deific boundary-space, you will attract the attention of several deities.
2. Life-Extension: you glean mastery over flesh to such extent that your body becomes Timeless.



Supplementary Powers of the Witch-Diplomat

Prerequisites

1. Any race - but as a favoured class for Half-Elves
2. Three charisma-based feats.
3. Great Charisma (15+).
4. Druid, Cleric, Sorcerer, Bard or Wizard.
5. An experience that provoked Transcendence of Being (great suffering, significant losses, survival of great disaster, direct experience with deity).

Skills

Bluff, Concentration, Diplomacy, Disguise, Gather Information, Heal, Herbalism, Innuendo, Knowledge (any), Perform, Sense Motive, Spellcraft

Skill Points
4+Intelligence Modifier (i.e. as per Wizard)

Class Features
Weapon & Armour Proficiency as per parent Class

Spells
At every level, the character gains spell slots as if she had gained a level in the spellcasting class she belonged to.

However, she does not gain any other benefits of the parent class that would have been gained with level advancement (feats, special abilities). If the character had more than one spellcasting class before becoming a Witch-Diplomat, she must decide which class to add the new Prestige Class to for the purposes of determining spells per day.



Lvl BAB Fort Ref Will
1 +1 +1 +2 +2
2 +2 +1 +3 +3
3 +3 +1 +3 +3
4 +4 +2 +4 +4
5 +5 +2 +4 +4

Power of Voice

Spell like effects which vary in potency by level progression. DC is affected by nature of command (synchronous versus discorgand with the will of the recipient) by level of caster by complexity of command (usually determined by number of words).

Power of Body

The witch-diplomat may use her body to aid the Guild's cause. This involves strategic unions between particular prominent (or invisible) members of communities. This is a spell-like effect - akin to the vampires Dominate Person - but with no malicious intent and where the purpose is ultimately in service to the healing of hate. Or, it might involve a strategic birthing of a child.

Power of Disruption

The witch may use her magical influence to Challenge Belief Systems which has DC checks associated with its use that depend on the will of the other, the age of the belief, and several other factors. The Witch-Diplomat propels her dweomer which shatters the assumptions of the recipient. In the space after the spell-like effect, the recipient is more open to Truth and to Surrender to Love and Communion.

The Witch-Diplomat may use this magic in reverse - to reinforce or strengthen the assumptions of the recipient. When she does this, she may protect negotiations from degrading to antagonism, by reinforcing the more enlightened view at the negotiation table.

Power of Communion

The Witch-Diplomat uses ritual and magic to create contexts where there is no separation of life. She may foster and create sacred rituals - or provoke large masses of people to surrender to peace and tears.

Power of Containment

A transformation in a community from fear and reluctance to trust and communion - is a process that ebbs and flows with bad as well as enlightened moments. During difficult times, the Witch-Diplomat can Contain rogue voices - and thereby spare negotiations from ruin.

Power of the MuseThis is the Voice of Inspiration - where the Witch-Diplomat can use her magic to bring Creation to a community. With this Power, The Guild may determine that a community must have access to magic, power or Lore that is hithertoo non-existent. So - in the Voice of the Muse - the Witch-Diplomat may cause a respected member of the community to be Inspired - and to discover a crucial piece of Lore. This would involve creative bursts from the recipient - and periods of hard work by lamplight or with sword - depending on the nature of the Inspiration. Perhaps it is a crucial change in Melee - such as was discovered by the Elven Sword Dance - which yields many advantages to Elven swordsmen.


Multi-Component Spell Casting Systems

1. Introduction

Greetings and Welcome to Peredhil Hall's Alchemist Laboratory. Before you proceed any further, we want you to firstly feel welcome, and to say that we hope you enjoy yourself while you wander. We've been expecting you, and want to encourage you to be adventurous, while you explore the treasure trove of magical artifacts and Lore left here for you to find, by the long dead Half-Elven Lore Masters.

A long time ago, and in another time and place - the Half-Elven mystics wandered roads long since lost, to long-forgotten places. Here they found portals built by mysterious purpose and carved with ancient symbols of a vanished language that lead to meta-temporal and meta-physical planes of existence. And in this wyrding of Time and Space, they found the greatest concentration of Lore ever known - vast libraries filled with Tomes, decorative art, and wondrous items of unimaginable beauty. Shining mithril objects - runed swords, rings, living stones, artifacts, and living magical Lore - trees, mountains, rivers and oceans - vast unpopulated lands where living towers propel themselves to unimaginable heights - radiant white and silver - with vistas that extend further than the anything you have known.

And all these libraries and towers filled with the accumulation of the wisdom of thousands of years of civilisation. But with no caretaker, no custodian, no sign of humanoid life. Only this message to you

Quote:

What is this before you then? Look and see - it is for you to find - suddenly. Do you seek answers --then you will find only questions. Do you seek questions - then you will find only answers. What you will find Here Wanderer - is radiance, thought and Moments as you Read them. When you are Here and what you find Here is only limited by what you believe.

Therefore, in this Now - you will manifest all that you can imagine. And we leave this here for you, together with our prayers for your World. We know that where you come from, you live with war, pestilence, disease, violence, betrayal and threat. Yet, that you have Arrived Here - with us - means that you have transcended your limits already. You have a second chance - to become what you really are. And each time you return to This Moment, you give yourself another chance - and so our prayers are with you - ever and always.

Therefore, Celebrate your Timelessness and Formlessness - for when you are in This World - Form and Time have no meaning. Create what you will from the Lore here.

This is the Power of Invitation - for thence - you will know no coercion and only freedom.


Over many thousands of years, the Half-Elves learned that their very thought - could resonate with an energy that propelled them into The Unknown. The Lore-Masters of the then time, referred to this as the Time of No-Existence - because it was as if all the Known Laws of Nature were broken. The Lore Arrived suddenly, spontaneously, mysteriously and accidentally. The being to manifest it had no control over it. Schizms in time, space, matter and energy were created - that had no theories to explain them. And people became very afraid. Time ran at different speeds in different parts of the world, the sun shone with different energy, depending on locale. And in some places, time ran backwards.

It was at the interface between Forward and Reverse time - that a Half-Elf dared to walk. Into this confluence of forces - and it was here that the World of the Custodians was discovered, and how it became possible for you to see the Parchment and Message we have sent you.

What was not known at the time, was the Time of No-Existence was the beginning of Discovery. When the Whole is Greater than the Sum of the Parts. This was the crucible for the Formulation of Lore around the Half-Elven Synergy. And here - we share that Lore with you - and have committed to paper, as much as we can about this Lore - so that it does not get lost, and so that it may be used by your Wisdom for whatever purpose you decide.

Half-Elven Synergy

The Lore of Synergy is very simple. In the Union of Difference between Elf and Man - there is an emergent Energy - that exceeds the energy of two halves. To understand how this can be possible - let us begin with Lore of the Flesh at the nexus with Lore of the Mind.

The Mind is of blood, matter, and flesh. Mind and Body are deeply interconnected - and the "mind-product" of each race - is notably distinct.

The Half-Elven mind has the Blood of Two races. Each race and its mind - has its own properties. The Human Mind - capable of vast and unimaginable purpose - driven by ambition and power - resonates in very "Human" way. The Elven Mind - in alignment with the Natural World - resonates with the Purpose of Grace - is subtle, magical by nature, and resonates with a very "Elven" energy. These two energies have a 'signature' that causes each race to approach the study of Lore, magic, and written purpose - in distinct ways.

These two racial Energies - are actually "fields of thought" - generated by the living bodies that run with each race's Blood. In the Half-Elf, their bodies and minds - straddle two fields of thought. The Half-Elven blood - is a paradox of human and elven 'being'. They are both human and elven and truly neither also - all at once.

The crucial thing to grasp - that if the correct conditions are aligned, the Half-Elf can operate in Dual Mode of thought - concurrently. This is the Engine of Synergy - that the emergent property of Half-Elven thought - are resonance fields of "thought" - one part Human, one part Elven - and HumanElven as the third Emergent Property - the Synergy.

Half-Elven Synergy and Multi-Component Spell Casting Systems

Here are the unique properties of Half-Elven Synergy-Magic:1. Spells must have elements cast in different times and in different places. This means that a spell-matrix - involves components not hitherto imagined by current spell-casting systems.
2. Casters may align in meta-temporal space - in "no-space".
3. The Magical Energy-Field is the by-product of the Dual Mode of thought just described.
4. Casters are required who contribute to a Meta-Concert of Magic in Human Mode ("Netherese") magic in Elven mode ("Mythal") magic, and in HumanElven mode ("Synergy") magic.
5. There are a set of pre-conditions that must be met to allow a "syncronicity" of casters across time and space.
6. The magic is very vulnerable to sabotage.
7. Alignment of casters has a very distinct set of pre-conditions.
8. One caster may enact Synergy Magic - across time and space, by casting elements of a spell at crucial nexuses in the temporal continuum.

Peredhil Verse-Masters

The Union of Elf and Man results in a being with mysterious latent powers. This fusion of two racial beings, is also a fusion of racial destinies, and the Peredhil Purpose is mysterious, sudden, and some say, a crucial confluence of Elves and Men. The manifestation of this purpose may express itself in the Peredhil-Verse. This Verse springs from the Unspace between Words and from the Void. It is sub-vocal Lore - Life Into Being - from Nothing. It is Lore that is Everywhere and Nowhere, and Timeless - radiant Energy and Life Affirming.

A Perdhil may specialise in this Lore if they meet the following prerequisites
1. They must have some Elven Blood (at least 5%) and also some Human Blood (at least 5%)
2. Any four metamagic feats.
3. Great will - at least 14 Wisdom
4. Ability to cast 5th Level Spells (of any kind) OR be a Ranger of Equivalent Level (i.e. 9th Level Ranger).
5. Have had a Near Death Experience (NDE). This is where they become Aware of the Isness of the All.

Class Skills
Heal, Herbalism, Alchemy, Concentration, Knowledge (any), Scry, Spellcraft, Wilderness Lore.

Skill Points
2+Intelligence Modifier

Class Features
Weapon & Armour Proficiency as per parent Class

SpellsAt every level, the character gains spell slots as if she had gained a level in the spellcasting/ranger class she belonged to.

However, she does not gain any other benefits of the parent class that would have been gained with level advancement (feats, special abilities). If the character had more than one spellcasting class before becoming a Verse-Master, she must decide which class to add the new Prestige Class to for the purposes of determining spells per day.

The Peredhil Verse-Master

Level Base Attack Fort Ref will
1 +0 +0 +2 +2 Verse Caller
2 +1 +0 +3 +3 Verse Healer
3 +1 +1 +3 +3 Verse Wielder
4 +2 +1 +4 +4 Verse Avatar
5 +2 +2 +4 +4 Verse Master

Verse Caller
Your very form becomes infused with the Verse of Life. Energy washes over you without harm and into action. You may summon Earth Fire (1d6 per level of caster - no limit) which is an Azure and highly potent form of magic.

You have options with this Fire. You may use it as a Fire-Shield. Every foe that strikes you will take 1d6 per caster level. Anything under 10 hit dice must make a Will save or pass out for 1d4 rounds.

Alternatively, you may propel this fire outwards, as a single bolt of Azure force. Opponents struck by this take damage as described.

This is a supernatural ability and may be used once per day for every five character levels (three times a day for 15th level characters).

Verse Healer
Your fusion with Life Force entunes you to Nature. You have discovered that the Earth and all its living things are interwoven with the Great Verse and so, you may Heal damaged Earth. If there has been a ravaging of land, by evil, fire, or any other wrongness, you may try to reverse those effects.

This is a demanding and sometimes dangerous endeavour. In healing such ruin, you must actually immerse yourself in that ruination. This may cause despair and challenge you past your limits (will save DC base of 15 + modifyers depending on nature of Ill). If you fail the will save, you may temporarily become insane/evil/copy think you are the entity that caused the damage to the land.

if successful, Life will return to the place you triggered Healing in, with noticable effects overnight. First the budding of green, new blades of grass, sprouting of new saplings. And over a week, thriving new growth. Animals will be drawn to the radiant healing energy you have flowing in the region.

May be used once per week.

Verse Wielder
This supernatural ability may be used once per day for every three levels of Mastery. This ability allows you to Counter Magic. But, you don't need to have the actual spell you are countering memorised. You roll a 1d20 and add your character level to this as does your foe. If you tie or best your opponents score, the opponent's spell is ruined.

This is a highly visual ability. To onlookers, what can be seen is a massive surge and convergence of Azure Radiance with the opponent's magic.

Verse Avatar
You are so intuned with Life Force that you can do amazing things with magical force. You may use this supernatural ability once per day.

a. Replenish Magic=by Engaging in Verse you can re-charge some of your spell slots. One round's worth of Immersion results in up to one 3rd level slot recovery. You may add up to one 3rd level slot for every three levels in your primary character class. 15th level character can recall 5X3 levels worth of slots=any 15 individual spell slots, in any combination you wish.

b. Silence Magic=You bring all flow of magic to an absolute halt in a 60 feet radius. This includes all magical weapons, items, constructs, spells, supernatural abilities, and spell-like abilities.

c. Strengthen Magic=You may enhance the effects of all spells cast within a 60-feet radius of your physical form.

Verse Master
A Verse Master may co-ordinate a Great Meta-Concert of the Peredhil Elf-Verse. That is, you have such control over Unspace that you may interweave several or many other Peredhil into One Song - where there is plural potency in the magic you manifest.

A Meta-Concert may take any form you can so name. It is akin to Wish, but is very risky if you overstep reasonable limits (to be moderated by your DM). The more Peredhil enjoined, the better the chance of success.

A corrupt member of the Song Verse can cause havoc to a Meta Concert, and can put all contributers at risk.

A good Verse-Master knows how to stop ruination, if a Rogue-Voice is detected in the Verse.

Peredhil Land Masters

The Union of Elf and Man results in a being with mysterious latent powers. This fusion of two racial beings, is also a fusion of racial destinies, and the Peredhil Purpose is mysterious, sudden, and some say, a crucial confluence of Elves and Men. The manifestation of this purpose may express itself in many ways, and for Rangers this means the opportunity for the Synergy with Ranger class abilities. This synergy is borne of the interaction between half-elven form, and Ranger attributes.

This sub-vocal lore - Nature's Life in the Space Between Words. Lore is Everywhere and Nowhere, and Timeless - radiant Energy and Life Affirming. It differs from Magical Law, which is structured into the Semantics of Arcane Words. Lore is intuitive, and more like Sorcerer constructs. Lore and Law differ in many other ways - the subject of which is in another Half-Elven post (in the future).

A Perdhil may specialise as a Land Master if they meet the following prerequisites

1. They must have some Elven Blood (at least 5%) and also some Human Blood (at least 5% - see Synergy Rules - This Thread).
2. Base Attack Bounus (BAB) of +10.
3. Great will - at least 14 Wisdom
4. Be a Ranger, Druid or Cleric.
5. Have had a Near Death Experience (NDE). This is where they become Aware of the Isness of the All.

Class Skills
Heal, Herbalism, Concentration, Knowledge (Nature), Spellcraft, Wilderness Lore, Ride, Swim, Animal Empathy, Animal Handling.

Skill Points
4+Intelligence Modifier (i.e. as per Ranger)

Class Features
Weapon & Armour Proficiency as per parent Class

Spells
At every level, the character gains spell slots as if she had gained a level in the spellcasting/ranger class she belonged to.

However, she does not gain any other benefits of the parent class that would have been gained with level advancement (feats, special abilities). If the character had more than one spellcasting class before becoming a Verse-Master, she must decide which class to add the new Prestige Class to for the purposes of determining spells per day.

The Peredhil Land Master Statistics


Lvl BAB Fort Ref Will
1 +1 +2 +0 +2 Land Caller
2 +2 +3 +0 +3 Land Healer
3 +3 +3 +1 +3 Animal Healer
4 +4 +4 +1 +4 Land Avatar
5 +5 +4 +2 +4 Land Master


Land Caller
Your very form becomes infused with Nature's Life. Energy washes over you without harm and into action. You gain a Synergy Insight into the Communtion of Nature - and can actually Speak to Life through Unspace. You may summon Nature's Creatures to your side - in moments of need (all animals or mobile plants (e.g. Awakened Plants) within 2 km radius come running to your assistance. It takes 1 round per 100 meters for all such summoned creatuers to arrive. Such summoned creatures will fight desperately if the reason for summoning is about the protection of nature. They will gladly engage with the Ranger's Will, freely, and may be summoned for reasons other than Land's Defence (e.g. Council - distributing News, spying for Ranger).

This is a supernatural ability and may be used once per day for every five character levels (three times a day for 15th level characters).

Land Healer
This function is identical to that of Peredhil Verse Masters (see earlier post, this Thread). Your fusion with Life Force entunes you to Nature. You have discovered that the Earth and all its living things are interwoven with the Great Verse and so, you may Heal damaged Earth. If there has been a ravaging of land, by evil, fire, or any other wrongness, you may try to reverse those effects.

This is a demanding and sometimes dangerous endeavour. In healing such ruin, you must actually immerse yourself in that ruination. This may cause despair and challenge you past your limits (will save DC base of 15 + modifyers depending on nature of Ill). If you fail the will save, you may temporarily become insane/evil/copy think you are the entity that caused the damage to the land.

If successful, Life will return to the place you triggered Healing in, with noticable effects overnight. First the budding of green, new blades of grass, sprouting of new saplings. And over a week, thriving new growth. Animals will be drawn to the radiant healing energy you have flowing in the region.

May be used once per week.

Animal Healer
This supernatural ability may be used once per day for every three levels of Mastery. This ability allows you to Heal (physical) traumatic wounds in Animals or Humanoids who are at death's door.

You summon Healing Energies from the very Earth - unlike Diviner who channels a Deity. You must be in a completely safe space, and be free to meditate and commune with nature. You will also need your Healer's Kit.

Animals or Humanoids who have broken bones, ruined internal organs, internal bleeding, badly damaged arms, legs (that would otherwise need amputation), terminal poisons, horrible diseases (all of natural kind) may be treated with this powerful Healing.

There is a DC-check involved (1d20 + Character Level)



Damage Type DC
Broken Bone 15
Internal Bleeding 15
Damaged Limb 20
Terminal Poison 20
Disease 20


Notes: add 2 to DC check for every extra severity in an ailment. For example, a ruined limb, untreated for 1 hour=+2.

Land Avatar
You are so intuned with Life Force that you can do amazing things with Earth Healing. You may use this supernatural ability once per day.

By Communing with Nature, you can create natural Warding in a natural area. It is somewhat like the spell Guards and Wards - but operates at the natural level.

For example, you can enchant a forest, to ensure that wanderers become enchanted and lost, or set traps with vines, or other growing matter. Or you could ensure that animals in the region pursue marauders fiercely. A cave might house a Forest Spirit - to protect booty, or you might even enchant a stream that causes sleep to anyone who would touch its waters. Maybe even a Spell of Forgetfulness places in forest berries.

Land Master
A Verse Master may co-ordinate a Great Meta-Concert of the Peredhil Rangers. That is, you have such control over Unspace that you may interweave several or many other Peredhil into One Communions - where there is plural potency in the magic you manifest.

A Meta-Concert constructed in this fashion, replicates the Animal and Land Healing functions, but may be used to Heal supernatural Ills or Demonic Influences. An attempt may be made to heal all diseases, and ailments. The more Peredhil enjoined, the better the chance of success.

A corrupt member of the Meta-Concert can cause havoc, and can put all contributers at risk. A good Land-Master knows how to stop ruination, if a Rogue-Voice is detected in the Verse.



Damage Type DC
Magical/Supernatural Possession 15
Magical/Supernatural Poison 20
Black Breath 25
Demonic Ill 25
Earth Bane 30


Notes:
1. For Possession/Poison, DM's may decide to add the Level of Monster/Caster minus Level of Ranger to this DC Check.
2. Black Breath is like LOTR's Ringwraith Effects.
3. An Earth Bane might be "the Great Ill Light of the lurid Black Stone. Whose fell Unlight warps, and distorts Nature."
Lady Rolindin

03-31-06, 10:48 PM
Aranorian Half-Elves

1. Aranorian Lore

The culture of this group of Elves, diverged from that of other Elves many thousands of years ago. Stealth and hiding have defined the social evolution of this group of Elves. This occurred after a great meta-concert of Elves enjoined in the use of High Elven Magic (Mythal of the Light Weave) which resulted in the expulsion of the Dark Lord of the OneLand, ten thousand years ago. But a faction group of High Elves interpreted ancient scriptures in a way that suggested that the Dark Lord's return was one day inevitable. Because of this, and borne of a wish to stay hidden, and anticipating the Dark Lord's wish for revenge towards Elves, this group of Elves moved out of the Great Forest of the OneLand, and into the Planes beyond the Great Divide and to the East.

Consequently, their use of the Bow and Sword wained, and Aranorians developed love for the dagger. To them a dagger is an extension of the Elven Psyche, and they have learned to utilize the many techniques, combinations, and usefulness that it has to offer.

Aranorians are a reclusive and tight knit group and they normally do not associate with strangers without firstly being content of strangers' benign intentions. Aranorians have extensive elven spy network and are also trained scouts and trackers.

Aranorians have a sense of 'Elven Nation' in ways not so typical of other Elves, and will deploy their skills to the betterment of their country. They have developed a specialised Class applicable to their culture.

Unlike other Elves, Aranorians are more partial to Humandom. This is a consequence of ten thousand years on the Planes, where survival often required interaction with Humans and other races. And this is also despite the covert nature of their society. For, once they strike friendships, and ties to other groups, they are loyal, and steadfast in their commitment.

2. Aranorian Lore and Half-Elves

Because of a long history of exposure to Humans, Half-Elves are quite common amongst Aranorians - and Half-Elves are not shunned by either culture in the Planes of the OneLand. Half-Elves of this culture have access to all of the cultural knowledge of their Elven forebears.

3. Alignment

Aranorians like all elves lean more to chaos then law, despite having a sense of Nationhood. Most are good and they do not allow anyone evil into their ranks.

4. Religion

Like all elves the Aranorian’s revere Corellon Larethian and do not even give a thought to other gods.

5. Ability Modifiers

Standard Elven Ability modifiers apply.
Aranorian Peredhil Land Spy

Aranorians, being more partial to Humans that is the wont of most Elves, produce Half-Elven offspring in greater numbers than is typical of other kinds of Elves. Half-Elven Aranorians are as proficient spies as their Elven parent and have deadly skill with their weapon of choice. While they are not as proficient at hand to hand melee as fighters, what they do have is deadly proficiency, finesse and deadly cunning, for particular styles of combat.

The fusion of two racial beings, is also a fusion of racial destinies, and the Peredhil Purpose is mysterious, sudden, and some say, a crucial confluence of Elves and Men. The manifestation of this purpose may express itself in many ways, and for Land Spies this means the opportunity for the Synergy with Spy class abilities. This synergy is borne of the interaction between half-elven form, and Land Spy attributes.

This sub-vocal lore - Nature's Life in the Space Between Words. Lore is Everywhere and Nowhere, and Timeless - radiant Energy and Life Affirming. It differs from Magical Law, which is structured into the Semantics of Arcane Words. Lore is intuitive, and more like Sorcerer constructs. Lore and Law differ in many other ways - the subject of which is in another Half-Elven post (in the future).

Aranorians are Elven or Half-Elven children who have found the bow and sword clumsy. When this happens the parents send their children to the Aranorian heart where they are put through grueling tests of mind and body and in preparation for the coming of their Final Test. The Final Test is a quest to find their weapon. Most of the quests take them to different Elven Nations seeking out the weapon that sings to them.

While most Aranorians are Elven Half-Elves and Halflings are permitted in to join the ranks of Land Spies.

A Perdhil may specialise as a Land Spy if they meet the following prerequisites

1. They must have some Elven Blood (at least 5% - see Synergy Rules - This Thread).
2. Base Attack Bounus (BAB) of +7.
3. Great Dexterity - at least 14 Dexterity.
4. Good Intelligence and Charisma - at least 12 on each Ability.
5. Be a Rogue or Monk.
6. Have had a Near Death Experience (NDE). This is where they become Aware of the Isness of All Life - which permits the Peredhil access to Synergy.

Hit Die

1d6

Class Skills

Balance(dex), climb(str), disable device(int), escape artist(dex), hide(dex
intuit direction(wis), jump(str), listen(wis), open lock(dex),
knowledge[religion](int), read lips(int), search(wis), sense motive(wis)
spot(wis), swim(str), tumble(dex), use rope(dex), use magic device(cha)

Skill points

4+Intelligence Modifier

Class features

a. Weapon and Armor proficiency

Aranorians are proficient with the dagger and leather armour. Class features require maintenance with one hour of meditation per day. Without this maintenance, they temporarily regress to their parent class after five days of no meditation.

The Peredhil Land Spy Statistics


Lvl BAB Fort Ref Will
1 +1 +2 +2 +1 Land Protector
2 +2 +3 +3 +2 Land Defendor
3 +3 +3 +3 +2 Land Perceiver
4 +4 +4 +4 +2 Land Leader
5 +5 +4 +4 +3 Land's Hand


Land Protector

a. Land Spies sneak attack at level 1(+1d6) and it then improves by 1d6 every one level thereafter.

b. Dagger damage. An Aranorian Land Spy deals more damage with a dagger than normal instead of 1d4 it deals 1d6 at 1st level and then goes up by one die type every 2 levels.

c. Poison use. An Aranorian Land Spy can use poison without harming themselves.

Land Defendor

a. AC improves by +1 every level increase.

b. Dagger mastery. At level 2 a Land Spy gains the feats Weapon Finesse(dagger), and Weapon Focus (dagger).

Land Leader

Mislead. Aranorians add their intelligence to AC because they use it to mislead their opponents.

Land Perceiver

Eye of larethian. Once per day per level an Aranorian can discern the alignment of a humanoid.

Land's Hand of Larethian

Once per day at 5th level they can cast Bigby’s Forceful hand as the spell.
Freewalker of Eldathyn

Freewalkers of Eldathyn are beings who have taken a Vow of Peace. This does not mean they never melee or engage in conflict. It, instead, requires Freewalkers of Eldathyn to manifest the Least Violent Path and with a focus on pacification en-route.

Do Not Kill when Maiming will Suffice
Do Not Maim when Wounding will Suffice
Do Not Wound when Stern Words will Suffice
Do Not use Sten Words when Silence will Suffice (from Stephen Donaldson)
Eldath is the sister of the First Half-Elf deity and as such, has close ties with Rh'iel and also Corellan. She experienced so much violence, bloodshed, loss, shame, guilt, hurt and pain that this paradoxically provoked an Enlightenment in her - and her followers - whereby Unification of Seeming Polar Opposites is the primary focus or outcome of this enlightenment.

Eldath sublimates her violent urges by the inner rewards of growth that come form reconciling polar opposites, and by the acceptance and humility that comes from seeing the interdependence of all things. There is a Grace about her which she imparts to Freewalkers of Eldathyn which is borne of knowing that Love can only be known by the knowing of Unlove or Hate. This is the focus of Prayer for Freewalkers of Eldathyn.

In order to fulfil this paradoxical expectation, these beings are highly disciplined and focussed. And equanimity is the central element of their personhood. Equanimity requires not only Great Wisdom, but also a commitment to Inner Healing of Inner Schizms.

Prerequisites

Any being that recognises the interconnectedness of all life may become a Freewalker of Eldathyn.

Consequently

1. Druids, Clerics, and Rangers are eligible. Occasionally, a Paladin who grows to recognise the freedom to rescind attachment to absolutes is also eligible. However, all transitions into this Prestige Class require a Communion with Eldath - who personally annoints each new member into the Path.
2. Wisdom of 16 or higher.
3. An outstanding experience which challenged a characters core beliefs about absolutism and black and white thinking.
4. Maturity. Characters must be out of their young adulthood.
5. Must have some Elven Blood (not less than 5%).

Class Skills
Heal, Herbalism, Aninmal Empathy, Knowledge (Nature), Diplomacy, Concentration, Handle Animal and Wilderness Lore.

Skill Points
4+Intelligence Modifier (i.e. as per Ranger)

Class Features
Weapon & Armour Proficiency as per parent Class

Spells
At every level, the character gains spell slots as if she had gained a level in the spellcasting/ranger class she belonged to.

However, she does not gain any other benefits of the parent class that would have been gained with level advancement (feats, special abilities). If the character had more than one spellcasting class before becoming a Freewalker, she must decide which class to add the new Prestige Class to for the purposes of determining spells per day.

Freewalker of Eldathyn Statistics


Lvl BAB Fort Ref Will
1 +1 +2 +0 +2 Freewalker Adept
2 +2 +3 +0 +3 Freewalker Principle
3 +3 +3 +1 +3 Freewalker Kindler
4 +4 +4 +1 +4 Freewalker Master
5 +5 +4 +2 +4 Freewalker Pacifist


Freewalker Adept
1. At first level, Freewalkers begin their Journey of Enlightenment, and develop the Fist Tier of Inner Equanimity. This is a prized ability, because it grants a Percipience to the Freewalker - that yields an ability to anticipate attacks from assailants. Hence, Freewalker Adepts gain +4 to AC at first level for Defensive Melee Functions.
2. The First of Five Secrets of Pacification are learned - or rather - experienced. As the awareness of Life's interconnectedness grows, a Freewalker gleans the First Secret. This is the Secret of Soothing. A Freewalker may intuitively connect with their enemy's inner radiance. They recognise that all violence is a cry for help, and consequently, gain a Supernatural Ability that permits them to attempt to Sooth. This requires a DC Check according to the folowing table



Creature's Violent State DC
Habitual Minor Irritation 15
Habitually Annoyed 20
Habitually Angered 25
Habitually Furious 30
Habitually Enraged 35


This is a Wisdom Based ability - and involves the Exchange of Existential Psychic Energy - at the Sub-Vocal Level. The Freewalker adds their Wisdom Bonus to dice roll, and adds 2 per Freewalker Level.

Freewalker Principle
1. Extended Disarm. At second level, a Freewalker develops uncanny insight into methods of disarming opponents. They consequently gain a +4 to their DC checks to disarm combatants.
2. At second level, the Journey of Enlightenment reveals the Second Secret of Pacification. This is the Voice of Disarming. The resonances of the Freewalker are imbued with existential energy - a Radiance of Equanimity. This Voice has a chance to not only Sooth an Enemy but Persuade them to disarm. The DC check is the same as given above. A beast who voluntarily disarms will only stay this way while no offensive action is taken against the beast, and only while being spoken to by the Freewalker.

Freewalker Kindler
1. Extended Disabling Blow. This Feat like function yields +4 to the Freewalker on attacks that subdue foes.
2. The Third Secret of Freewalkers: The Action of Engagement. A Freewalker channels Equanimity and Existential energy to the extent that the Freewalker may approach the Beast - and actually touch it, or embrace it. This is a very dangerous function and requires a concentration check. Failure immediately renders the attempt unsuccessful. Further, the table above describes the DC check for this function.

Freewalker Master
1. Extended AC Bonus. The Freewalker gains +8 to AC by way of Uncanny Equanimity.
2. The Fourth Secret of Equanimity - the Freewalker gains the ability to Command Beast. No verbal language is required - the Freewalker draws on non-verbal Existential Energy (70% of all communication is Non-Verbal). The same DC check as per table above applies.

Freewalker Pacifist
1. Even pacifists sometimes require violence. At fifth level, a Freewalker gains the ability to strike and Uncanny Blow (as per True Strike Spell - i.e. at +20 - and as a Critical Hit) but must forego all other melee attacks per round to do this. That is, this is a full round attack. However, Eldath - being highly empathic - experiences every such blow delivered in this fashion. She will suffer this, when the circumstances need it. She will appear before the Freewalker at the next Prayer Time, and engage the Freewalker with Direct Speech about this choice of violence - but not in punitive voice. If she deemed that the Act was careless, a minor atonement will be sought. If the Act was wreckless, an major Atonement will be expected. Depending on the nature of the Deviation, the Prestige Class functions may be suspended altogether, while the Freewalker re-discovers Equanimity (usuall a five day continuous meditation in an isolated retreat will achieve this). She will not demand the Atonement - if the Freewalker does not choose to freely give it, they may cease to be a Freewalker, and as a Parting Gift, Eldath will channel the levels of Prestige Class into the characters original class. This action is Irreversible.
2. The Fiftth Secret - Befriend Beast. If the DC check is successful, the Freewalker radiates such Existential Peace, that this Radiance Penetrates all the Beast's Defences, compulsions, urges and native impulses towards violence. This triggers a transformation in the Beast. But only a Partial Transformation in that the Beast will befriend the Freewalker only. The Beast will experience a kind of gratitude - for release from its prison of Violence.
Peredhil Weaveless Sorcerers

The Great Weave casts its presence all throughout Realmspace, permitting Mortals access to Magic. Most spell casters do not even realise that they draw on The Weave to access their magic. It was long thought that this was "just so" - this fundamental limiting law of magic use in Realmspace.

But, the bridge between Arcane Writing and The Weave was crossed when Sorcerers first discovered an ability to access The Weave (or Shadow Weave) without need of Arcane Writings. This hailed a great change in the use of magic and many believed that there was no more that could be achieved with sorcery. A miracle it was, that Arcane writings were not required for magic use.

However, Sorcery was long studied and developed in the laboratories of the Half-Elven Mystics - where complex Magical Theories were frequently developed and tested. The Half-Elven Loremasters understood, or gleaned that something more was possible with sorcery, and they were driven by the knowledge that many creatures use Supernatural abilities, outside of Realmspace, and where there is No Weave. This Metaphysical Universe exists in Dimensions beyond the knowing of beings in the 3 Dimensional Universe.

It happened that a Great Peredhil vanished one day in an accident in his laboratory. Many thought him gone forever. But, unlooked for, and many months later, he returned to Realmspace, greatly altered. His sub-vocal Lore and understanding of Magic had undergone a quantum leap in Awareness. Driven by survival need, in non-Realmspace, with the aid of benevolent extra-planar entities, the great Peredhil intuitively discovered how to access Raw Magic (the source of all Power in the Multiverse - the 'aether of power') without drawing on the Weave.

And so, a new Method of Magical Lore has been brought to Realmspace, by the Great Peredhil's Return.

A Peredhil may specialise as a Weaveless Sorcerer if they meet the following prerequisites

1. They must have some Elven Blood (at least 5%) and also some Human Blood (at least 5% - see Synergy Rules - This Thread).
2. Base Attack Bounus (BAB) of +10.
3. Great Charisma - at least 14 on this ability
4. Be a Sorcerer or Wizard
5. 9th Level Spell Casting
6. Have travelled outside Realmspace and encountered Weaveless Casters.

Class Skills
Heal, Herbalism, Concentration, Knowledge (Arcana), Knowledge (Religion), Knowledge (Nature), Knowledge (The Planes), Spellcraft, Scry.

Skill Points
4+Intelligence Modifier (i.e. as per Ranger)

Class Features
Weapon & Armour Proficiency as per parent Class

Spells
At every level, the character gains spell slots as if she had gained a level in the spellcasting class she belonged to.

However, she does not gain any other benefits of the parent class that would have been gained with level advancement (feats, special abilities). If the character had more than one spellcasting class before becoming a Weaveless Caster, she must decide which class to add the new Prestige Class to for the purposes of determining spells per day.

The Peredhil Weaveless Caster Statistics


Lvl BAB Fort Ref Will
1 +1 +2 +0 +2 Manifest Raw Magic
2 +2 +3 +0 +3 Direct Raw Magic
3 +3 +3 +1 +3 Replenish Energy
4 +4 +4 +1 +4 Halt an Opposing Weave-Type
5 +5 +4 +2 +4 Emulate Any Spell


Manifest Raw Magic
Your very form becomes attuned to the Energy of Magic. Raw magic washes over you without harm - you have developed a sixth sense and ability to "see" The Energy of the Universe. You gain a Synergy Insight into the Communtion With Raw Magic - and can actually Bath in Raw Magic through Unspace. You may summon Raw Magic - once per day for every three character levels. This energy is highly disruptive. It inundates you in an aura of potency. Anything touching you takes 1d6 points of magical fire damage (no SR, no Will Save). This is no ordinary magic - it is "pre" magic, and as such, well outside the normal immunities of Realmspace creatures.

Direct Raw Magic
With expertise and experience, you slowly learn how to work with Raw Magic. At second level in this Prestige Class, you have a limited kind of control over Raw Magic. You may attempt the following, and are successful with the following concentration checks:



Function DC
Hurl Raw Magic 15
Infuse Matter 15
Disrupt Matter 20
Backflush Weave 25
Disrupt Artifact 30


Notes:
1. Hurl Raw Magic is identical to the Manifest Raw Magic function - except, the wielder may hurl the energy at opponents (touch attack).
2. Infuse Matter literally imbues normal Material Objects with a 'charge' of Raw Magic. When touched, the normal item will harm recipients as per Hurl Raw Magic.
3. Disrupt Matter. You may attempt to use Raw Magic, to 'disrupt' the metaphysical organisation of non-living things. A bit like disintegrate, but more like "unmaking" than disintegrating.
4. This is like Counter-Magic, but much greater in effect. The Defender can cause energy to "backflush" through the Weave - which has the effect of putting the Spellcaster at risk. "Risk" is to be moderated by your DM.
5. Raw Magic can be harmful - even to artifacts. This function mimics Mordenkainan's Dysjunction.

Replenish Energy
You may revitalise some of your spell slots with Raw Magic. Three levels of spell slots, for every round you immerse yourself in Raw Magic, with an extra three levels for every three levels of spell caster level. That is, for a 12th level caster, 3X4 levels of spell slots - but every three spell slots takes an extra round.

This function is useable once per day.
Halt Opposing Weave
You are so intuned with Life Force of Raw Magic that you can do amazing things with it. By Communing with Raw Magic, you can actually "compress metaphysical space" or alternatively "compress metaphysical non-space" and thereby, halt spellcasters of one OR other Weave Type, but never BOTH at once. Weave is cast through Weave-Space, and Shadow-Weave through Non-Space. Therefore, compressing "Weave-Space" has the effect of amplifying effects of Weave-Casters (like metamagic) and inhibiting casters of the Shadow Weave. Conversely, you may compress Shadow Weave in Non-Space, thereby, expelling Weave from the zone of interest. This has the mirror image effect that compressing Weave-Space does.

Emulate Any Spell
A Weaveless Caster has such control over Raw Magic, that she may actually emulate any spell - but it costs two spell slots for any spell not known to the Weaveless caster. Thus, for example, if the spellcaster didn't know, say, Fireball, then she could consume two Sorcerer slots and cast the spell.
Peredhil Reality Shifters

The opportunity to stand between two cultures and races affords half-elves the privilege of growing with insight into two cultures. Not only is their bodily form a vessel that is infused with the life of two races, but their thinking is also a reflection of two cultures. Half-elves also stand at the nexus of two distinct strands of racial destiny. This intermixing of body, mind and spirit provokes these unusual beings mysterious journeys in their lives.

The strange paradox of the "both and neither" of half-elvendom also predisposes half-elves towards synergy in thought, deed and spirit. These synergies are Perceive Confluence, Ambitious Enaction, Dual Grace, Mythal Ascention, Desperate Enaction and Racial Serendipity Cascade (as described in the Blood Mix Rules). Above all, this synergy is a state of mind. It is a way of looking at life, and a way of being.

But, in the spirit world, and in the deepest vaults of the world, far away from the common world of common knowledge, there are ancient and mysterious kinds of magic that have weird and unfathomable properties. None know where this magic has come from, for the tale of its Arrival goes so far back beyond history, that they are all but forgotten.

One of these ancient mysteries is a set of Living Scrolls - that actually morph and change slowly over time and of their own accord. The Guiding Force behind this mysterious transformation is unknown, and obeys a Lore that is beyond the ken of Mortal Folk. What can be said about these scrolls is that they do contain text - but this text shifts in time and is more than just text. The Scrolls write themselves into existence, and it would seem reflect back at you what you are, and what you bring to them. They are thus elusive. Imponderable, and indecipherable. They cannot be organised in any of the ways that knowledge can be typically organised. But that which can also be said about them is that each being's distinct legacy - each race's cluster of mental feats and leanings - interact with the Living Scrolls - to produce unimaginable results.

When a half-elf dares to read the Living Scrolls, their combination of mental synergy and paradoxical body interact with the Scrolls - to produce results that are distinctly Half-Elven. So, Perceive Confluence, Ambitious Enaction, Dual Grace, Mythal Ascention, Desperate Enaction and Racial Serendipity Cascade are brought to Life, and become Magical Forces - that can be used to alter the very fabric of reality.

A Peredhil may specialise as a Reality Master if they meet the following prerequisites
1. They must have some Elven Blood (at least 5%) and also some Human Blood (at least 5% - see Synergy Rules - This Thread).
2. Ability to cast 9th Level Magic.
3. Great Will - at least 22 on this attribute. Great mental focus and wisdom prevent the Half-Elf from being consumed by the wild forces unleashed by reading the Living Scrolls.
4. Have at least two Wisdom-Based Feats.
5. Have at least four Metamagic Feats.

Class Skills
Heal, Herbalism, Concentration, Knowledge (Arcana), Knowledge (Religion), Knowledge (Nature), Knowledge (The Planes), Spellcraft, Scry.

Skill Points
4+Intelligence Modifier (i.e. as per Ranger)

Class Features
Weapon & Armour Proficiency as per parent Class

Spells
At every level, the character gains spell slots as if she had gained a level in the spellcasting class she belonged to.

However, she does not gain any other benefits of the parent class that would have been gained with level advancement (feats, special abilities). If the character had more than one spellcasting class before becoming a Weaveless Caster, she must decide which class to add the new Prestige Class to for the purposes of determining spells per day.

The Peredhil Reality Shifters Statistics


Lvl BAB Fort Ref Will
1 +1 +2 +0 +2 Reality Perceiver
2 +2 +3 +0 +3 Reality Adept
3 +3 +3 +1 +3 Reality Kindler
4 +4 +4 +1 +4 Reality Maker
5 +5 +4 +2 +4 Reality Master


Reality Perceiver

1. Prescience: this enables you to see into the very fabric of reality. This is not a judgment based on normal perceptions. It is also not anything actually "thinkable". It is in fact an "outside mind" gleaning of the current "organisation" of invisible forces. It's a kind of prescience and leans on the Perceive Confluence synergy role-play feat. The experience is an inner song, or pulse of rapid sound - of voices, with flashes of images, and sudden insight. But, these things are all of "mind" - so the conscious experience is imperfect - a distortion. These insights come from the Void. They are sudden, and often cryptic or elusive in their statement.

In terms of what you can actually "do" with this feat. You may use it to point to a direction, door, task, or action that may assist you in the future - and particularly (but not exclusively) in regards to the confluence of forces between Elves and Men. There is a DC check involved - which varies depending on the kind of task you are attempting. The function can be enacted in a minimum of one full round. Typical questions to seek from the Void are "If I open this chest will I be likely to be harmed" - or for a more distant event "Will the Elven Citadel be assaulted by the Drow in the next month?"

2. Counter-Magic: you have become so in-tune with living magic that you may counter magic as a free action and without necessity to use up a spell slot.



Function DC
Near Event with good knowledge Basis 15
Near Even with less knowledge Basis 15
Middling Event with Middling Knowledge Basis 20
Distant Event with good knowledge Basis 25
Distant Event with less knowledge Basis 30


Notes: -2 for every averse circumstance (e.g. time pressure, obscure knowledge, etc) and +2 for every beneficial circumstance.

Reality Adept

1. You learn to command the basic forces of nature: air, fire, water and earth - but in Epic proportions. This enables you, for example, to create storms, deserts, hurricanes, earthquakes, tidal waves, create fires over vast areas of land, or alternatively, you may stop these same effects. Any force of nature is yours to command. There is a DC check associated with use of this function



Proportion of Event DC-Check
Small effect 15
Small-Moderate effect 20
Moderate effect 25
Moderate-large effect 30
Large effect 35
[code]

Your DM will moderate these effects, and she will determine what is "small" versus "large". But, this is a Wisdom Based ability - and involves the interaction of Existential Energy (created by the Mind) with the forces of Nature. The Avatar adds their Wisdom Bonus to dice roll, and adds 5 per PrC Level (so a Large Effect has a 50-50 chance of success at maximum PrC level on a D-20 roll unmodified by Wisdom).
3. Weaveless Casting. You may cast all your spells without drawing on the Weave.

Reality Kindler

1. Alter Season. You may actually shift the Planetary Axis (the Procession of the planetary orbit) to literally change the current season.
2. Deepen Seasonal Effects. You may add degrees or subtract degrees of tilt to the Planetary Axis. If 'more tilt' was introduced, you could make both summers and winters more severe. Days would lengthen and shorten between solstices and equinoxes appropriately.

Reality Maker

1. Mythal Ascention. In the Magic of Faerun, the Plural Voice of Elvendom can be interwoven into mighty magical spells, beyond the ken of normal magic. This Elf-Verse is a meta-concert of Elven magic of Masters of the Weave - used to enact mighty outcomes, such as the protection of a whole city, the fortification and binding of Earth Banes so that they cannot fall into evil hands. Elves do not share this mysterious magic with outsiders, and certainly not with Half-Elves. However, a Half-Elf can access the portal in their essence, spontaneously (with some risk to themselves) and make their Voice part of a mighty Mythal if the circumstances are right. This act is potentially perilous to one who does not have exceptional will. And even to the strong-willed, it is risky. If a Half-Elf is successful once, with an intuitive access to the Elven Lore of the Mythal, they may replicate this Feat, at another juncture, with much less risk, and with much greater chance of success. Contrary to popular Elven myth, it is actually Half-Elven partakers of the Mythal-Song, who have the greatest potential to master The Weave, and to manifest amazing, and unforeseen outcomes. A Half-Elf can actually use this ability to modify the effects of a pre-existing Mythal. Exactly how is up to the player to attempt, and DM to moderate.
2. Cast Half-Elven Mythal: You may attune to other half-elves, in the same way that Elves do and cast a Half-Elven Mythal.

Reality Master

1. Alter Reality: this magic may be used to permanently alter the very fabric of reality. This requires one full day to enact, and requires total stillness, and immersion into meta-dimensional space. In this "place" you fully lose track of who you are, of time, and are prone. Your body appears lifeless. In this state, you can restore life to a comrade - as if they didn't really die, change racial orientations, unmake the trigger for a war, prevent a birth, etc. You should note, however, that there may be unforeseen effects caused by your interference, and that your DM will provide the methods of game-balance to prevent the misuse of this function.

There is a DC-check associated with use of this function - that varies as a function of the distance into the past or the future that you are reaching. The caster gets +5 per PrC level to the DC check and this is a Wisdom based function. So, at 5th Level PrC status, you have a 50-50 chance of success on a D20 roll (without your Wisdom modifier - and better chance of success with higher Wisdom).

[Code]

Function DC
Near Past/Future 15
Near-Middle Past/Future 20
Middle Past/Future 25
Middle-Distant Past/Future 30
Distant Past/Future 35


2. Bridge or Sever Shared Realities: what if two people who have never met are suddenly best friends - or two best friends suddenly forget each other. Or the two warring Wizards who desecrated the lands far and wide suddenly didn't even know the other existed? These are the sorts of things you can do with this function.
3. Serendipity Cascade: a change to the recipient's consciousness is effected by the completion of this spell such that the recipient's percipience becomes attuned to the Divine Matrix of Interconnected Purpose. The alteration is subtle, such that willing recipients will note and experience coincidences relevant to the serendipitous purpose as particularly meaningful. If the recipient honours the spell-caster's request, salient coincidences will in cascade, eventually lead the fulfillment of the serendipitous purpose. The spell's duration is therefore, variable but may range from between 1 day to 1 year and 1 day, depending on the subtlety, complexity, or remoteness of the serendipitous request. Serendipitous purposes are such things as "Allow me to meet the people who will redeem my fallen House".
Kobold_Ur_Priest

03-31-06, 10:49 PM
wrong page.
Lady Rolindin

03-31-06, 10:58 PM
SPELLWEAVER

The intimate connection to the Weave that the Tel'Quessir possess allows them to achieve an understanding of it's ways unattainable by few others. This instinctive comprehension of the warp and weft of Faerun's Weave reaches it's pinnacle in the Art of High Magic, Ar'Selu'Taar. With this Art, elven savant mages achieve a knowing of the Weave so complete, they can reweave it, reshaping the very structure of the Weave and thus creating their magic, sorcery beyond the grasp of N'Tel'Quess. However, even before reaching that pinnacle of power, this innate affinity with magic allows a mage with elven blood to instinctively understand her magic on a fundamental level. The spellweaver is a mage who focuses on the inner workings of magic itself.

Hit Die: d4

REQUIREMENTS

To qualify to become a spellweaver, a character must fulfil all of the following criteria.

Skills: Concentration (4 ranks), Spellcraft (8 ranks), Knowledge: Arcana (8 ranks).
Feats: Skill Focus: Spellcraft, Any Metamagic Feat.
Spellcasting: Able to cast 3rd level arcane spells.
Race: Elf (Any nondrow), Half-Elf (Any non half-drow).
Statistics: Intelligence of 16, Wisdom of 14.

CLASS SKILLS

The spellweaver's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Diplomacy (Cha), Knowledge: Arcana (Int), Profession (Wis), Scry (Int) and Spellcraft (Int).

CLASS FEATURES

All the following are features of the spellweaver prestige class.

Weapon and Armor Proficiency: Spellweavers gain no proficiency with any weapon or armor.

Spells per Day:
A spellweaver continues to study standard magic as well as pursuing studies of the Weave. Thus, when a new spellweaver level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before becoming a spellweaver. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, for example).

If a character had more than one spellcasting class before she became a spellweaver, she must decide to which class she adds each level of spellweaver for purposes of determining spells per day when she adds the new level.

Spell Power:
For all spells, add this value to the DC for saving throws and to caster level checks to overcome spell resistance. The value starts at +1 at 1st level, goes up to +2 at 5th level and +3 at 10th level. This ability stacks with other spell power effects.

Weave Sight (Su):
A spellweaver of 3rd level or greater can peer into the Weave for a number of rounds equal to her character level per day. This duration need not be continuous. At 3rd level, this ability functions as a detect magic spell. At 5th level, it also functions as an arcane sight spell. At 7th level, it also functions as an analyze dweomer spell. At 9th level, it also functions as a true sight spell.

Bonus Metamagic Feat
: At 1st, 5th and 10th level, the spellweaver may select a bonus counterspelling, metamagic or item creation feat.

Instant Metamagic (Su
): Once per day, the 7th level spellweaver can use a single metamagic effect of any metamagic feat she knows on a spell without preparing it beforehand or increasing it's casting time. The wiard's prepared spell works as if prepared with the metamagic feat except it uses the same spell slot. A sorcerer or bard's spell is cast without the adjustment to the casting time but works as if cast with the metamagic feat. A 9th level spellweaver can use this power twice per day.

Improved Metamagic (Su):
At 10th level, the spellweaver has mastered metamagic to such an extent that whenever she uses a metamagic feat, the feat's level increase upon a spell is reduced by one (this cannot reduce an increase to less than one level, or less than 0 levels if the increase is already +0. For example, a spellweaver wizard could prepare an empowered fireball as a 4th level spell instead of a 5th level spell.

Circle Magic:
A spellweaver may act as a supporting caster in Rituals of High Magic. She gains the ability to participate in lesser forms of circle magic as well, gaining the ability to center a circle at 5th level and a greater circle at 10th level. This can only be done with other spellweavers or Elven High Mages
The Dwelf


Elves + Dwarves = Dwelves

If anyone has any ideas or wants to help with a foundation then please feel free to post something. Ask some questions and we can make it up as we go. This is just a sample history of the Dwelves to start us off.

Dwelves

The Dwelven people are a cross breed of banished outcasts that evolved over the last 700 years in a kingdom to the west of southern Elflore called Beinti Udome, also known as the Banished Kingdom. Dwelves themselves are a cross between the Elven race (mostly high elves and a few wild elves) and a dwarven race known as "Earth Dwarves. This conjunction is quite strange indeed since it is commonly known that dwarves and elves simply do NOT get along, let alone fornicate.

However...being forced into such extreme circumstances the two races didn't have much of a choice. Confinement and procreation was ultimately inevitable and thus the Dwelves evolved into a unique race cast amongst the many others within Vastonia. (See the Great Elven Banishment below)

The dwelves are a very wise and cautious race, never making hasty decisions. Dwelves make excellent teachers, but can be very impatient in waiting for the results. This quick tempered attitude can sometimes get in the way of a dwelf's good judgment and force them into doing something that a calm minded dwelf would never do. Dwelves generally inherit both of their ancestors traits, having a natural fun loving side. While still possessing a grumpy, somewhat strict attitude towards life in general. Dwelves are hated by almost all dwarven and elven races and are still treated "even to this day" as outcasts. This tends to make dwelves hate elves and dwarves in much the same manor and generally causes great friction between any racial interaction. Dwelves also make great miners and bladesmiths like their distant cousins but somewhat lack in other craftsmanship categories. All in all the dwelven race makes for an excellent well rounded character class.

The Great Elven banishment

All who opposed the new rulings of Elflore were exiled to MT. Stave, thus becoming the worst punishment in Elven History. Two magical doors were set beforth the entrance and forever sealed. These gates became known as the Gates of Damnation, locking all those who threatened the new rulings permanently exiled from the great elven kingdom.

For many generations a vast series of tunnels existed between MT Stave's lower caverns and the outer rim of Rhudar, connecting the two maintains where many dwarven far tunnelers were often encountered by the banished elves. It wasn't long after the banishment when a great quake caused the main linkshaft to collapse. This left many of the dwarves trapped amongst these elves, forcibly confining them for their homes as well. This indefinitely forced the two races to interact with one another on a regular basis...ensuring their survival. Over the next passing centuries the two races interbred and gradually evolved into a separate race now known as the Dwelves.

Physical Features

The dwelves are fairly stocky people ranging in height from 4'3 to 5' tall. They have no facial hair, slightly pointed ears and rough, rugged features. They weigh between 102 to 187 lbs. Their eyes can be of almost any color but typically are one of the darker shades. Dwelves generally live to be around 350 years of age (200+3d100).

Rolling Method

STR: 3d6 (maximum of 18/00)
DEX: 3d6
CON: 3d6
INT: 3d6
WIS: 3d6 (maximum of 20)
CHA: 3d6 (maximum of 17)
COM: 3d6 (-4 to all other races)

Racial Bonuses/Penalties

+2 to Wis
-1 to Cha

Infravision 90'

Immune to sleep/charm spells can detect moving shifting walls, depth, graded slopes, concealed passages on a 3 in 6 and secret passages 2 in 6 +1 with any type of bow +1 with all battle axes +1 with longswords

languages: dwelvish, alignment tongue, common, elf common, dwarven, orc, gnoll, ogre and any other languages that their intelligence might allow.

Preferred Classes:

Fighter
Ranger
Dragon Slayer
Giant Killer
Troll Slayer
Sorcerer
Cleric
Druid
Thief
Assassin

Multi Class: Yes

Fighter/Druid
Fighter/Thief
Fighter/Assassin
Fighter/Cleric
Ranger/Druid
Ranger/Thief
Ranger/Assassin
Fighter/Cleric/Thief
Ranger/Druid/Thief


KingsWard
Class(es): 10th Level Fighter/10th Level Ward/5th Level King's Power Channeler

Racial HD: equivalent to 30 Hit Dice
Level Adj: 5
Total ECL: 5
Race (Type): Human, Elf, Half-Elf. In special cases, other races may apply
Gender: Any, but females are more common (2 to 1)

---Ability/modifier---

Str: 24
Dex: 24
Con: 30
Int: 20
Wis: 20
Cha: 32

Skills:

Diplomacy (20), Intimidate (20), Bluff (20), Knowledge (Planes) (20), Knowledge (Arcana) (20), Knowledge (Nature) (20), Knowledge (Psionics) (20), Knowledge (Religion) (20), Autohypnosis (20), Ride (20), Swim (20), Jump (20), Wilderness Lore (10), Herbalism (10), Heal (10)

Feats:

Dodge, Mobility, Whirlwind Attack, Ride-By Attack, Improved Critical, Two-Weapon Fighting, Improved Two-Weapon Fighting, Cleave, Great Cleave, Create Wondrous Item, Craft Magic Arms and Armour, Craft Ring, Empower, Maximise, Quicken, Still, Silent, Improved Metamagic, Improved Dispel, Reactive Counterspell, Spell Penetration (+8)

Saves (R/F/W): 20/30/20
HP: 250
AC: 35
BAB: 22

---Attacks/Damage---

Melee:

Single Weapon

Main Hand: +29/+24/+19/+14

Two-Handed

Main Hand: +27/+22/+17/+12
Off-Hand: +25/+20/+15/+10

Ranged:

+29/+24/+19/+14

Special Abilities:

1. The Power of Command
If a character attempts to defy the KingsWard's Will, she will use her Voice to Command you (DC=40). This is experienced as a full-body compulsion, that grips with iron-like mental talons.

2. Attunement

On Command of the High King, a KingsWard will medidate for one day and one night, locating your spirit by travelling to the Otherworld, out of her body. When she finds you, she will attune to your very essence, and thereafter, this gives the KingsWard intuitive knowledge of your whereabouts, no matter where you are, what plane you are on. This spell-like effect is immune to all dispel, obscuring, and other divinations or spells that try to block the Attunement's effect. The Attunement may only be broken by the Word of the Sovereign, or by a Wish, Miracle or Break Enchantment. In the case of Wish, and Miracle, there is only a 50% chance of success, and attempting to break attunement automatically alerts the King to your attempt, whether or not you succeed. Break Enchantment, likewise, has a 50% chance of success, but in the event of failure, this spell incurs a 50% chance of spell disrupts the caster's ability to cast spells for 1d20 hours.

3. The Power of PursuitOnce Attuned, a KingsWard is imbued with potent magical power, that impels it to pursing you with relentless persistence. The Power of Pursuit lends the KingsWard immunity to all hunger effects and all effects that result in exhaustion. The Power of Pursuit also makes the KingsWard immune to drowning, or other effects that attempt to suffocate the KingsWard. This ability, in fact, allows the KingsWard to exist without air, which lends itself to underwater pursuit, or to pursuit in hostile planes of existence.

4. Unearthly Speed

A KingsWard can travel at an extraordinary pace, becoming a blur that vanishes on the horizon in moments. As they pass by, albeit in the wink of an eye, they leave a sense of momentary dread in their wake.

5. Penetrating Sight

KingsWards have supernatural abilities, amongst which, is their penetrating sight. By focussing for a full-round action, a KingsWard can see 500 yards, and pick out features as small as a grain of sand. The effect is not blocked by things that block line-of-sight, thus, a KingsWard can see through physical objects.

6. The Oath

When a KingsWard takes The Oath, she relinquishes all her bodily needs, effectively voluntarily becoming a sentient extension of the King's Will. The Oath releases a KingsWard from normal earthly desires, allowing them to become extremely proficient at their one purpose.

7. Channel the Sovereign's Power

This supernatural ability allows the KingsWard to borrow a portion of the Sovereign's power at any distance. With a free action, and up to five times per day, the KingsWard can fortify his hit points, spells, spell-like effects, feats, skills, saves and proficiency by temporariliy lending up to 5 levels of the High King's power. The High King may decline the use of this power, if the Sovereign finds himself in a position where he needs to use his own power to defend himself.

8. Mystical Sight

Unlike Penetrating Sight, Mystical Sight is vision that is concerned with anything from other planes of existence. With a full-round action, the KingsWard can extend his sight into other planes, and observe events remote from the current locale.

9. Spell-like Abilities

Five times per day, a KingsWard may: Magic Missile (9th Level), Mirror Image, Burning Hands, Flaming Sphere, Fireball, Fly, Stone Skin, Cone of Cold, Sending, Heal, Distintegrate, Possession, Break Enchantment, Planeshift

Special Qualities:

1. Oath Parlay

When the KingsWard find you, she will repeat the Words of the King as the King commanded her. The KingsWard will then ask you to answer to the charge or command, and if the character can use logic to identify a misappropriation of the King's Purpose, there is a chance that the KingsWard will rescind its charge. The DC for this check is subject to the DM's discretion, and should obey guidelines for the Wish spell.

2. Immunities
KingsWards are immune to electricity and cold and have a 20 DR against fire-based effects. They also have spell resistance (SR=30).

Divine Ranks: 0
Sovereign Ranks: Special. See "Channel the Sovereign's Power"

Description:

KingsWards are highly magical beings who were once human, Elven or Half-Elven. Although they have retained their mortality, their lifespans are greatly enhanced, with no known upper limit. Some say there are KingsWards that have existed for thousands of years and these beings have an almost legendary status in the world. For they are relentless in their vengeance, swift with their justice and they are seemingly emotionless beings with a singular focus for their Duty that is unfailing.

KingsWards radiate power. Their very essence is so highly charged, that they are experienced like a palpable, beating heat and their voice compels action better than any other. They can command you with a blink and their skills in both weaponry and magic is extraordinary. KingsWards can cover vast distances very quickly and legends say they can find you no matter where you are, if they are attuned to your being.

Only the High King or High Queen can command KingsWards and they unfalteringly obey the Sovereign's words, fulfilling the Sovereign's will to the very word. Once they find you, only the most masterful character might find an ambiguity or confusion in their instructions. Should you find such a weakness, it has been known that KingsWards will adjust their position, when a powerful argument is put to them in the right way and using the tools of logic and plea.

Red Wizards - FRCS, p. 51
Prerequisites
Alignment: any non-good;
Race: Human from Thay;
Spellcasting: ability to cast 3rd level Arcane spells;
Skills: Spellcraft, 8 Ranks;
Feats: Tattoo Focus and a total of three metamagic feats or item creation feats.

First Level

Upon becoming a Red Wizard, the character increases his devotion to his wizard school of specialization. In exchange for this, the Red Wizard must sacrifice study in on or more schools. the Red Wizard must choose an additional prohibited school or schools using the rules in Chapter 3 of the Player's Handbook . He can never again learn spells from those prohibited schools. He cannot choose the same prohibited schools he chose as a 11th level wizard. He can still use the prohibited spells he knew prior to becoming a Red Wizard, including using items that are activated by spell completion or spell trigger.

Specialist Defense +1

Add this value to the Red Wizard's saving throws against spells from his specialist school.

Second Level

Spell Power

For spells involving the Red Wizard's specialist school, add this value to the DC for saving throws and to caster level checks to overcome spell resistance. The value starts at +11 at 1st level, and goes up to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level. This ability stacks with other spell power effects that affect spells from the Red Wizard's specialist school.

Third Level

Specialist Defense, +2

Fourth Level

Spell Power, +2

Fifth Level

Bonus Feat (normal Wizard one)

and

Circle Leader

The Red Wizard gains the ability to become a circle leader, who is the focus person for Red Wizard circle magic, (see Chapter 2): Magic for information on circle magic..

Sixth Level

Spell power, +3

Seventh Level

Specialist defense, +3

and

Scribe Tattoo

The Red Wizard gains the ability to place the Thayan wizards' magic tattoos upon qualified novices, allowing them to select the Tattoo Focus feat and inducting them into his circle.

Eighth Level

Spell power, +4

Ninth Level

Specialist Defense +4

Tenth Level

Spell power, +5

and

Great circle leader.

The Red Wizard can be the center of a great circle, which can have up to nine assistants instead of just five. (See Chapter 2).
The Arcane Devotee

Prerequisites

a) Skills
Knowledge 8 Ranks;.
Knowledge (Arcana) 8 Ranks.

b) Feats
Enlarge Spell.

c) Spellcasting
Able to cast 4rd level arcane spells.

d) Patron Deity
An arcane devotee must have a patron deity, and it must be the one he serves as an arcane devotee.


arcane devotee
First Level

Reach of the Holy (Ex):At 1st level, the arcane devotee may apply the effects of the Enlarge Spell feat to any spell he casts. He does not need to prepare it as an enlarged spell in advance, and the use of this ability does not increase the casting time or use a higher-level spell slot. The arcane devotee may use this ability a number of times per day equal to 1 + Char modifier (minimum once per day).

Second Level

Sacred Defense (Ex):

Beginning at 2nd level, the arcane devotee gains a +1 bonus on saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders. When he reaches 4th level, the bonus increases to +2.

Third Level

Divine Synergy (Ex):

At 3rd level, the arcane devotee learns to harmonize his magic with that of his deity’s worshipers. Any time he is the target of a harmless spell cast by a divine spellcaster of his patron deity, the spell functions as if affected by the Empower Spell feat, if applicable. The spell must be cast by another character—even if the arcane devotee has levels in a divine spellcasting class, he does not gain this benefit for divine spells he cast on himself. A spell that cannot be affected by the Empower Spell feat gains no further benefit from this ability.

Fourth Level

Sacred Defense +2 (Ex):

Fifth Level

Divine Shroud (Sp):

Once per day, a 5th level arcane devotee may surround himself with a shroud of glowing divine power that protects him against hostile spells. This ability functions like the spell resistance spell (caster level equals arcane devotee level), except that the divine shroud is of a color appropriate to the arcane devotee’s patron. An arcane devotee of Tyr, for example, is surrounded by a steady, rose-purple glow, while an arcane devotee of Cyric is wrapped in a pulsating cloud of purple and black.
The Elightened Fist gets:
d8;
Fort+Will saves as primary progression;
Monk-Like Abilities at first level (add class level to monk level to determine class-based AC bonuses, unarmed damage, unarmored speed bonus and number of daily attempts at Stunning Fist feat);
It also gets something at 7 out of 10 levels;
Ki Strike (Su);
Arcane Rejuvenation (Su);
Fist of Energy (Su);
Arcane Fist (Su);
Holy Ray;
Diamond Soul;
Spell progression like a Wizard. It only skips a Spell Level progression at 1st and 6th level (i.e. it's two behind a normal Wizard).
It's a variation of an Arcane spell-casting class and so, gets Wizard stuff.

The Geometer effectively gets free Silent Metamagic through the Spellglyph (Su) Supernatural Ability.

BUT,

I've had a real good look at the way The Warlock is organised in Unearthed Arcane - and it's really pretty cool.
Limited number of Invocations, a nice combination of Supernatural Abilities and Spell-Like Abilities - but the Invocations are usable at will;
You can do Blast Shape Invocations and;
Eldrich Essence Invocations though, and;
combine a Blast Shape (either of Spear [adds range], Blow, Chain [increases targets as per Chain Lightning], Cone or Doom [everyone within 20 feet of you]) with an Eldrich Blast (at the highest leve, Utterdark Blast drains two levels on Fort).

Example: so, an Utterdark Blast Cone Invocation drains two Energy Levels off of everyone in your cone's range - useable at will (no Spell Slots).
You only get four Invocations (a Least [like 1st-2nd level spell], Lesser [3rd-4th], Greater [5th-6th] and Dark [6th or higher]);
In addition to this, though, there's something cool every level including Damage Reduction, Fiendish Resilience, Damage Reduction (up to 11) and Energy Resistance.

That's before you include Eldrich Blast alone (basically burnies), Detect Magic, Deceive Item.
Fiendish Resilience;
Damage Reduction;
Imbue Item (i.e. make magic items) and;
Energy Resistance are all Supernatural Abilities.
Lady Rolindin

03-31-06, 11:17 PM
Competence Transmutation
Magic Type : Transmutation
Level : Sor/Wiz 4
Components : VSM
Casting Time : 1 Action
Range : Touch
Target : One Creature
Duration : 1 Hour/Level
Savings Throw : Will Negates (Harmless)
Spell Resistance : Yes


The Peredhil Silverstarfire is a life-giving force and one that is a malleable force, that lends itself to the will of the caster. Much like the Nether Scrolls were interpreted differently by different races and to very different outcomes, Silverstarfire lends itself to many kinds of uses, the most obvious being those effects that fortify the body against harm.

Upon activation of Competence Transmutation, you accumulate the raw force of Silverstarfire in your hands. To onlookers, what is seen is a ball of cobolt blue fires, with a silvery sheen that radiates with an inate health and vitality. It reminds you of the health of a summer field and carries the aroma of springtime flowers. The caster must place a finger on the forehead of the recipient imbuing the recipient with a surge of life-giving energy.

The caster, is however, creating a magical conversion matrix that permits a transmutation of a primary save capability into a secondary save area. Transmutations include the conversion of Will save bonuses into Fortitude saves or into Reflex savings throws. However, the primary save capability need not be a Will save (as is the case for wizards, sorcerers and clerics) but can be Reflex (rogues) or Fortitude (fighting classes). At the point of casting the spell, the spell caster must nominate the kind of transmutation to take effect. The first savings throw made by the character that is designated as a transmutation save, can be made with the full bonuses of the primary savings throw capability.

For example, Silmarien casts a Competence Transmutation and designates a Will-Fortitude transmutation as the spell variant at casting. She also places a Competence Transmutation on her Rogue companion and designates a Reflex-Will transmutation as the spell variant for her companion. The adventurers encounter an evil wizard, who casts a Disintegrate spell at Silmarien, and a Suggestion spell on the Rogue as his first melee Action. Silmarien gets to make her Fortitude save against Disintegration as she would make her Will save at the same level. Similarly, the Rogue gets to make his Will save, with the Reflex save bonuses accrued by a Rogue of equal level.

The spell does not affect savings throws in the unaffected areas, so characters get to keep their primary save capability whilst under the influence of Competence Transmutation.

Pereldar Union Weave-Song
Abjuration
Spellcraft DC: 90 (adjust by choice of Factors & Mitigating Factors at Casting Time)
Casting Time: 10 minutes (preparation) 1 Action to trigger
Range: Personal/Creature Touched
Target: One or more
Area: N/A
Duration: Until Expended or 12 Hours
Saving Throw: Will Negates (for targets beyond caster)
Spell Resistance: Yes
To Develop: 810,000 gp; 12 days; 32,400 XP;
Seed: Reflect, Dispel, Compel, Heal (DC: 90).
Factor: to add one extra target to spell in one casting (+10 DC); increase savings throw by each +1 (add 2 to DC for each +1); +1d6 (+2 to DC for each additional d6).
Mitigating Factors: increase casting time by 10 minutes (-20 DC), burn 5,000XP (-50 DC); For each Peredhil Caster contributing a 9th Level Spell slot (-17 DC)

The Half-Elven community is one who partake of an enduring solidarity in times of both wandering and home-coming. Homecomings and gatherings of groups of Half-Elves are an uncommon event. For any such special occasions, during times of celebration, the Half-Elven Verse Masters may combine their efforts to sanctify and protect a Ritual from harm.

When the Pereldar Weave-Song is cast, the target (usually the bride and groom) are brought into direct contact with the Great Weave and their Union is Hallowed in the presence of Nature. The Pereldar Weave-Song is a powerful combination of abjurations, and the Song simultaneously forms the core element of a Ceremony.

The Reflect component of the Epic Level Spell will rebound any and all magic that hurled at a target upon the spell caster. If this first defence of the Weave-Song is breached, the incoming magic must resist an Epic Counterspell (d20+40 versus DC of 11 + foes caster level). If this second Ward is breached, the assailant must make another will save to resist a Compulsion. The final effect of this powerful Ward is an Epic Level Hallow (using the Heal seed as basis). This Hallow is pure energy from the Positive Material Plane that is infused with the Overseeing Deity's Blessing (usually Rh'iel for Half-Elves). This Hallow will prevent the approach of any Evil creature and also hurl energy from the Prime Material Plane to assailants (10d6+1point per caster level - adjusted further by an additional number of d6's specified at casting).

Mirror Memory Spell
Divination
Level: 5
Components: VSM
Casting Time: 1 Action
Range: short (25 ft.+5 ft. per 2 levels)
Target: One creature with memory
Duration: Special
Saving Throw: Will (Negates)
Spell Resistance: Yes

Locked within the architecture of the mind are all your memories, not only of this life, but also from lives past. Some memories are clear and bright, unsullied by time and recalling them brings the emotion that was encoded with them. But even those memories lost or those that seem incomplete may be recovered suddenly and spontaneously.

When the Mirror Memory spell is cast, magical energies gather and flow around the psyche, and become attuned to a subtle and invisible mnemonic field that echoes the organisation of the psyche. The spell then re-creates the visual and auditory components of memory. However, the caster must have a mirror, bounded by Mithril to successfully cast the spell.

The caster must work with the recipient, plunging into any time in the person's history. The spell recovers all memories in full detail, as experienced by the person. Lost memories may be recovered and, likewise, magical alterations to a person's mind, such as the effects of insanity or the forget spell do not block the Mirror Memory spell. The spell can be used effectively, like a detect lie spell, where the memories viewed can be compared to other accounts, such as written and verbal accounts of an event.

The spell has many uses, and has been taken up for use anywhere where tests of truth are needed, such as public trials, or in the recovery of forgotten Lore, magical passwords, spells or otherwise. The spell is also used by healers to assist those suffering from a forgotten trauma to come to terms with their experience.

Mirror Ancestor's Memory Spell
Divination
Level: 7
Components: VSM
Casting Time: 1 Action
Range: short (25 ft.+5 ft. per 2 levels)
Target: One creature with memory
Duration: Special
Saving Throw: Will (Negates)
Spell Resistance: Yes

Locked within the architecture of the mind are all your memories, not only of this life, but also from lives past. Unlike the Mirror Memory spell, Mirror Memory from Ancestor allows the caster to delve beyond the current timeline and access memories from an ancestor in another time and place.

Time is no barrier, but some basic, overall context is required to anchor the spell. For example, the person might have an intuition, or recurring dream about a past ancestor, or they may have some knowledge of a particular ancestor traced through research or by the oral memories passed down generation to generation.

When the Mirror Memory from Ancestor spell is cast, magical energies gather and flow around the psyche, and become attuned to a subtle and invisible mnemonic field that echoes the organisation of the psyche. The spell then re-creates the visual and auditory components of memory. However, the caster must have a mirror, bounded by Mithril to successfully cast the spell.

The spell may be used to access an ancestor's knowledge or to fufil a family's destiny, broken up over generations.




Competence Transmutation
Magic Type: Transmutation
Level: Sor/Wiz 4
Components: VSM
Casting Time: 1 Action
Range: Touch
Target: One Creature
Duration: 1 Hour/Level
Savings Throw: Will Negates (Harmless)
Spell Resistance: Yes

The Peredhil Silverstarfire is a life-giving force and one that is a malleable force, that lends itself to the will of the caster. Much like the Nether Scrolls were interpreted differently by different races and to very different outcomes, Silverstarfire lends itself to many kinds of uses, the most obvious being those effects that fortify the body against harm (i.e. 'health-giving').

Upon activation of Competence Transmutation, you accumulate the raw force of Silverstarfire into your hands. To onlookers, what is seen is a ball of cobolt blue fires, with a silvery sheen that radiates with an inate health and vitality. It reminds you of the health of a summer field and carries the aroma of springtime flowers. The caster must place a finger on the forehead of the recipient imbuing the recipient with a surge of life-giving energy.

The caster, is however, creating a magical conversion matrix that permits a transmutation of a primary save capability into a secondary save area. Transmutations include the conversion of Will save bonuses into Fortitude saves or into Reflex savings throws. However, the primary save capability need not be a Will save (as is the case for wizards, sorcerers and clerics) but can be Reflex (rogues) or Fortitude (fighting classes). At the point of casting the spell, the spell caster must nominate the kind of transmutation to take effect. The first savings throw made by the character that is designated as a transmutation save, can be made with the full bonuses of the primary savings throw capability.

For example, Silmarien casts a Competence Transmutation and designates a Will-Fortitude transmutation as the spell variant at casting. She also places a Competence Transmutation on her Rogue companion and designates a Reflex-Will transmutation as the spell variant for her companion. The adventurers encounter an evil wizard, who casts a Disintegrate spell at Silmarien, and a Suggestion spell on the Rogue as his first melee Action. Silmarien gets to make her Fortitude save against Disintegration as she would make her Will save at the same level. Similarly, the Rogue gets to make his Will save, with the Reflex save bonuses accrued by a Rogue of equal level.

The spell does not affect savings throws in the unaffected areas, so characters get to keep their primary save capability whilst under the influence of Competence Transmutation.

DM’s Notes

- The spell’s effect mimics only one of the five effects of Tenser’s Transformation (2d8 to strength, dexterity and constitution; 1d6 temporary hit points per level of wizard; multiple melee attacks as per warrior classes and revised savings throws). Tenser’s Transformation is a sixth level spell.
- The game-balance principles that this spell draws on are any and all rules that permit the cross-class sharing of strengths and weaknesses. For example, spell casting capacity to non-spell casters through various devices (helm of teleportation), spells that imitate the spell-like effects of monsters (gaseous form, ethereal jaunt).
- Other precedents from Player’s Handbook include True Strike (a first level spell that gives +20 on one attack), Stone Skin (which effectively yields 100 hit points to a recipient).
- It consumes a spell slot.
- Several classes have all three primary save capacities set to maximum. For example, the Monk character class.
- Spells and effects that draw on Will or Reflex Saves do not generally have lethal effects. Lethal effects are predominantly subsumed by spells (disintegrate) and spell like effects (petrification) and non spell like effects (poison, disease) that require a Fortitude save.

Firey Repulsion
Abjuration/Evocation
Level 6th
Components VSM
Casting Time 1 Action
Range 10 ft./level
Duration 1 round/level
Savings Throw Will Negates
Spell Resistance Yes

Description

This spell replicates the effects of Repulsion, but the Abjuration is fortified with magically evoked scourging fires. The Repulsion field so fortified explodes with Silverstarfire when an enemy attempts to approach doing 1d6/2 levels of spell caster every round the assailant is within the repulsion field (irrespective of whether or not the will save is successful).

When Orendil was exhausted and prone, with the four remaining Shadow Beasts bearing down upon him, the Versemasters Extended their power in a great Metaconcert surrounding Orendil the Brave with magical Abjurations. But, in his desperation, and with the towering Shadow Beasts leering down upon him, Orendil was inspired and he infused the Loremasters' Abjuration with hallowed magical Silverstarfire.

As the greatest of the four remaining Beasts reached down with its fell Shadow claws, rancid breath and leering red eyes, Orendil burst into Verse, and the Elves cheered. For his Song rung out into the night as a great chorus that reached to the farthest reaches of the Elven armies. So it was that the Extended Repulsion field exploded into fiery irridescence. The Shadow beast was caught in the roaring abjuration, immersed in incandescent Silverstarfire and was incinerated and reduced to ash in a burst of silvery blue and in an agonised scream that echoed into the night.

Simbul's Spell Matrix, MoF, p. 118
Trasmutation
Level: Sor/Wiz 5
Components: V,S,F
Casting Time: 1 Action
Range: Personal
Target: Up to four of your spells
Duration: 10 minutes/level (D)

You prepare a magical matrix that allows you to store up to four spells of up to 3rd level that you can cast individually as free actions. You cast Simbul's spell matrix, and each round thereafter cast one of the spells to be stored in the matrix (the matrix closes after the fourth round and no more spells can be added, even if it is not full). Only spells that can be altered by the Quicken Spell feat can be placed into the matrix. Each spell placed into the matrix deals 1d6 points of damage to you, and this damage cannot be healed by any means while the matrix exists.

While the matrix spell is active, you can cast any of the spells stored in it once as a free action. This counts as casting a quickened spell, so you cannot activate a matrix spell and cast a nonmatrix quickened spell in the same round. Once a spell is cast from the matrix, it is gone. Any spell in the matrix is treated as a prepared spell for dealing with effects that affect prepared spells.

A dispel magic spell that successfully dispels the matrix dispels all the spells in the matrix. An antimagic field suspends the matrix but does not casue the first spell to fire (the matrix becomes active again when you are out of the antimagic field). If you die, all spells in the matrix dissipate harmlessly.

Focus: A piece of amber with a minimum value of 500 gp.

Simbul's Spell Sequencer is a 7th level version of the above spell that lets you store up to 5th level spells, and lets you chain together two or more matrixed spell in sequence (which must be 2nd level or lower, though).

Simbul's Spell Trigger is a 9th level version of the above spell that lets you store up to 7th level spells, and lets you chain together two or more matrixed spell in sequence (which must be 4th level or lower, though). In addition, allows you to designate one spell or spell chain to come into effect under the right conditions (like contingency spell).

Spell Enhancer, MoF, p. 121
Trasmutation
Level: Sor/Wiz 4
Components: V
Casting Time: See text
Range: Personal
Target: One of your spells
Duration: 1 Round

This spell enhances the next spell you cast, making it more difficult for targets to resist. Casting spell enhancer is a free action, allowing you to cast the spell to be enhanced in the same round as this spell. The saving throw DC of the enhanced spell is increased by +2.

Firesending
Conjuration/Evocation
Level 5th
Components VSM
Casting Time 1 Action
Range as per Sending
Duration instantaneous
Savings Throw Will Save
Spell Resistance Yes

Description

The Loremaster may propel a mental message to a recipient - but unlike Sending, the spell may be fused with 'existential fire' that burns the identity of the recipient with mental fire.

As the Sending arrives in the consciousness of the target, the recipient is also assaulted with scourging Silverstarfire. The effects are extremely painful, causing disruptions to memory, identity, cognition and neuronal integrity. A failure of a will save results in damage as per fireball but with the destruction of the target's fundamental sense of self.

If the will save is successful, the recipient does not suffer permanent mental damage, but is incapacitated for 1 day per level of the caster.

A cleric can reverse the damage caused by this spell with variations on the Restoration spell (modified under new magical Laws, however).

Meta-Dimensional Selves
Transmutation
Spellcraft DC: 65 (adjust by choice of Factors & Mitigating Factors at Casting Time)
Casting Time: 10 minutes
Range: See Text
Target: One or many Peredhil/Mixed Blood Elves (see Text)
Area: N/A
Duration: 1 Minute Per Level of Caster
Saving Throw: Will Negates (for targets beyond caster)
Spell Resistance: Yes
To Develop: 585,000 gp; 12 days; 23,400 XP;
Seed: Conjure, Contact, Transform (DC: 65).
Factor: to add one extra target to spell in one casting (+65 DC).
Mitigating Factors: increase casting time by 10 minutes (-20 DC), burn 5,000XP (-50 DC); For each Peredhil Caster contributing a 9th Level Spell slot (-17 DC)

In every moment and in every space and over every time, there is always more around us than appears to the five senses. Multiple overlapping dimensions form the Multiverse pass in, over and through us in ways that we cannot sense, and these overlaps affect us in mysterious ways. The sense of de ja vu, or those seemingly chance meetings, perhaps a synchronicity or serendipity that leave us with a feeling of awe or wonder. The close friend that you "run into" on the other side of the world. The strange gift that arrives in the time of your greatest need and when least expected. All these perceptive "effects" are the aftermath of Multiverse interactions and they happen every day.

Those beings that stand at the nexus of more than one race (such as Half-Elves or Elf/Drow mixes, Gnows, Dwelves etc) and even the pure blooded races to lesser degree may, at times in their lives, get a "glimpse" of the vastness of the Multiverse (add 20 to the DC for Elf-Elf mixes or Human-Human mixes and +40 to the DC for very pure-blooded strains of each race). Within each of us, our "self" is interlaced throughout the Multiverse and at an unconscious level - is in constant communion with multiple selves in other universes. Now and then, the natural order of the Multiverse impels our "fractured" selves together.

The portal to Meta-Temporal Space is the nexus between this Universe and the next where multiple selves may converge for an Epic Event. Meta-Temporal Spell Casting Systems (MTSCS) are the foundation by which you may achieve this in your campaign world. MTSCS's are not that different to the Time Duplicate Epic Level Spell (pg. 74 of Epic Level Handbook).

When Meta-Dimensional Selves is cast, the unconscious connection of the self in this Universe is made conscious to one other Self in another Universe. For Half-Elves, this usually means their Human Self in another world, or their pure Elven Self in another time stream. The second aspect of Self - another potential form of you, is brought into the Prime Material Plane, and the two of you are in constant telepathic communication. You may be of different levels, alignments, beliefs or wishes. The DM must decide how to determine how well or what form your second Self will take.

In any case, whether or not you are ideologically distinct, the two of you have a strong compulsion to work towards the one goal, for that brief time you remain together in the same time continuum. Thus, even an evil self with a good self, will be compelled towards enacting the one goal and it seems perfectly natural to the two Selves that this should be the case. Inventive DM's can contrive a reason for the other Self to be in this Universe. It may have been the case the Second Self cast the same spell at the same time - or that it is "as if" you are in their Universe from the second self's perspective.

You may also widen the scope of the spell's effect to include more than one recipient. You may add an additional person in the spell's effect by adding an additional 65 to the DC check. You may also assist the likelihood of success by adding casters into one casting.

When the spell ends, the Second Self vanishes, together with all items, artifact, goods, knowledge and power either gained or lost in this Universe. Thus, there are permanent changes effected to two time streams when this spell is cast. The spell's effects are irreversible, and not even wish, miracle, mordenkainan's dysjunction or any other spell can alter the outcome of Meta-Dimensional Selves. It is up to your DM to determine if a Mythal or other such effect may be used to permanently open rifts between Universes or modify the effects of a Meta-Dimensional Selves spell.




Hallowed True Strike
Good/Divination
Level 5th
Components VSM
Casting Time 1 Action
Range As per True Strike
Duration instantaneous
Savings Throw none
Spell Resistance No

Description

After many hours of battle and when Orendil was encircled by the towering forms of the Five Shadow Beasts of the Usurper, he opened a rift between Arvandor into our world. With Elven grace, he magically targeted one of the beasts with his Staff, aiming a blow at its temples. But as his staff came crashing down upon the creature's head, the staff struck true, and with the precision blow infused with a surge of burning Hallowed fires. In a paroxism of deadly power, the creatures head was enveloped in the redemptive fires of the Otherworld. It was said that the explosion of Living Hallowed Lore could be seen all across the battlefield and the Beast's agonised screams can still be heard in the echo of winds. Thus it was that Orendil felled the first of The Five.

A True Strike so altered does an extra 1d6 per level of the caster against Evil, Shadow and Undead. If the blow is successfully delivered to a vulnerable area (roll a second Melee attack, as per Critical hit rules, and if successful, the creature must roll a Fortitude save (DC=10+Spell Level+Intelligence/Wisdom/Charisma modifier+all adjustments to DC as permissible). Versemasters who cast this spell in Metaconcert mode may upwardly adjust the DC of the Fortitude save by 2 for every Enjoined caster. Thus, for a Metaconcert of 10 with Elven Blood, add +20 to the DC of the Fortitude Save.

Verse of Temporal Annihilation
Chaos/Transmutation
Level: Wizard, 9
Components: V,S,M, (DF)
Casting Time: 1 Round
Range: Touch
Targets: One Creature (with identity and memory) anywhere in the Temporal Continuum
Duration: Permanent
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

Before the Black Gates, Rh'iel lies prone, before the towering form of The Usurper, whose shadowy form impales health. In waves of palpable horror, his new form is a very violation of natural law. For The Usurper's flesh was burned from him by Silverstarfire and so he could never again take the form of flesh. And his fury and pain was vast and cruel, as a relentless howling storm of icy wind and searing hate, so pernicious that none but Rh'iel could come within 50 elles and not be sickened.

And so prone, and with the towering form before her, Rh'iel reached deep within the weave and even before the Black Gates her Faith did not fail her. Attuned to the fundaments of matter and at the nexus where Stardust Strikes the Weave.

And there, the structures of Time and Space, you see are Law and an ordered intersection of Stardust and Weave, as fathomless as the universe and as a symphony of music.

Thence the Muse bespake Rh'iel and in a Chorus of Pluripotent Song, there is a flash of silveryblue and a deafeaning chord ring out in the night airs.

Rh'iel focuses the Silverstarfire and the power gathers as she Sings for the Elves, though she be half-elf and though she be exiled from Elvendom. And the Verse is now a vast surge of chaotic viceral energy; the stuff of the Universe before the Making.

She focuses - immersed in the Weave and - hurls the Lore at the Stardust so that the Law of Time is sheard, opening a window in Time, linking the Future with the Now - and the Chaos bends the very Laws of Time and temporal Causality Time Loop is created.

Into the Future she calls to the Elves


Hallowed Storm
Good/Transmutation
Level 7th
Components VSM
Casting Time 10 Minutes
Range as per Control Weather (2 mile radius centred on caster)
Duration 4d12 hours
Savings Throw None
Spell Resistance No

Description

When The Usurper's minions poured forth from the dungeons of Hell, they came in numbers never before seen in this world. All manner of Abomination, Undead, Demon and Devil vomited forth from the Black Gates in a sea of darkness. The fell cries of the maruaders was as an avalanche of cruel mockery and bloodthirsty hatred. In a vast army of Shadow and as countless points of leering red eyes, they fell upon the Elves bringing ruin and unending grief to the defenders.

At the Black Gates, blasts of Silverstarfire explode out into the night airs and with each burst, a crescendo of PluriPotent song explodes into the night. All across the battlefield her voice echoes; it is Rh'iel and she is locked in mortal conflict with the Shadow. An incandescent point of undefilable Silverstarfire at the foot of towering Shadow. The lurid waving red sword of Godsbane and its Unlife slices through the night airs, greedily seeking mortal flesh. But the piercing green of her eyes is undimmed even by sickness that is the ruddy red of the Ring of the Elf Bane. There she strove with Shadow and Abomination, while the Elves were cut down by the cruel rending arms of the sea of Hell's minions.

Thus was Orendil exalted and grief stricken and so reached deep into the Weave and thus did he summon winds and pounding rains. For miles about the battlefield and Enjoined in Metaconcert, his barritone Song was as a magically charged chorus. But the rains that came were afire with Lore and each droplet of rain an irridescent burst of light falling from the sky. Thus did the sourging silverstarfire waters pound into the ranks of evil and the fell cries of cruelty became a deafening agonised scream. Thus did the voices of the damned in numbers uncounted burn at the touch of the Hallowed waters. And even after the Userper's countless losses, still vast was his army and the Elves were greatly outnumbered.

Record Mental Signature

Divination
Level: Wizard 6, Cleric 6, Gem Caster 5
Components: V,S,M, (DF)
Casting Time: 10 Minutes
Range: Touch
Targets: One Creature (with identity and memory)
Duration: Permanent
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

Every creature capable of sentience, with memory and identity—and who can say who “me” is and who “I Am”, has accumulated a unique series of memories and salient personal experiences. In fact, their very chemistry and neuronal architecture recapitulates their personhood and their mind casts a unique cognitive signature with physical and metaphysical components. As such a creature ages, there is an emergent temporal structure to memory and identity and a laying down of information, knowledge, wisdom and experiences that occurs in a systematic and time-ordered fashion.

Once there has been a disruption of this architecture, by spells that alter memory, alignment or other such elements that are part of unique identity, such changes cannot be detected, unless there is some method of comparing the prior (pre-) state of the memory architecture to the current (post-) state of memory and identity. An example of such an objective test, would be another person, who had prior knowledge of an individual – and who could say “you’ve changed since I last saw you”.

The Record Mental Signature spell, is a magical means of recording the salient temporal and personal features of a cognitive signature, but external to a person. When the spell is cast, the recipient is imbued in a magical field of energy (cobalt blue and silver in the case of Silverstarfire lore) that is particularly concentrated around the head of the affected creature. The magical fires enter the recipient through every nerve ending and sense organ in the body, finding their way to the brain through touch, smell, sight, sound and taste organs. The mind of the affected creature is then bathed in magical power, which becomes focused in the memory centres of the brain (in the hippocampus, for mammals) where the spell’s power probes the very mnemonic essence of a creatures personal identity.

The spellcaster then channels this magic, into a gem, placed upon the Third Eye (just above the bridge of the nose), where the power infuses the gem. Deep within the gem’s crystal microstructure, the cognitive signature of the spell recipient is then stored. Such a gem may thus act as an objective test of identity. At some future juncture, the spell may be cast again, and the gem so produced at the second casting, may be compared to the original gem, allowing for the scrutiny of any changes to identity (such as alignment or memory changes). It is noted that while several spells may be used to mask alignment or to impersonate others, Record Mental Signature operates on another level of effect by infusing biological, chemical and metaphysical markers into a crystal lattice. This process is thus, a more reliable method of confirming identity than are other spell methods. However, it is a much more time consuming and expensive method. Further, if there is an identity-gem in existence, it can be used to reverse the effects of madness, mental illness, or other mind-affecting ailments.

Awakening Spirit
Enchantment
Spellcraft DC: 65 (adjust by choice of Factors & Mitigating Factors at Casting Time)
Casting Time: 10 minutes
Range: -
Target: All cognisant creatures within radius of spell.
Area: 20 mile radius centred on caster
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes
To Develop: 585,000 gp; 12 days; 23,400 XP; Seed: Conjure, Contact, Transform (DC: 65). Factor: to add one extra target to spell in one casting (+65 DC). Mitigating Factors: increase casting time by 10 minutes (-20 DC), burn 5,000XP (-50 DC); For each Caster contributing a 9th Level Spell slot (-17 DC)

Spell Name : De-Pet-Stain-Ification
Magic Type : Transmutation
Spellcraft DC : 299
Components : VSM/DF
Casting Time : 1 Day
Range : Touch
Target : One soiled piece of carpet from one incident
Duration : Permanent
Savings Throw : Will Negates (Harmless)
Spell Resistance : Yes
To Develop : 3,000,000 gp; 60 days; 105,000 XP. Seeds: Heal, Ward, Transform

Once the spell is cast, winds, thunder and lightning gather above the affected home, drawing attention and alerting the neighbourhood to the cleansing ritual. All pets in the house must be kept locked in a safe place, away from the magic, in case the spell harms your pets. After the spell is cast, the carpet must not be touched for 1 week, because it may burn from the residual magic in the fibres.

Pereldar Union Weave-Song
Abjuration
Spellcraft DC: 90 (adjust by choice of Factors & Mitigating Factors at Casting Time)
Casting Time: 10 minutes (preparation) 1 Action to trigger
Range: Personal/Creature Touched
Target: One or more
Area: N/A
Duration: Until Expended or 12 Hours
Saving Throw: Will Negates (for targets beyond caster)
Spell Resistance: Yes
To Develop: 810,000 gp; 12 days; 32,400 XP;
Seed: Reflect, Dispel, Compel, Heal (DC: 90).
Factor: to add one extra target to spell in one casting (+10 DC); increase savings throw by each +1 (add 2 to DC for each +1); +1d6 (+2 to DC for each additional d6).
Mitigating Factors: increase casting time by 10 minutes (-20 DC), burn 5,000XP (-50 DC); For each Peredhil Caster contributing a 9th Level Spell slot (-17 DC)

The Half-Elven community is one who partake of an enduring solidarity in times of both wandering and home-coming. Homecomings and gatherings of groups of Half-Elves are an uncommon event. For any such special occasions, during times of celebration, the Half-Elven Verse Masters may combine their efforts to sanctify and protect a Ritual from harm.

When the Pereldar Weave-Song is cast, the target (usually the bride and groom) are brought into direct contact with the Great Weave and their Union is Hallowed in the presence of Nature. The Pereldar Weave-Song is a powerful combination of abjurations, and the Song simultaneously forms the core element of a Ceremony.

The Reflect component of the Epic Level Spell will rebound any and all magic that hurled at a target upon the spell caster. If this first defence of the Weave-Song is breached, the incoming magic must resist an Epic Counterspell (d20+40 versus DC of 11 + foes caster level). If this second Ward is breached, the assailant must make another will save to resist a Compulsion. The final effect of this powerful Ward is an Epic Level Hallow (using the Heal seed as basis). This Hallow is pure energy from the Positive Material Plane that is infused with the Overseeing Deity's Blessing (usually Rh'iel for Half-Elves). This Hallow will prevent the approach of any Evil creature and also hurl energy from the Prime Material Plane to assailants (10d6+1point per caster level - adjusted further by an additional number of d6's specified at casting).


Epic Level Spell: Pereldar Union Weave-Song
Abjuration
Spellcraft DC: 90 (adjust by choice of Factors & Mitigating Factors at Casting Time)
Casting Time: 10 minutes (preparation) 1 Action to trigger
Range: Personal/Creature Touched
Target: One or more
Area: N/A
Duration: Until Expended or 12 Hours
Saving Throw: Will Negates (for targets beyond caster)
Spell Resistance: Yes
To Develop: 810,000 gp; 12 days; 32,400 XP;
Seed: Reflect, Dispel, Compel, Heal (DC: 90).
Factor: to add one extra target to spell in one casting (+10 DC); increase savings throw by each +1 (add 2 to DC for each +1); +1d6 (+2 to DC for each additional d6).
Mitigating Factors: increase casting time by 10 minutes (-20 DC), burn 5,000XP (-50 DC); For each Peredhil Caster contributing a 9th Level Spell slot (-17 DC)

The Half-Elven community is one who partake of an enduring solidarity in times of both wandering and home-coming. Homecomings and gatherings of groups of Half-Elves are an uncommon event. For any such special occasions, during times of celebration, the Half-Elven Verse Masters may combine their efforts to sanctify and protect a Ritual from harm.

When the Pereldar Weave-Song is cast, the target (usually the bride and groom) are brought into direct contact with the Great Weave and their Union is Hallowed in the presence of Nature. The Pereldar Weave-Song is a powerful combination of abjurations, and the Song simultaneously forms the core element of a Ceremony.

The Reflect component of the Epic Level Spell will rebound any and all magic that hurled at a target upon the spell caster. If this first defence of the Weave-Song is breached, the incoming magic must resist an Epic Counterspell (d20+40 versus DC of 11 + foes caster level). If this second Ward is breached, the assailant must make another will save to resist a Compulsion. The final effect of this powerful Ward is an Epic Level Hallow (using the Heal seed as basis). This Hallow is pure energy from the Positive Material Plane that is infused with the Overseeing Deity's Blessing (usually Rh'iel for Half-Elves). This Hallow will prevent the approach of any Evil creature and also hurl energy from the Prime Material Plane to assailants (10d6+1point per caster level - adjusted further by an additional number of d6's specified at casting).

Meta-Dimensional Selves
Transmutation
Spellcraft DC: 65 (adjust by choice of Factors & Mitigating Factors at Casting Time)
Casting Time: 10 minutes
Range: See Text
Target: One or many Peredhil/Mixed Blood Elves (see Text)
Area: N/A
Duration: 1 Minute Per Level of Caster
Saving Throw: Will Negates (for targets beyond caster)
Spell Resistance: Yes
To Develop: 585,000 gp; 12 days; 23,400 XP;
Seed: Conjure, Contact, Transform (DC: 65).
Factor: to add one extra target to spell in one casting (+65 DC).
Mitigating Factors: increase casting time by 10 minutes (-20 DC), burn 5,000XP (-50 DC); For each Peredhil Caster contributing a 9th Level Spell slot (-17 DC)

In every moment and in every space and over every time, there is always more around us than appears to the five senses. Multiple overlapping dimensions form the Multiverse pass in, over and through us in ways that we cannot sense, and these overlaps affect us in mysterious ways. The sense of de ja vu, or those seemingly chance meetings, perhaps a synchronicity or serendipity that leave us with a feeling of awe or wonder. The close friend that you "run into" on the other side of the world. The strange gift that arrives in the time of your greatest need and when least expected. All these perceptive "effects" are the aftermath of Multiverse interactions and they happen every day.

Those beings that stand at the nexus of more than one race (such as Half-Elves or Elf/Drow mixes, Gnows, Dwelves etc) and even the pure blooded races to lesser degree may, at times in their lives, get a "glimpse" of the vastness of the Multiverse (add 20 to the DC for Elf-Elf mixes or Human-Human mixes and +40 to the DC for very pure-blooded strains of each race). Within each of us, our "self" is interlaced throughout the Multiverse and at an unconscious level - is in constant communion with multiple selves in other universes. Now and then, the natural order of the Multiverse impels our "fractured" selves together.

The portal to Meta-Temporal Space is the nexus between this Universe and the next where multiple selves may converge for an Epic Event. Meta-Temporal Spell Casting Systems (MTSCS) are the foundation by which you may achieve this in your campaign world. MTSCS's are not that different to the Time Duplicate Epic Level Spell (pg. 74 of Epic Level Handbook).

When Meta-Dimensional Selves is cast, the unconscious connection of the self in this Universe is made conscious to one other Self in another Universe. For Half-Elves, this usually means their Human Self in another world, or their pure Elven Self in another time stream. The second aspect of Self - another potential form of you, is brought into the Prime Material Plane, and the two of you are in constant telepathic communication. You may be of different levels, alignments, beliefs or wishes. The DM must decide how to determine how well or what form your second Self will take.

In any case, whether or not you are ideologically distinct, the two of you have a strong compulsion to work towards the one goal, for that brief time you remain together in the same time continuum. Thus, even an evil self with a good self, will be compelled towards enacting the one goal and it seems perfectly natural to the two Selves that this should be the case. Inventive DM's can contrive a reason for the other Self to be in this Universe. It may have been the case the Second Self cast the same spell at the same time - or that it is "as if" you are in their Universe from the second self's perspective.

You may also widen the scope of the spell's effect to include more than one recipient. You may add an additional person in the spell's effect by adding an additional 65 to the DC check. You may also assist the likelihood of success by adding casters into one casting.

When the spell ends, the Second Self vanishes, together with all items, artifact, goods, knowledge and power either gained or lost in this Universe. Thus, there are permanent changes effected to two time streams when this spell is cast. The spell's effects are irreversible, and not even wish, miracle, mordenkainan's dysjunction or any other spell can alter the outcome of Meta-Dimensional Selves. It is up to your DM to determine if a Mythal or other such effect may be used to permanently open rifts between Universes or modify the effects of a Meta-Dimensional Selves spell.

Chain-Disintegration Lightning
Transmutation/Evocation
Level 6th
Components VSM
Casting Time 1 Action
Range as per Chain Lightning
Target as per Chain Lightning
Duration instantaneous
Savings Throw special, as per Disintegrate
Spell Resistance Yes

Description

This spell was used by the Elvish Loremaster Orendil, when he was surrounded and flanked by The Usurper's Five Shadow Beasts. The metal shodding of the Versemaster's staff may be used to impale enemies with electrical fires infused with transmuting chaos. Lightning so altered is not only as potent as the Chain Lightning spell but it burns with Silverstarfire attuned to chaos. The effect of this raw magical force disrupts the very essence of those forces that bind matter together. The so altered raw disruptive Silverstarfire replicates the effects of the disintegrate spell. With this power, Orendil repelled the Shadow Beasts, driving them back away from the Elven vanguard, making a buffer of safety around the Versemasters and allowing them to evoke the Metaconcert of the Versemasters. Thus did the Elven armies meet the onslaught of Pnatemul when the legions of the Damned poured forth from The Usurper's gates.

Enervating Magic Missile
Conjuration/Evocation
Level 4th
Components VSM
Casting Time 1 Action
Range Magic Missile
Duration instantaneous
Savings Throw none
Spell Resistance Yes

Description

The Loremaster alters magic missiles with ennervating energy, allowing for the sypohoning of the target's living energy into the caster. The magic missiles so altered emerge as streaks from the caster's hands and this magical trail provides the circuit by which the stolen energy is infused into the caster. When an Ennervating Magic Missile strikes its target, all about the magical field of the magical bolts is a second field of Necromantic energy. This crackling power is experienced like a burning, draining sensation that weakens the target and it pulls lifeforce out of the target.

Hallowed Magic Missile
Conjuration/Evocation
Level 4th
Components VSM
Casting Time 1 Action
Range Magic Missile
Duration instantaneous
Savings Throw none
Spell Resistance Yes

Description

In this variation of Magic Missile, Arcane Fires are infused with living Hallowed energy from the Plane of Arvandor. The Silverstarfire infused into magic missiles causes double damage to creatures of Shadow, to Undead and to all of Evil alignment. In effect, these magic missiles straddle or 'operate across' two dimensions at once and they are alive with living energy from this second dimension. These magical bolts are silveryblue in appearance but also have an overtone of Viriditas - which is 'living green'.

Telefireball
Conjuration/Evocation
Level 5th
Components VSM
Casting Time 1 Action
Range as per Teleport
Duration instantaneous
Savings Throw Will Save
Spell Resistance Yes

Description

As the Loremaster casts this spell, burning, hot magical fires are evoked and immerse the caster. As the caster winks out of existence, they carry this fire with them through unspace and when she rematerialises, the magical fires explode outwards in a 20 foot radius. Damage for this spell is that same as for fireball. The spell had great uses in the Battle of the Starless Night, when Loremasters would teleport into the ranks of The Usurpers armies, materialising in an explosion of fire, cutting down the ranks of the enemy in droves.

Greater Spell Focus

Source: FRCS, p.35

Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are even more potent than normal.

Prerequisites: Spell Focus

Benefit: add +4 to the DC for all saving throws against spells from the school of magic you select to focus on. This overlaps (does not stack with) the bonus from Spell Focus.

Special: you can gain this fear multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Analysis:

If you run this power in “reverse” you can strengthen a DC of a spell series, from one school of magic with +4 in one go. If you split the bonus into 2 X 2 – you could apply a +2 benefit to two schools of magic, without changing the way the feat has been balanced. At face value, the power remains less potent than the effects created by one of the Versemaster feats.

However, when you compare the effects of these kinds of feats to the numerous ways of acquiring Spell Resistance in D&D (and other methods of cancelling or weakening magic), we start to see an emergent trend that weights in favour of methods that annul magic, over the converse. For example, one application of Antimagic Field and made Permanent, effectively cancels every kind of mortal magic a PC may be exposed to. Similarly, methods of acquiring SR are numerous, including numerous PrC’s and spells.

Synthesis

D&D Core Rules have created numerous powerful ways of nullifying magical effects. Spells, Feats and Feat series exist that, with one application, accumulate greater resistance to magical effects than is the converse.
Lady Rolindin

03-31-06, 11:19 PM
A rationale exists for correcting that imbalance in D&D Core Rules systems. With the teeter-totter analogy, that rationale would either weaken magical deterrents – or – conversely, increase the weight granted to feats or feat series in magical systems that access powers, while preserving the current status quo on magical deterrents (e.g. SR) to operate the way that they do.
Chosen of Mystra – FRCS, p. 247

Bonus Spells (sp)

A Chosen of Mystra gains one bonus spell per level per day up to 9th level which may be used as a spell-like ability. Once these nine spells are selected, they can never be changed.

Spell Immunity (Su)

Chosen are immune to one spell of each spell level of 1st through 9th level just as if the spell immunity spell were constantly in effect upon them. Once these nine spells are selected, they can never be changed.

Immunities (Ex)

The Chosen are immune to aging, disease, disintegration and poison. They have no need to sleep (although they must rest normally to be able to prepare spells).

Detect Magic (Su)

Line of sight range.

Silverfire (Su)

All Chosen can use Silverfire.
A “powerful supernatural ability is unique to the Chosen of Mystra.” (FRCS, p. 56) that functions as if caster were 20th level.
It can act as a ring of warmth, or a ring of mind shielding, allow the wielder to breath water, or “banish all external mental compulsions”….”as if a greater dispelling were cast upon her” (p. 56).
It also allows the wielder to function without food and water for up to seven days and this function may be used once every ten days.
Once every 70 minutes, the wielder can also use the power as a cone, to break “though a barrier as a lightning bolt would and overcoming magical barriers and spell resistance automatically.” (p. 56) The blast also causes 4d12 points of damage (DC=23, reflex half).
Silverfire can also be used to repair Dead Magic Zones, and,
also acts as does a major dispelling and any antimagic field effects encountered by the cone.

Abilities

All Chosen have a +10 enhancement bonus to Constitution.
Methods of Adding Spell Slots - From DMG only

ways to use extra spells
1. Rings:

a. Ring of Spell Storing (Minor): CL 5th--stores up to 3 spell levels
b. Ring of Spell Storing: CL 9th--stores up to five spell levels
c. Ring of Spell Storing (Major): CL 17th--stores up to ten spell levels

All three rings are recharchable by simply casting new spells into the ring. There is no Arcane Failure for wearing armour, and no XP cost to store spells.

d. Ring of Wizardry I: CL 11th doubles first level spell slots
e. Ring of Wizardry II: CL 14th doubles second level spell slots
f. Ring of Wizardry III: CL 17th doubles third level spell slots
g. Ring of Wizardry iv: CL 20th doubles fourth level spell slots

(Rings of Spell Turning not covered - but these procure a Wizard defence against spells)

2. Metamagic Rods

"Metamagic rods hold the essence of a metamagic feat but do not change the splell slot of the altered spell." (DMG, p. 236)

a. Metamagic Enlarge: CL 17th - allows three spells per day Enlarged
b. Metamagic Extend: CL 17th - allows three spells per day Extended
c. Metamagic Maximize: CL 17th - allows three spells per day Maximised
d. Metamagic Quicken: CL 17th - allows three spells per day Quickened
e. Metamagic Silent: CL 17th - allows three spells per day Silent

3. Wondrous Items

a. Pearl of Power 1st: CL 17th, recall one 1st level spell per day.
b. Pearl of Power 2nd: CL 17th, recall one 2nd level spell per day.
c. Pearl of Power 3rd: CL 17th, recall one 3rd level spell per day.
d. Pearl of Power 4th: CL 17th, recall one 4th level spell per day.
e. Pearl of Power 5th: CL 17th, recall one 5th level spell per day.
f. Pearl of Power 6th: CL 17th, recall one 6th level spell per day.
g. Pearl of Power 7th: CL 17th, recall one 7th level spell per day.
h. Pearl of Power 8th: CL 17th, recall one 8th level spell per day.
i. Pearl of Power 9th: CL 17th, recall one 9th level spell per day.

j. Ioun Stone (Scarlet & Blue): CL: 12th +2 to Intelligence (one extra spell), CL:
k. Ioun Stone (Vibrant Purple): CL 12th stores three levels of spells as per Ring of Spell Turning

l. Headband of the Intellect: +2: CL 8th (extra spell slot via enhanced Int)
j. Headband of the Intellect: +4: CL 8th (two extra spell slots)
k. Headband of the Intellect: +6: CL 8th (three extra spell slots)
Shapeweave Magic

Casting Time: Minimum 1 Day per Multiplying Factor, less 1 Day per Mitigating Factor
Area of Effect: 100 feet radius per Day of Casting Time
Power Needed: 1,000 XP Cost per Day of Casting Time
Duration: Permanent
Kind of Effect: See Below
Multipliers: +1 Day per Kind of Effect sought
Mitigating Factors: -1 Day per additional caster (but with a floor of 1 Day); share XP burden amongst castors; -1 per extra day taken to cast spell; -1 per 100 HP backlash damage taken; -1 per 1 point of Constitution Damage taken (permanent, reversible only with Wish or Miracle).

Kinds of Effects

Note,
Create Magical Conduit. Mimics Line of Effect, but Line of Effect may be bent or curved
Magical Amplification of Specific School of Magic, Spell, Spell Like Effect. Mimics any Metamagic Function in Area of Effect
Transfiguration of Magic (I'm thinking about this one)
Magical Immunity to any of Electricity, Cold, Fire of Sonic
Anti-Anti Magic Field
Disrupt Weave or Shadow Weave Integrity in area
Suppress One Weave Type, but not the Other
Attune specific person, bloodline, group, alignment to another Kind of Effect
Immortality in Area of Effect

Shapeweave is a completely distinct kind of magic. It is not exactly a spell, in the conventional sense, and it is therefore, also not Epic Level Magic (ELM), in the way ELM is coded up on our Tomes.

Instead, Shapeweave is a means of influencing the process by which magical effects express themselves in Realmspace. You can use Shapeweave, for example, to modify the nature of a spell, to vary the organization of a magical school, to modify the laws that govern magical expression.

In essence, Shapeweave is an effect over magic that you create in advance of casting your normal spells. Once the effect is created, magical spells are altered, when cast in the Shapeweave environment. By analogy, if we could modify Earth’s gravity field, or change the size of our sun, we could alter the kinds of bones and muscles needed to walk (for gravity) or the kinds of plants that could grow under sunlight. Another way of thinking about it, is by imagining what might happen if, for example, your home received 240 volts, instead of 120. Or what would happen if all household taps were four times as narrow, or four times as wide.

Organisation of Weaveshape Casters

Diviners and Wizards work together in a pooled casting environment.

The Diviners stabilise the 'psychic' structure of the spellcasting concert. You need the Diviners to 'hold it all together'. They are the people who guide us through working together. Diviners would also, perhaps, commune with Mystra throughout the process (after all, Mystra's Weave is the focus).

The Wizards would need to channel and shape raw, Arcane power, and use that to shape the Weave and to direct it, wind strands together, without damaging the fundamental organisation of Weave.

A system of numbers is needed for handling this 'focus' and 'channeling' function.....
Weave-Shape Magic Items & Artifacts

i) Background

Weaveshapes can be imbued into magic items. When this is done, the magic item can modify the architecture of The Weave in an area of effect around the character. Pre-requisites for creating such items depend on the kind of Weaveshape modificaiton sought, and on the diameter of the Weaveshape field created.

For example, a 5' diameter modification to the Weave, that allowed for a minor structural change to the Weave (e.g. the equivalent to Silence metamagic) would be creatable by a lower level character, than a Weaveshape that was a 300 feet diameter field, that allowed for the fusion of any two schools of magic within the mobile field.

ii) Example: Pre-Requisities for creating Halt One Weave Type but Not The Other as a Mobile Artifact (Major)
Epic Level Spellcasting;
Knowledge (Weave), ? Ranks;
Exposure to the Nether Scrolls?
Spellcraft?

XP cost, build time, etc, pending.

ii) Description

This magical staff radiates with very powerful magic. It is a heavily runed and highly polished staff, that bears a large, five-inch blue sapphire set in Mithril at the head. The sapphire focuses the magical energies of the staff and the stone glows brightly (see Daylight spell).

The Staff is sentient (ego=??) and Chaotic Good aligned. Any non-good creature that touches it must make a Fortitude Save (DC=50) or be Disintegrated, as per spell. Any Undead or creature that channels energy from the Negative Material Plane or Plane of Shadows is automatically Turned (if Undead) or transported to the Plane of Shadows (Will Save, DC=50) when they come within 20' of the Artifact. A Neutral or Lawful Good character must make a Will Save (DC=25) or drop the Staff, immediately.

iii) Background


Half-Elf Celebratory Poem

You are of Stars
All that you See Think and Feel
All of you - right Here
In front of you and around you
You are Of Stars -
Inside you, you resonate with Energy
You are a reflection StarFire
Your Quantum Form - is StarFire
You are Energy in Motion
You are Life from Stardust


Half-Elven Folk Lore

The struggle to belong and to survive with less community than most, often means that Half-Elves learn resilience and become capable of performing feat-like acts (Synergies), when the need arises - to persuade, sustain, unify, create, redeem and accept in measures beyond the ken of full blooded folk. This is a kind of paradox and synergy in their being: they are both Human and Elven, but also neither - that is, they are 'both and neither' all at once. This paradox grants them the possibility of bringing the Unknown and Unforeseen, to stagnant things, such as to ancient feuding and in the successful challenge of rigid doctrine. As they bring the Unknown and Unforeseen to feuding, none of the beauty of the culture in antiquity is lost - in fact, they bring the beauty of coexistence to sundered factions and they bring reverence in ritual to antiquity, without submitting to the dogma of doctrine. When the Half-Elven shine, it seems to onlookers that they shine very brightly - spontaneously and most effectively when their need is most dire.

Contrary to popular myths, Half-Elven characters are not merely half Human and half Elven. In fact, there are varying strengths in the strains of Elven blood in Human lines and likewise, varying strengths in the strains of Human blood in Elven lines. The intermingling of races encourages hybrid vigor, and the constitution of Half-Elves is enhanced beyond that of either contributing race. But, due to their ambitious drive, young Half-Elves sometimes have less wisdom or caution than other people. This mixing of races also results in various combinations of not only overall blood, but also many possibilities for combinations of Physical, Mental, Metaphysical and Synergistic characteristics.

Half-Elven Lore & Artifacts

The very flesh of Half-Elves (Synergy Rules) and also Elves resonates with Nature's Beat in a very specific way that aligns itself to a particular cluster of Half-Elven artifacts. In the very essences of Half-Elven Artifacts, lies Purpose that is aligned with Half-Elven Synergy. Half-Elven artifacts cannot be used by those without Elven and Human blood.

Over the aeons, several of these Artifacts have either been devised by legendary heroic Half-Elves, or by Deific Intervention.

The Great Stone of the OneLand

This Stone was inspired by the Muses of the OneLand, and involved the corroboration between Ehlonna, Rh'iel, and Corellan. The Artifact was Infused with Life by the Two Trees of Formeno Naúrë (The Great Elven Citadel). And so, the Artifact beats with the very Life of the OneLand.
The Stone is Alive - it is sentient, and has some Prescient functions.

Description

The Great Stone is a highly polished crystalline item of 1.5 Meter (60 Inches) Diameter - whose colour varies depending on its mood. It is semi-transparent at all times, and the colour of red autumn leaves when angered, then rust/orange autumn leaves, when quiescent and peaceful. Yellow when ecstatic, green when bouystrous, vital and joyous - the colour of young Spring leaves. Blue when moody, or sad, Indigo when ashamed - and Violet when prescient and communing with the Gods Rh'iel, Ehlonna and Corellan.....

Functions

The Stone has many functions. These range from Defensive to Offensive in scope.

1. Channel Energy of Two Trees

The Stone is in constant Communion with the Two Trees of Formeno Naúrë - Citadel of Elves - The Great Northern Flame. If provoked, or invited by a (good) Half-Elf, the Stone will erupt into Dweomer - the fusion of Gold and Silver from the Two Trees - channeling of Earth's Living Energy.

This is a mighty Force. Only constructs that threaten the Earth's Foundations can actually suppress this function.

But - this Energy cannot be wantonly activated. The stone can be invited to Life - or will erupt of its own accord if it is threatened.

2. Scry

The stone may be used as a Scrying Device by Elves or Half-Elves.

3. Speak

Under extraordinary circumstances, the Stone will Speak to Friends or Enemies.

4. Commune with Scryer

As per Cleric Spell - Commune.

5. Repel Undead & Devils

Forcefield that prevents approach of Undead and Devils (10' Radius).

6. Healing

The Stone Regenerates at 20HP per melee round.

7. Magic Resistance

SR equivalent = 35.

Stone's Statistics

1. Exceptional Hardness-Twice Adamantine=40.

2. If more than 100 HP done in one round, Stone must roll Fort Savings throw - or go off line for 1d4 rounds.

3. If more than 200 HP done in one round, Stone must save versus crushing blow or fracture.

While fractured - the stone is vulnerable to a second assault. A second blow will risk destroying Artifact. Another 100 HP are needed. To destroy stone - and only if Fortitude Save is failed.

4. If destroyed - Divine Intervention can Recall Stone to Life - if Corellan/Rh'iel/Elhonna unify their effort within 1 Day of destruction.

5. If destroyed, the "Law of Lore" has been Broken in the One Land. Serious repurcussions for Planes.


1.2.4 Table 1: Amount of Pure Traits in Offspring of Half-Elves



100% Elven 75% Elven 50% Elven 25% Elven
100% Elven 100% 56.25% 25% 12.25%
75% Elven 14.06% 9.38% 4.69%
50% Elven 6.25% 3.12%
25% Elven 1.56%
0% Elven 0.00%


Think of male parent on the horizontal, and the female parent on the vertical. The percentages in the centre are the amounts of Pure Traits in the Offspring of a union. So, for example, the offspring of a 100% Elf with 50% Elf would have 25% of their Player Character with Pure Elven genes.

When thinking about what, if any Pure Traits you would like to give your character, think about traits from the point of view of the following.
- Physical
- Mental
- Metaphysical

These adjustments to your character don't really affect the mechanics of game-play, but allow you to give a role-play or aesthetic dimension to your character. For example, your Half-Elven character may actually have the Elven ability to detect secret doors in the same way Elves do. Or, she may not need sleep, and partake of the Trance that Elves do.

While basic traits such as Physical Mental or even Metaphysical traits may not affect game play much at all, Synergistic Traits have more potential for impact, particularly through the role play. Synergistic traits are uniquely the forum of the Half-Elven. In fact, the closer to a 50-50 mix you are, the greater the number of Synergistic Traits your character will have. A character who is only 12% Human (or 12% Elven) will only 2/3rd of Synergistic Traits. Whereas, a 'pure Half-Elf' (anyone from between 16% to 84% Half-Elven, i.e. one standard deviation from the mean each way - See Figure 1 for clarity) will have access to all of the feat-like powers of the Half-Elven race as outlined below. Half-Elves who are between 85% Elven to 95% Elven (i.e. Elves with some Human blood - 2 standard deviations above the mean) will have 2/3rd of the Synergistic Traits). Likewise Half-Elves who are between 5-15% Elven (i.e Humans with some Elven blood) also have access to 2/3rd of the Synergistic Traits. Half-Elves who are between 96 to 99% Elven may have one Synergistic Trait, and likewise Half-Elves who are between 1 to 4% Elven may also have one Synergistic Trait.
Nubius

Aranorian
Aranorian’s are elves that have not felt the elven excitement for learning how to use the sword and bow but have instead felt the pull of the dagger.
To them a dagger is an extension of them, and they have learned to utilize the many techniques, combos, and usefulness that it has to offer.
Aranorian’s are a reclusive and tight knit bunch and they normally don’t associate with strangers without finding out there intensions.
Aranorian’s are the elven spy network and are also trained scouts and trackers (although they aren’t as skilled in tracking as rangers).
Adventures: Most Aranorian’s adventure for the mere excitement of it. They enjoy using and improving their skills even if they don’t like the company of others. They also adventure so that they can become stronger and more powerful thus making the elven nation more powerful as a hole.
Characteristics: Aranorian’s are deadly spies who are highly deadly in their skill with their weapon of choice. While they are not as strong as fighters or as skilled before, what they do have is deadly proficiency, finesse and deadly cunning.
Alignment: Aranorian’s like all elves lean more to chaos then law.
Most are good or neutral and they don’t allow anyone evil into their ranks, because they believe that it would make the elven nation barbaric but most are neutral due to the need that they might have to kill with a moments notice.
Religion: like all elves the Aranorian’s revere Corellon Larethian and do not even give a thought to other gods.
Background: like above aranorians are elven children who have found the bow and sword clumsy. When this happens the parents send their children to the aranorian heart where they are put through grueling tests of mind and body to utilize them for the coming of their final test. The final test is a quest to find their weapon. Most of the quests take them to different elven nations seeking out the weapon that sings to them.
Races: Most aranorians are elven although it they have been know to allow half-elves and halflings in to their ranks.
Other classes: Aranorians do not get along with most but do get along better with rogues, rangers and sorcerers.
They are patient and are weary of classes like fighters, paladins, barbarians and clerics.
Game rule info
Abilities: dexterity is very useful since it is what they rely on most, intelligence is useful since they rely on skills also, and charisma
Alignment: chaotic good or chaotic neutral
Hit Die: 1d6
Saves: same as rogue
Base attack bonus: same as fighter


Class skills:
Balance(dex), climb(str), disable device(int), escape artist(dex), hide(dex
intuit direction(wis), jump(str), listen(wis), open lock(dex),
knowledge[religion](int), read lips(int), search(wis), sense motive(wis)
spot(wis), swim(str), tumble(dex), use rope(dex), use magic device(cha)

skill points at 1st level: (4+ int) x 4
skill points at each additional level: (4+int)

Class features:

Weapon and Armor proficiency: aranorians are proficient with the dagger and leather armor Due to their training and style of combat. Also due to the fact that they lose all class features until the have done 3 hours of meditation.
Sneak attack: aranorians sneak attack at level 1(+1d6) and it then improves by 1d6 every 3 two levels thereafter.
Dagger damage: An aranoriancan deal more damage with a dagger than normal instead of 1d4 it deals 1d6 at 1st level and then goes up by one die type every 4 levels.
Ac bonus: ac improves by +1 every 5 levels
Mislead: Aranorians add their intelligence to ac because they use it to mislead their opponents.
Eye of larethian: once per day per level after 4th level an aranorian can discern the alignment of a humanoid.
Hand of larethian: once per day at 10th level they can cast bigby’s forceful hand as the spell
Poison use: at level 3 an aranorian can use poison without harming themselves.
Dagger mastery: at level 2 an aranorian gains the feats weapon finesse(dagger), and weapon focus dagger
by lordyuri24


Half-Snow Elves:

They are the shortest lived of the half-elves, with average lifespans of 60 years (75 being incredibly ancient). They tend to be tall and wiry, but a lot of muscle tone. Half-snow elves of non Toril worlds have light brown or tan skin, blond hair, and silver to blue eyes. Those on Toril have paler skin which is almost white and often has blue undertones. Their eyes are always blue. The males are tall at 5ft 8 to 6 ft 8; females 2 or 3 inches shorter. However the males are of a much heavier build at 120 to 150 lbs while the females are 20 lbs lighter.
They are extremely rare, since few humans travel to the arctic just to meet snow elves. Many of the snow elven parents are male, with the female traveling home to give birth. There are few, if any, half-snow elves in the arctic communities.

Half-elves who have snow-elven parents sometimes take up the career of a bard. Though such characters wander widely, they are shunned by snow elves for their human "taint." These bards are almost legendary to other races due to their rarity. They often play an instrument used to some degree by nearly all snow elves. The keras (Keh-rahz) is a large instrument very similar to the alpenhorn used by Swiss shepherds. Keras range in size from 4' to just under 20' and are usually made of wood (although the best are said to be constructed from the tusk of the wooly mammoth) with bone mouthpieces. In their native environment, snow-elven clans often use keras to communicate across vast distances, having developed a complex code for signaling. Some of the largest of these instruments may be found at the shrines and are sounded only in times of great need or grand celebration. The bards use the smaller versions of the keras to play mournful and powerful ballads as majestic and sad as the mountains themselves.

Typically, they are druids, fighters, rangers, or mages. There are more female mages than male, and the reverse hold true for the other classes. Those who are mages tend to be Cryomancers, Ecomancers, or Aquamancers. Pyromancers are almost unheard of.

A half snow elf has a life expectancy a little shorter than a human. They are adult at about 16, middle aged at 30, old at 45 and extremely old over 60.

And the stats are actually for full Snow Elves, but I like to apply them to Half-Snow Elves too:
In addition to the standard elven characteristics of resistance to sleep and charm spells, infravision, moving silently, and detection of secret doors, snow elves have developed several unique adaptations to their hostile environment. All snow elves gain a +1 on their saving throws against any form of cold attack or condition. They also gain +1 to hit with any spear or javelin, but gain no to-hit bonuses with the sword or bow.

Snow elves also have the ability to set traps with a 90% chance of success, providing they are in snowy, mountainous regions. Each trap, of any type, does a maximum of 2d6 hp damage per level of the elf that sets it.

They are adept at travelling through snow, and acquire no movement penalty for arctic terrain. Furthermore, any tracking bonuses for snow are negated.

At the DM's option, snow elves can be allowed as PCs. Their abilities are typical for any elf, with the exceptions noted above, and the following: snow elves gain a +1 STR, +1 DEX, +1 CON, and -2 WIS. Snow elves require 10% more experience to advance in level than normal (for example, a snow elf fighter needs 4400 XP to advance to 3rd level instead of the normal 4000).
Lady Rolindin

03-31-06, 11:25 PM
by Tenzhi
Galactic Elves

Elven traits except as follows:
* Ability modifiers: +2 Str, +2 Int, -2 Wis, -2 Cha (Galactic elves are physically stronger than humans and develop highly structured minds. Their devotion to logical thought leaves them less open to intuitive thought and causes them to seem cold and aloof to other races).
* +2 Bonus to Will saves
* Telepathy through physical contact
* No bonus weapon feats.
* No sleep immunity.
* Favoured Class: Expert
* Usually Lawful Neutral

Galactic Half-Elves share the same traits as full-blooded Galactic Elves except they do not receive a penalty to Wisdom or Charisma and their Favoured class is Any.
Alephar (The First)

Elves and humans alike ostracize and scoff at half-elves, calling them half-breeds, each seeing the merits of their own race diluted by the imperfections of the other. But there was a time, beyond the memory of even the elves, when mankind and elvenkind were the same.

There are those who will refuse to believe even if faced with the signs spread throughout the multi-verse. But rest assured that not only does the evidence exist of this precursor race, but on a distant and lonely world named Altania I have found an actual civilisation composed entirely of this race. It is a civilisation without war or strife, and consequently one beset by constant ennui.

They have records indicating that at some point they were a race of travellers whose civilisation spread throughout the multi-verse. But the rigors of different worlds caused diverse evolutionary changes over time, and their race was split on various worlds between what were to become men and elves. Eventually their species was bred out of existence almost entirely.

Alephar are taller than the typical elf or human, and are of slender build. Their flesh comes in various shades of grey, sometimes with a bluish tint. Their point of their ears is not nearly as pronounced as that of elves, but it is there nonetheless. And their heads are adorned with a tough mane of fur (note that the main notable difference between hair and fur is that fur stops growing at a certain length) that comes in various lengths and colours.

Alephar have a strong presence, though their long seclusion from other races makes them somewhat awkward in mixed social interaction.

Racial traits:

- -2 Con, +4 Cha
- Size: Medium
- Alephar base land speed is 30 ft.
- Low Light Vision
- Racial HD: Alephar have 5 HD in humanoid.
- Natural Sorcery: An Alephar with a Charisma of 10 or higher may trade in his racial HD for levels in Sorceror.
- Lack of Social Graces: Alephar receive a -4 on any Charisma-based skills used to interact with or influence any non-Alephar.
- Automatic languages: Alephar; Bonus languages: Common, Draconic, Elven, Auran, Ignan, Terran, and Aquan
- Favoured Class: Any one selected at creation.
- Level Adjustment: +1

Alephar random starting age is 120 years +4d6 for Barbarians, Rogues, and Sorcerors; +6d6 for Bards, Fighters, Paladins, and Rangers; and +10d6 for Clerics, Druids, Monks, and Wizards.

An Alephar reaches Middle Age at 200 years, Old Age at 400 years, and becomes Venerable at 600 years. An Alephar's maximum age is 3d% more than their venerable age.



Base Hgt Hgt Mod Base Wgt Wgt Mod
6' +2d4 120 lb. x(2d4) lb.

by Zollex

Elandili Master of Magic

Half-elves have been known to be among the greatest of spell casters. They are talented in arcane arts and those of the divine. Only half-elves can achieve the greatest of magical abilities.

Hit Die: d4

Requirements:
To qualify to become a Elandili Master of Magic, a character must fulfill all the following criteria.
Race: Half-elf.
Spellcasting: Ability to cast 5th-level spells.

Class Skills:
The Elandili Master of Magic’s class skills are the same as the parent spellcasting class. If there is more than one, the character must choose one of those classes.
Skill Points at Each Level: 2 + Int modifier


Level BAB Fort Ref Will Special Abilities Spellcasting
1st +0 +0 +0 +2 +1 Spellcaster Level
2nd +1 +0 +0 +3 Innate Detection +1 Spellcaster Level
3rd +1 +1 +1 +3 +1 Spellcaster Level
4th +2 +1 +1 +4 Overwhelming Spells +1 Spellcaster Level
5th +2 +1 +1 +4 +1 Spellcaster Level
6th +3 +2 +2 +5 Forceful Spell +1 Spellcaster Level
7th +3 +2 +2 +5 +1 Spellcaster Level
8th +4 +2 +2 +6 Purge Magic +1 Spellcaster Level
9th +4 +3 +3 +6 +1 Spellcaster Level
10th +5 +3 +3 +7 Spell Weaver +1 Spellcaster Level


Spellcasting:
+1 spellcaster level: When an Elandili Master of Magic gains a level in this PrC, he or she also gains spells as if he or she had gained a level in his or her parent spellcasting class. If there is more than one class, the Elandili Master of Magic must choose one.

Class Features:
All of the following are class features of the Elandili Master of Magic prestige class.
Weapon and Armor Proficiency: An Elandili Master of Magic gains no proficiency with weapons, armor, or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Innate Detection (Su): An Elandili Master of Magic Instantly detects a magical aura with a strength of overwhelming or greater as with the Detect Magic spell. The Elandili Master of Magic can locate the aura to a general direction with this ability.
Overwhelming Spells(Ex): When another spellcaster attempts to counter a spell cast by an Elandili Master of Magic, the counterspelling caster must make an opposed caster level check with the Elandili Master of Magic. If the Elandili Master of Magic wins, the spell is cast as normal. If the counterspelling caster wins, the spell is counterspelled as normal.
Forceful Spell (Ex): An Elandili Master of Magic may reroll his or her caster level check to penetrate spell resistance. This ability can only be used once per round and a number of times per day equal to one-half his or her Elandili Master of Magic level.
Purge Magic (Sp): Once per week, an Elandili Master of Magic may remove all non-permanent magical effects within a radius in feet equal to ten times the Elandili Master of Magic’s level in this PrC.
Spell Weaver (Su): An Elandili Master of Magic may combine two spells from two different schools of magic to produce combined effects. The spells must be from the same class (i.e. wizard, cleric, sorcerer, druid, etc.) spell list. The spells must be cast at the same time, taking the longest spell casting time between the two, with a minimum of a full round. For example, a Simulacram and a Fireball would have a casting time of twelve hours, and a Fireball and a Mage Armor would have a casting time of one full round. The effect of the combined spells are determined by the DM. The duration of a weaved spell is approximately the average of the two spells. If one of the durations is instantaneous, use the other duration. If both are instantaneous, the duration is instantaneous. If both spells deal damage, the most effective way to weave them is to simply stack the damage. If either spells is counterspelled, the weaved spell fails. Some combinations aren’t possible, such as an ice spell and a fire spell. DM’s can outlaw certain combinations because it is hard to weave them and maintain game balance. An example of a weaved spell is:
Fireball and Mage Armor: Casting time: 1 round, Effect: The target gains invulnerability to fire and fire-based attacks.
Magic Missile and Ice Storm: Casting time: 1 round, Effect: 1-5 (as per Magic Missile number of missiles) hail balls that strike their targets (designated in the same way as in Magic Missile) unerringly unless the targets have total concealment. They each deal 3d6 impact, 2d6 cold, and 1d4+1 magical damage.
__________________

by jindael
Sybarite (a.k.a. Battle Poet of Hanali Celanil) v1.0


Our gods have always been generous to us, none more so that Hanali Celanil. She graced us with beauty and grace, true, but she gave us love. In our lives that seem so long to others, Love is what holds us to our paths and keeps our hearts burning bright through the centuries.

The other races have their gods and goddess of love, and we rejoice for them. They are our brothers and sisters in cause. But they are often deities of the home and fertility as well, holding their worshipers in their homes.

We of the Sybarite's feel a calling to spread our work, regardless of race to all. Love must be allowed to flourish and grow without restrictions. Every merchant slain by bandits leaves a grieving family or a widowed lover.

We fight for hope of the living heart; we fight for fleeting moment of joined souls; we fight for love, and with victory darkness of the spirit will be wiped from the land.

~ Anserdul, Priestess of Hanali Celanil and Sybarite.


Even in the Underdark we are slaves to our hearts. Hanali Celanil saved my life and in her service I will save my people.

~ Laele, Drow Battle Poet.

Many clerics of Hanali Celanil are not content to remain at home and in their temples instead feeling a desire to fight the darkness of the world. The Sybarites are adventuring fighter/clerics of their goddess who battle evil on the basis that strife causes pain for lovers and grief, which in turn creates more strife. Sybarites feel that it is their duty to end such cycles of grief.

Sybarites are not blind to the fact that they are aggressive in their goals, and reaching them often requires killing. However, they feel that some evil cannot be turned back and sacrifices must be made. However, they try and maintain close connections to the love goddesses (or gods) of the other races. (Sharindlar of the Dwarves, Sheela Peryoly of the Halflings, Sune [or appropriate human god/ess] of the Humans and most importantly Luthic of the Orcs) Encouraging the other races to love, they feel, would bring an end to their discord.

Sybarites often pay tribute to the other goddess of love via prayer in their temples. Hanali Celanil allows Sybarites to participate in ritual magic with priestess of the other love goddesses freely.

There is a slight but non-aggressive schism in the Sybarite order. Some are called Sybarite's others are Battle Poets. This has nothing to do with power received or favor of Hanali Celanil, but more in how aggressive the Sybarite is and the domains chosen as a cleric. Skill in Poetry helps as well.

Hit Die:D8

Requirements:
To qualify to become a Sybarite/Battle Poet, a character must fulfill the following criteria:

BaB: +4
Race: Elf or Half-Elf (It is the eventual goal of the Sybarites to spread their order to the other races.)
Alignment: Within one step of CG
Skills: Diplomacy 7 ranks, Sense Motive 7 ranks, Perform in two separate skills 2 ranks.
Feats: Negotiator
Spells: Must be able to cast Divine spells
Special: Must be a cleric of Hanali Celanil

Class Skills:
The Sybarite class skills are Appraise (int), Bluff (cha), Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Disguise (cha), Heal (wis), Jump (str), Knowledge (history) (int), Knowledge (religion) (int), Profession (wis), (Sense Motive) (wis), Swim (str),Use Rope (dex)

Skill Points at Each Level: 4 + Int modifier.

Class Features

Level- BAB Fort Ref Will Special Abilities
1st . . +1 . +0 . .+2 . +2 . . +1 level of divine casting ability Unfettered Heart
2nd . . +2 . +0 . .+3 . +3 . . +1 level of divine casting ability War Domain
3rd . . +3. +1 . .+3 . +3 . . +1 level of divine casting ability Candle in the Darkness
4th . . +4 . +1 . .+4 . +4 . . +1 level of divine casting ability Aura of Courage
5th . . +5 . +1 . .+4 . +4 . . +1 level of divine casting ability Candle in the

Darkness, Heart Fire

Class Features:
Weapon and Armor Proficiency:
A Sybarite gains no additional proficiency in any armor or shields and is proficient will all martial and simple weapons.

Spells:
As per cleric of Hanali Celanil.

Unfettered Heart:
A Sybarite knows that only a free heart is capable of making true choices. Once per day as a full round action a Sybarite may end any spell or similar power that dominates or charms a person. This operates as a Dispel Magic spell that only affects charm and charm like spells. This provokes an attack of opportunity and is a Spell Like power.

War Domain:
The Sbybarite now has access to the war domain. However, the Sybarite may choose any elven weapon as a favored weapon rather than Hanali Celanil's dagger.

Candle in the Darkness:
The Sybarite chooses one medium sized, humanoid shaped race (drow, orc, etc). The Sybarite can now disguise themselves as this race with near perfection as a Extraordinary ability. (+10 to disguise checks). This is so they may live among the race and try and affect change from the inside. The Sybarite is given no knowledge beyond what they already know about the race, and Bluff and Diplomacy checks will be in order.

Aura of Courage:
This is identical to the Paladin ability as detailed in the Players Handbook. (Core Rulebook I)

Heart of Fire:
When emotions run high in combat and innocents are in danger, the Sybarite may call upon the Heart of Fire. The Sybarite's eyes turn a fiery gold and enters a berserk rage. This rage is identical to the first level barbarian ability except the rage lasts 2 rounds plus the Sybarite's Charisma modifier. This can only be used once a day.

Candle in the Darkness:
The Sybarite may choose a second race.
Lady Rolindin

03-31-06, 11:35 PM
by kedi
SPAWN OFFSPRING [V, S, M, DF]
Necromancy (Vivomancy/Semavency)
Cleric 8
Casting Time: 5 minutes
Duration: Instantenous
Range: Touch (harmless)
Target: One female creature with duality (body+spirit)
Saving Throw: Yes
Spell Resistance: Yes

This spell allows one person to get pregnant without any sexual interract. When casted, at first a spawn in the target is created, just like geting pregnant normally, then a spirit, either new or a death person's is summoned and attached to the baby. In order to create the spawn, caster needs a drop of blood of a person. The spawn's physical appearence is identical to the person who gave blood (Race, Inherit Templates, str dex con abilities). All other mental things are identical to the spirit (Alignment, int wis cha abilities). After following 9 months, the baby is born typically to an ordinary birth. Target is allowed to save the spell.

Material: A drop of blood of a person with duality.
Divine Focus: Holy Water


ELFSONG SINGER [METAMAGIC]
Prequistes: Perform (sing) 20 rks, Knowledge (Arcana) 25ranks, any two metamagic feats, Epic Spellcasting, Ability to cst 9th level arcane spells, any elf or half elf.
Benefit: You can develop Elfsongs just like epic spells.

The DC table is up too:



Base DC: 10
1st level spells: +5
2nd level spells: +6
3rd level spells: +7
4th level spells: +8
5th level spells: +9
6th level spells: +10
7th level spells: +11
8th level spells: +12
9th level spells: +13
More than 2 spells: +(Spell number -2)x3
Metamagic Feats: Special
Prohibited School: +7
Permanency: (final DC) x5
Chosen School: -2
Sacrifical: -(hp/HD of the sacrifice)



You develop it just like developing an epic spell. You need to prepare or know the spells before developing it.(scrolls do not work). For spell DC, use 20 + spellcasting ability modifier. For casting time and duration, use:

[Duration/Casting time(1) + Duration/Casting time(2) +....] /number of spells

For metamagic feats, you're treated to use x level higher spell. for example, when you're using still magic missile, the dc adjust is +6 not +5.


Prestige Class: True Sorcerer

Sorcerers are known as natural arcane spellcasters. Some say that they carry bloods of ancient dragons. True sorcerers, however, carries bloods of outsiders.

Prestige Class: True Sorcerer

Hit die: d4

Requirements

Spellcasting: Ability to cast 5th level arcane spells.
Skills: Spellcraft 13 ranks, Knowledge (arcana) 13 ranks, Knowledge (planes) 6 ranks.
Feats: Spellcasting Prodigy (sorcerer), Spell Focus (enchantment).
Race: Any humanoid elf or half elf
Aligment: Any chaotic

Class Skills: The true sorcerers class skills are Alchemy (int), Bluff (cha), Concentration (con), Craft (int), Diplomacy (cha), Intimidate (cha), Knowledge (int), Profession (wis), Scry (int), and Spellcraft (int).

Class Features

Weapon and Armor Profiency : A true sorcerer gains no profiency with weapon or armor.

Spells Per Day: When a new true sorcerer level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class.

Charming person: True sorcerer gains +2 insight bonus to skills requires charisma.

Spell Power: True sorcerer chooses a scholl in firt level. She gains +1 DC and +1 to saving throws to choosen school spells (+1 in first, +2 in third, +3 in sixth and so on).

Spell Mastery: True sorcerer gains greater spell focus (choosen school in spell power) in third level.

Bright Person: 1/day, true sorcerer can take 10 on any charisma checks or skills requires charisma in fifth level

Leadership: True sorcerer gains leadership feat in fifth level.

Bright Person, Greater: 1/day, true sorcerer can take 20 on any charisma checks or skills requires charisma in seventh level.

Real Self: At begining of tenth level, true sorcerer's tyre changes into outsider and becomes a fey'ri. She can alter her form into original tiefling or humanoid form at will.

True Sorcerer

Class Base F/R/W Special
Level Atk[b] [b]Saves
1 +0 0/0/1 Charming Person,
Spell Power +1

2 +0 0/0/1

3 +1 1/1/2 Spell Power +2
Spell Mastery

4 +1 1/1/2

5 +2 2/2/3 Spell Power +3
Leadership
Bright Person

6 +2 2/2/3

7 +3 3/3/5 Spell Power +4
Bright Person, Greater

8 +3 3/3/5

9 +4 4/4/6 Spell Power +5

10 +4 5/5/6 Real Self


Prestige Class: Demonling

Sorcerers are know as the walking spawns of the dragons, but the truth is a step behind.

These demonlings are spawns of the powerfull evil outsiders and very rare, even in Faêrun; homeland of many unique creatures. Demonlings are more powerfull than regular sorcerers, but no one knows why. Demonlins are usually interested in making a good reputation in the world and the usually do.

Only sorcerer can be select demonling as a PrC.

Hit die: d4

Requirements

Spellcasting: Ability to cast 5th level arcane spells as a sorcerer.
Skills: Spellcraft 13 ranks, Knowledge (arcana) 13 ranks, Knowledge (planes) 6 ranks.
Feats: Spellcasting Prodigy (sorcerer), Spell Focus (enchantment).
Race: Any humanoid elf or half elf
Aligment: Any chaotic

Class Skills: The Demonlings class skills are Alchemy (int), Bluff (cha), Concentration (con), Craft (int), Diplomacy (cha), Intimidate (cha), Knowledge (any) (int), Profession (wis), Scry (int), and Spellcraft (int).

Class Features

Weapon and Armor Profiency : A Demonling gains no profiency with weapon or armor.

Spells Per Day: When a new Demonling level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class.

Charming person: Demonling gains +2 insight bonus to skills requires charisma.

Spell Power: Demonling chooses a scholl in first level. She casts the spells from the choosen school as if she has Spell Focus feat. She gains +1 DC and +1 to saving throws to choosen school spells (+1 in first, +2 in third, +3 in sixth and so on).

Spell Mastery: Demonling casts her spells from her chosen school as if she has grater spell focus feat, in third level.

Leadership: Demonling goins leadership feat in fifth level.

Real Self: At begining of tenth level, Demonling's tyre changes into outsider. He gains demonic abilities just like a fey'ri does and he can select racial feats of tiefling.

Demonling

Class Base F/R/W Special
Level Atk[b] [b]Saves
1 +0 0/0/1 Charming Person,
Spell Power +1

2 +0 0/0/1

3 +1 1/1/2 Spell Power +2
Spell Mastery

4 +1 1/1/2

5 +2 2/2/3 Spell Power +3
Leadership

6 +2 2/2/3

7 +3 3/3/5 Spell Power +4

8 +3 3/3/5

9 +4 4/4/6 Spell Power +5

10 +4 5/5/6 Real Self

Order of the Night

Aeron Darkmoon, one of the greatest elven spellcasters on Toril, and the commander of a secret army called “Order of the Night”. In his thousands of years life, he teached elves the secrets of the Art and war, everybody thought that the order was just something evil or nonsense, but the order grow and grow bigger.

Aeron’s idea is to conquer every forests once they ruled, no more, no less, he teached all the 100.000 soldiers of the order by himself and granted them immortality by a secret artifact he created. He raised dead elves to help him, and become a chosen of the Seldarine in a few hundred years. Every reasonable elf and half-elves accepted to join the army, even the drow accepted to join, Correllion Larethian disenchanted the curse of drows who agreed to help.

Order soldiers divide into two; Knights of the Night and Spellcasters of the Night.


Knights of the Night

Knights of the Night are trained with both divine powers and war skills. Rangers and paladins are most common Knights of the Night, but there are some blackguards are known to become a knight.

Hit dice: d8

Requirements

Race: Must have elf blood.
Aligment: Any non-evil.
Spellcasting: Ability to cast 1st level divine spells.
Patron: Any elven pantheon or drow pantheon.
Skills: Knowledge (arcane) 4 ranks, Survival 6 ranks.


Class Skills

The Knights of the Night’s class skills are: Bluff, Climb, Diplomacy, Escape Artist, Jump, Knowledge (arcane, religion), Listen, Intimidate, Move Silently, Sense Motive, Tumble, Spot, Search, Ride, Swim.

Skill Points at Each Level: 6+int modifier


Class Features

Weapon and Armor Profiency:The Knights of the Night are profienced with weapons, shields and armors as a fighter does.

Spellcasting: When a new Knight of the Night level is gained, the character gains new spells per day as if she had also gained one level in a divine spellcasting class she belonged to before becoming a knight of the night.

Bearer of the Mark: Every knights bear a magical mark that shows that they’re loyal to order. Bearer gains +2 to diplomacy, bluff and intimidate checks.

Bonus Feats:At first level and at fourth, seventh, tenth levels, Knights of the Night gains bonus feats as a fighter does.

Sneak Attack: As the rogue ability. This stacks with any sneak attack ability frm another class.

Shield of Seldarine (Ext): Knights of the Night gains +1 insight bonus to AC and saving throws at third level.

Reputation: Add this value to characters leadership score.

Hatred of N’TelQuessir (Ext): A Knight of the Night gains +2 insight bonus to atack rolls, AC, saving throws and to skill checks against a non-elf at seventh level.

Final Stand: Once per day, a knight can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10ft of the knight gain 2d10 temporary hit points. This ability effects a number of creatures equal to the knights class level + his charisma bonus and lasts for equal number of rounds.

Blessing of Seldarine (Su): At the tenth level, the knights aging stops and has no need to sleep until they succeed their purpose (of order).

Knights of the NightClass Base Fort Will Ref Special

Level Attack Bonus
1 +1 +0 +2 +0 Bearer of the Mark, bonus feat
2 +2 +1 +3 +1 Sneak Attack +1d6
3 +3 +1 +3 +1 Shiel of Seldarine
4 +4 +2 +4 +2 Sneak Attack +2d6, bonus feat
5 +5 +2 +4 +2 Reputation +1
6 +6/+1 +3 +5 +3 Sneak Attack +3d6
7 +7/+2 +3 +5 +3 Hatred of N’TelQuessir, bonus feat, Reputation +2
8 +8/+3 +4 +6 +4 Sneak Attack +4d6
9 +9/+4 +4 +6 +4 Final Stand, Reputation +3
10 +10/+5 +5 +7 +5 Blessing of Seldarine, Bonus feat, Sneak attack +5d6





Spellcaster of the Night

Spellcasters of the Night are master of arcane spells. Only mages can become Spellcasters of the Night.
Hit dice: d4

Requirements

Race: Must have elf blood.
Aligment: Any non-evil.
Spellcasting: Ability to cast 3rd level arcane spells.
Patron: Any elven pantheon or drow pantheon.
Skills: Knowledge (arcane) 6 ranks, Spellcraft 6 ranks


Class Skills

The Spellcaster of the Night’s class skills are: Bluff, Diplomacy, Knowledge (any), Listen, Intimidate, Sense Motive, Spot, Search, Spellcraft.

Skill Points at Each Level: 6+int modifier


Class Features

Weapon and Armor Profiency:The Spellcasters of the Night aren’t profienced with weapons or armors.

Spellcasting: When a new Spellcaster of the Night level is gained, the character gains new spells per day as if she had also gained one level in a arcane spellcasting class she belonged to before becoming a spellcatser of the night.

Bearer of the Mark: Every spellcaster bears a magical mark that shows that they’re loyal to order. Bearer gains +2 to diplomacy, bluff and intimidate checks.

Corellons Blessing (Su): Spellcaster of the night is slightly more powerfull than regular spellcasters. They count as shadow weave users against shadow weave spellcasters and recieve +2 insight bonus to all saving throw.

Spell Power: Add this value to characters spell DCs.

Bonus Feat: Spellcaster of the Night chooses a metamagic feat or item creation feat as a bonus feat.

Final Stand: Once per day, a spellcaster can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10ft of the knight gain 2d10 temporary hit points. This ability effects a number of creatures equal to the spellcaster’s class level + his charisma bonus and lasts for equal number of rounds.


Blessing of Labelas At the tenth level, the knights aging stops and has no need to sleep until they succeed their purpose (of order).


Spellcaster of the Night

Class Base Fort Will Ref Special

Level Attack Bonus
1 +1 +0 +3 +0 Bearer of the Mark,
2 +1 +1 +3 +1 Correllon’s Blessing
3 +2 +1 +4 +1 Spell Power +1
4 +2 +1 +4 +1 Bonus Feat
5 +3 +2 +5 +2 Spell Power +2
6 +3 +2 +5 +2 Bonus Feat
7 +4 +2 +6 +2 Spell Power +3
8 +4 +3 +6 +3 Bonus Feat
9 +5 +3 +7 +3 Final Stand, Spell Power +4
10 +5 +3 +7 +3 Blessing of Labelas

CRAFT MYTHAL [ITEM CREATION, EPIC]
Prerequisite: Caster level 20th, at least one level in HEM or EHM.
Benefit: You can create any mythal whose prerequisites you meet. Creating a mythal takes one day for each 1,000 gp in its price. To enchant a mythal, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.
You can also mend a damaged mythal if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.



__________________


Frostbite Ravenhart
Ice Elves

Ice/Artic/White Elves of Toril are a very...lets say quite race...Among the lists of elves they are unheard of and few...even in the artic regions have heard of these...white elves...much less seen one. Being shortest in height and age length some particularly preduce elves dont belive these elves to be akin to the rest of the elven population on Toril. Lore about there history is unknown...if they even remeber themselves...

White Elves...as they shall be refered to...produce the second least number of Half-Elves beacuse of there isolation...and they only breed with those rare few savage humans and artic dwarves of the north. White Elves are only truly friendly with moon elves...for moon elves are the only elves the race has gotten to know...for the moon elves are the only real travlers and explores of the elven race and they are the only ones that tend to travel to the northern realms of undless ice.

Weapons of the White Elves: White elves are savage artic hunters so they have adapted hunters weapons. While still being skilled with bow and sword there greatest skills are with spears and javalins. Hunting is very, very crusail to white elves beacuse it is so hard to forage in the north and they tend to be nomatic and in few numbers so that cannot hunt. White elves trade fur for metal things for they have a great disdain towards fire and forging. Animals are scarce in the north and a passing animal that is unseen withing elven terriotory is a terrable tragity if not caught. Therefore elves have devolped a particular intrest towards traps...generally traps that involve snares and ocassionally an avalanch ambush however most traps are set simply to delay and alert elves to the wounded animals presense so that the animal dies both quickly and painlessly by a well marked arrow and so that the elves wont have to find a corpse through piles of snow.

Skills: As was mentioned before, elves have particular skills with hunters polarms and traps but have little ablity to forge. However surpisingly the reclusive white elves have amazing voices, voices that could rival any other sub-race. The white elves often acompany there voices with wood instruments and drums, both which can be made from animals. White elves use there music to teach, to entertain and to keep a since of indivuality. Beings that are all white with all white around them with no form of making art that isent white...they need somthing so that they have an indivuality. Another great skill of the elves is there stealth. With there pure white skin they easily blend in with the snow, they also have devolped many ways to stay quite amongst the snow and ice. Snow elves are great runners but are not very effective climbers, jumpers and are average swimmers. While they all know how to swim, most elves try to stay away from water. However there are always exceptions. Those white elves that either make comunitys near water or travel across the sea of floating ice trying to stay as iscolated from men and beasts as possable know how to boat and swim quite well.
Lady Rolindin

03-31-06, 11:45 PM
by yautja rules
High Elves

General Traits, Life Expectancy

The most common of the elven folk, the high elves dwell within the most northern region of Elflore "Sacranym". They high elves are generally fair skinned having light brown, blonde or sometimes white hair. Their typical garb consists of loose garments, flowing robes and capes of light colors. They usually have blue, hazel or brown eyes. They weigh anywhere from 98-125 lbs. High elves usually live to be around 800 years of age but some have been known to reach ages nearing a 1600.

Social Structure, Government, Laws, Religion

The high-elves by far are the most politically ordered of the elven peoples. The social ranking amongst them is very well ordered and the laws are equally effective. Laws are readily enforced by local militia or normal officials and punishments are immediately carried out. Severity of these punishments are somewhat lacking but seem to work for the most part. Most high elves follow a religious path of some sort. Most pray to Corellon Larethian and show their support by following his acolytes depiction's and preachings. Other elven gods are also worshiped including J'Khan, Tilvi Shazmiica and Plievay Nacoord'ranth.

Armor, Weapons and Advancements

High elven armor usually consists of chainmail, scalemail, leathers and more rarely coinmail or perhaps the famed elvish chain garment. Shields are not all that common but are available. The main weapons of high elves include longswords, bastard swords, short swords, bardiches and footman's mace. Bows are used only by hunters and officials but are crafted by some of Vastonia's best bowyer fletchers. The high elves greatest advancement is perhaps the use of elven steel, this extremely hard steel is used in the construction of noble's weapons and sometimes used to reinforce armor for the rich.

Hunting Strategies, Tactics, Local Game

The hunting strategies of high elven foresters and huntsman are quite unorthodox. They charge through the forests banging drums and yelling at the top of their lungs attempting to drive game into an awaiting ambush of elven archers or perhaps other highly skilled warriors. This may seem strange but it works. It works so well that out of all elves "with the exception of wild elves" they are the most unlikely to starve to death. During the recent elven famine, the high elves laughed at their distant cousins the gray elves as nearly 20% of their population either died of malnutrition or fell deathly sick as food became extremely scarce throughout Elflore.

Trading Habits, Routes

They will trade and barter with the humans but most other humanoids races are shunned. They prefer to deal with other elves or halflings. High elves use the widened paths between upper Elflore and central Elflore as their main trade route They trade only with other high elven colonies and on occasion run a small band of merchants to the Island of Justice.

Use of Animals/Mounts

High elves use the common horse and other pack animals of their native land. Although many nobles subdue and train greater mounts such as Griffon, Hippogriff, Pegasi, and Stags. In times of war high elves seek only the strongest of these such beasts and will even go to the extent of hunting down young adult dragons for aerial combat. A typical reason for such awesome mounts may be due to past battles between other races of mass deliverance. A time came for high elves to gain advantage over their enemies and to do so they had to employ these incredible mounts of mysterious beauty.

Goals, Passions, Perseverance

High elves tend to be so strict and bull headed that days of celebration are rare. Although when such days to come to pass the celebration is grand! Feywine, huddleberry juice and fermented honey are drank as if they were as thin as water. Every high elf loves to hunt, especially prized game. The bigger the better. High elves also spend their free time constructing temples of grand proportion. They intently work on sculptures and delve within the art of bladesmithing.

Education, Alphabet, Languages

As one of the more interactive races the high elves have the best education of all elven folk. They take great pride in knowledge and no-how. They often use the old analogy "the only good elf is the one that knows which end of the folk to feed themselves with" They use the same alphabet as other elves and speak the common language of Elvish (also called elf common).

Magical Expectancy, Usage

Magic is a common practice amongst high elves and is readily used. Magic is most commonly used for construction purposes but can also be found in use by armor or weapon enchanters. Cantrips and other enlightening magic are used in public places as forms of entertainment and often the younger less experienced magic users are chosen by their magical presentations shown within normal society.

Racial Customs, Burial Ceremonies, Celebrated Holidays

High elves have very few customs but the ones they do have are strictly followed. All high elves believe the new year is a time of change and new beginnings and most will travel to the River of Death to sacrifice a personal belonging to whatever god they worship and seek protection or goodwill from. This river is also used in high elven burial ceremonies, hence the name "River of Death". The dead are placed on small wooden barges and pushed into the rivers somewhat motionless current for it's journey to the Elven Hunting Grounds.

Housing Materials, Architecture, Skills

Their homes are made in much the same manner as human housing, thus stone or wood being the major material used during construction. Most of the high elves prefer stone over wood and model their houses after there distant neighbors the humans. Unlike other elves, temples to deities and greater gods are by far the most important structures. They build massive stone pyramids to honor the divine and often sacrifice special offerings on the upper most peak of such structures. Stone carvers and Stone masons are perhaps the more common occupations, with each generation learning their predecessors skills and tricks of the trade. High elves are also one of the best peoples at weapon creation. High quality swords and polearms are readily available throughout high elven districts and perhaps some of Vastonia's best barding can also be found within there communities

Here is some good information on the Earth Dwarves:

Mountain (or earth) Dwarves
General Traits, Life Expectancy

The Mountain Dwarves are short, robust race of dwarves. They are almost as wide as they are tall. Males have full beards, taking pride in the longer they grow. Females and youths also have small whiskers that do form but not as full as the male beard. On the whole, Mountain Dwarves have tough skin, and most males begin going bald while still quite young, around the youthful age of 50. Their stubby legs sometimes have trouble keeping pace with other more lanky party members of the taller races. Due to their permanent underground existence, Mountain Dwarves have developed the ability to see outside the normal range of visible light. When using their infravision they can see up to 60' into the darkness. The Mountain Dwarves usually have black, brown or gray hair and have dark brown or green eyes. They stand between 3'7 to 4' in height and weigh anywhere from 134 lbs - 180 lbs. They life up to ages of not more than 450 years.

Social Structure, Government, Laws, Religion

Social structure is strict but in the same time socially tolerable. Laws are made according to necessity. Criminal behavior is rare but still occurs. When found guilty of a major crime, the guilty party is usually sentenced to life imprisonment or exiled to the surface for the remainder of their life. Religious believes are very common, but not a must. Most Dwarves make sacrifices or give homage to Moradin "Soul Forger".

Armor, Weapons and Advancements

The Mountain Dwarves make crude platemail "Dwarven plate" and heavy chainmail or scalemail armors. Leather and other light armor type are not readily used. Mountain Dwarves prefer weapons of great bulk when used in combat, some of the more common one's are warhammers, Orc picks, two-handed maces, war axes and shortened halberds. The Mountain Dwarves most famed contribution to the realm is the use of mining carts and great labyrinth's of mining tracks. They have developed perhaps the fastest and most efficient mining techniques of all the races, even better than their distant cousins the Duergar. The infamous Dwarven Far Tunneler's (a certain group of Mountain Dwarf miners) are known to be the best deep core engineer's throughout the land.

Hunting Strategies, Tactics, Local Game

This is not the Mountain Dwarves greatest feat. In fact they almost never hunt for wild meat. Instead they eat mushrooms, potatoes, figs, beets, poultry, fish, treanty roots, rot pigs, shrieker, grubs and other natural products of the underworld. If a great festival is to be held the Mountain Dwarves will hunt down and kill a bothersome umberhulk, or perhaps a small sized purple worm to cook up for the festivities. Occasionally the Far Tunneler's will present the colony with a healthy portion of dragon meat or the like.

Trading Habits, Routes

The only trade amongst these people is with their closest neighbors, the Hill Dwarves. Between the the two races a great trade agreement has transpired. "We give you precious metals and you give us wood, food and other above ground delicacies". So far the agreement has stood, and both races have thus prospered throughout the passing centuries.

Use of Animals/Mounts

Many animals are used by the Mountain Dwarves including oxen, large dogs, miniature horses, boring beetles and well contained rust monsters. Most of which are used to pull carts, but some are used as transportation. No! They don't ride rust monsters around, they are used only to pull mining carts. This is done because if allowed to go free, the rust monsters would devour the metals which the Dwarves work so hard to collect.

Goals, Passions, Perseverance

Mountain Dwarves praise their delves, members within it or their achievements rather than glorifying the ethics, politics and doings of the outer world. Mountain Dwarves recognize their own sheltered lifestyle and now cherish past memories of a once happier world gone by. Although passionate about their own labors, they see the passing of history as something beyond their control. When faced with certain death, a Mountain Dwarf often says "well, it looks like a good day to visit the gods" They take personal defeat as valued lessons, making them tenacious survivors. Dwarves see themselves as Vastonia's underworld guardians, striving to maintaining the past in the present.

Dwarven tempers can flare like throwing a Greek fire vial into a blazing forge. Despite their nattered clothing and rugged features, the Mountain Dwarves are passionate peoples. They live life to the fullest, with little patience for hesitation. To them work is glory and play is serious. They take great enjoyment in earthly music, played in deep harmonic-bellied horns. But a soft flute, harp or pipe can bring tears to their beady little eyes. Dwarven music, whether on battlefield or in great hall, is played at maximum volume, for which they show no regret in self pride.

Education, Alphabet, Languages

Dwarven children learn about responsibility at a young age. These lessons in self-discipline takes years, with responsibility building according to age. The Mountain Dwarves use the same alphabet as their ancient ancestors before them. They speak the common language of Dwarves and use a complex set of symbols to describe their intentions, feelings and warnings to others who may travel through the depths of Mt. Silvertip.

Magical Expectancy, Usage

Magic is used by only the clerical members of the society, and the wizards to decipher tomes, scroll and magical plaques. Sometimes magic will be used to support major building stones, during final placements. However magic using Mountain Dwarves are very rare, perhaps 1 in 5000.

Racial Customs, Burial Ceremonies, Celebrated Holidays

Mountain Dwarves tend to be suspicious of races other than their own, thus is a custom to pack a good weapon on their sides. A trusty weapon is a Dwarves best friend and they spend a good part of their time making sure that the weapon carried is in top notch shape. The Mountain Dwarves bury their dead within giant stone tomes, constructed by themselves. If one is to far or to mutilated to bring to the proper burial grounds. They will be buried deep within whatever earth can be provided. Mountain Dwarves celebrate only one major holiday "Year End" On this day all colony members partake in a huge social gathering and feast upon a what would seem to be unlimited banquet of common food and drink. Celebrated on the last day of the year. Of course many other small occasions are also celebrated.

Housing Materials, Architecture, Skills

This short stocky race builds the best stone complexes, houses, tunnels or anything made of stone around. The stone is made from the many types of core rock found deep below the surface. Occasionally the Mountain Dwarves will visit the surface to break up a large boulder and use it below.

Lady Rolindin
lightning spells
Water Lightning bolt
Transmutation/Evocation
Level 7th
Components VSM
Casting Time 1 Action
Range as per Lightning bolt
Target as per Lightning bolt
Duration: instantaneous
Savings Throw special, as per lighnting bolt
Spell Resistance Yes

Description

This spell when cast it allows a lightning bolt made of water and lightning to strike the target selected by the caster. The effects is a lightning bolt damage and shock damage, the lighning bolt strikes the target and magic resistance applies, the caster gets the normal lightning bolts as per the spell. the main component is a half inch lighting bolt made out of silver and a small amount of water.
a silverstar fire verson could be made.

Ring Chain-Disintegration Lightning
Transmutation/Evocation
Level 7th
Components VSM
Casting Time 1 Action
Range as per Chain Lightning
Target as per Chain Lightning
Duration instantaneous
Savings Throw special, as per Disintegrate
Spell Resistance Yes

Description

This spell when sast allows two lightning bolts to circle the caster body per 2 levels of the caster. the effect last as the level of the character, the linghning bolts circle around the caster body making him or her imune to lightning attach while the lightning bolts corcle the caster body. they caster can send out two bolts per hand and fire at seperate targets, thus allowing the caster to send out a total of four lighting bolts per round. The lightning bolts are made of silverstar fire and replicates the effects of the disintegrate spell. the main component is a hand full of half inch lighting bolts made out of silver.

Force Lightning Storm
Transmutation/Evocation
Level 7th
Components VSM
Casting Time 1 Action
Range as per Chain Lightning
Target as per Chain Lightning
Duration instantaneous
Savings Throw special, as per Disintegrate
Spell Resistance Yes

Description

This spell when cast it makes a lightning storm surround the taget the caster points at. the lightning storm is made of Silverstar fire and little lighting strikes hit the target (roll a 1d8 for lighting strikes per round hitting target, each lightning strike does 1d4 per lighting bolt. the storm blocks the view of the target unill he or she can dispell the storm or it time is up.) The spell last for 1 round per two levels of the caster. The main component is a single half inch silver metal lighting bolt and a pinch of dirt.

this spell was made by the Loremasters so to blind their targets, and it's effective against wizards and clerics, and other you want blinded. All shadow creatures, and undead take double damage from the silver star fire lighting bolts hits.


Demonfey
Psychosis Storm:
9th level spell
Wizard/sorceror
Components: V, S, F
Casting time: 1 hour
Duration: 1 hour
Effect: 1 mile radius
Created by a group of strong alienists and kaortis obeying their masters, casting this spell can allow the temporarily bridging of the gap between the Far Realm and the material realm. When the spell is cast, reality within one mile of the caster weakens and crumbles, causing the Far Realms creatures to be able to break through. However, they can't survive in the realm without the sustaining energy of madness their realm creates, and so must leave at the end of the duration of the spell. The spell was made only to cause chaos and bring the worlds closer together. It gets its name simply from the effect that the blending of the two worlds makes the sky look like a hurricane about to happen, with shapes of ineffable horror writhing in them.
Focus: the heart of a Kaorti, specially prepared in aboleth slime and the ichor of illithids.

Shotgun
Druid/cleric 2, wizard/sorceror 2, other 3
Components: V,S, M
Casting time: 1 standard action
Range: Close (25 feet +5/level)
Target: Cone
Duration: instantaneous
Saving throw: reflex half
Spell Resistance: yes
Picking up twigs, pebbles, and rocks from the ground, or anything else that is small enough to fit in a hand in a large quantity, this spell causes you to toss them at high velocity, dealing 1d12 points of piercing/bludgeoning damage to all creatures inside a cone effect. This spell can also be used with specially prepared ammunition, such as a druid's acorn grenades. If you use special ammunition, the damage done is the damage from the ammunition, not the shotgun spell, and each round does separate damage. This spell was created by a druid trying to find a way to distribute seeds over a wide radius, who then was ambushed during casting this spell which led to the accidental discovery of it being an efficient way to scatter seeds through an attacker's brain.
Material component: ammunition

Initiate of the Umbral Flame
Alignment: although the users of umbral fire are normally evil, it is a common mistake that you must be evil to use its power. In truth, any alignment can tap into this misunderstood power.
Feats: Spell focus (transmutation or invocation)
Skills: Spellcraft 10, Concentration 10, Craft 5
Special: Must undergo Ritual of the Dark Sun; must be able to cast 3rd level spells
HD: d6
Skillpoints per level: 4+int. mod.
Fort: poor
Ref: poor
Will: good
1: power modes; 6d6 attack mode
2: Spell power+1; +1 spellcasting
3: Dark regeneration; enhanced darkvision; +1 spellcasting
4: spell power+2; 7d6 attack mode; +1 spellcasting
5: Umbral infusion
6: spell power+3; +1 spellcasting
7: bonus feat; 8d6 attack mode; +1 spellcasting
8: spell power+4; +1 spellcasting
9: +1 spellcasting
10: Metamorphosis; 9d6 attack mode; Spell power+5

Spells per day: every level except 1, 5, and 10 give extra spellcasting like progression in a class, except there aren't any other benefits from said class.

Power modes (Su): there are three uses of umbral fire available to initiates: attack, defense, and creation, and to use each, the caster must use up a prepared spell for the day. Created objects must be made out of materials equal to the weight of the object in an area of 1 ft*level of spell sacrificed to use the power mode, and sacrifices gp equal to the cost to make the object. Attack forms do 6d6, and increase by +1d6 every 3 levels after 1st, and are touch attacks/ranged touch attacks. Defense makes an impervious shield, protecting from physical attacks or magical attacks for a number of rounds equal to the level of spell sacrificed to use this mode.

Spell power: at 2nd level, each spell the initiate casts has its DC boosted by 1 to resist and the ability to pierce SR by 1. At 4, 6, 8, and 10, this bonus increases by one.

Dark regeneration: at 3rd level, the initiate can spend a spell to regenerate 1d6*the level of the spell sacrificed hit points, but only for themselves. Treat as spell like for purposes of SR and spell checks.

Enhanced Darkvision (Su) : the initiate gains darkvision to 60 ft, unless he/she already had it. Then, the range of their darkvision extends by 60 feet. Unlike normal darkvision, though, they can see through spells like darkness with a range of 20 feet, due to the unnatural nature of the darkness.

Umbral infusion: at 5th level, the umbral fire bonds more closely with the initiate. Due to this, the initiate is closer to the source, and gains cold resistance 10, as well as the choice of one 5th level spell (or lower) to make into a spell like ability usable three times a day. This spell can't be changed after it has been chosen.

Bonus feat: you get a bonus feat. Enough said.

Metamorphosis: At 10th level, the umbral fire, which is placed into the blood stream by the ritual to become an initiate, causes a change to the user. The initiate changes into an elemental, with all the strengths and weaknesses of the change, although he/she can still be raised from the dead. The type of elemental is void elemental, which has a slam attack, a vortex attack (see air elemental), gives a perfect fly speed equal to their land speed, and makes them vulnerable to lightning and immune to fire damage, which is due to the nature of umbral fire.

Master of the Umbral Flame
Requirements:
Feats: Leadership, any 2 metamagic feats
Skills: Spellcraft 15; Concentration 15; Knowledge (the Planes) 15
Special: must have at least one initiate follower, and be a tenth level Initiate of the Umbral Flame.
HD: D6
Saves:
Fort: Poor
Ref: Poor
Will: Good
1: Ritual of the Dark Sun; feat; +1 spellcasting
2: 11d6 attack mode; augmentation mode; +1 spellcasting
3: Child of the Umbral Fire; feat; +1 spellcasting
4: 13d6 attack mode; immunity to cold/vulnerability to sonic; +1 spellcasting
5: Ascension; +1 spellcasting
Spells per day: you gain new spells as a caster of the appropriate type, without any other benefits from the class
Ritual of the Dark Sun: At first level, you gain the ability to make your followers into initiates of the Umbral Flame. They must be willing, and the process takes one hour. At the end of the hour, they become, in addition to old levels, an Initiate of the Umbral Flame, as long as they meet the requirements.
Feat: you can choose a feat that would alter a spell in some fashion, and if you choose, apply it to the umbral fire attack mode; invocations available are those available to a warlock of equal level.
Attack mode: at every even level, the Master gains +2d6 points of damage to add onto their attack mode rather than 1d6 evey three.
Augementation mode: Quite possibly one of the less known abilities, the Master of the Umbral Flame can temporarily boost any stat by sacrificing a spell and adding the spell level to the stat. The time the boost lasts for is a number of rounds equal to half the level of the spell (round up for odd numbers). Mental stats boost difficulty of spells, but don't add spells, and the effects don't stack with each other.
Child of the Umbral Fire: Becoming one with Umbral fire, they can contact and converse with any other follower of the Umbral Flame in a 1 mile radius, as well as detect any follower they see. Treat as having telepathy with other followers.
Immunity/vulnerability: Due to the nature of Umbral Fire, it makes void elementals that are immune to fire rather than cold. The Master learns to ignore and even revel in the coldest of conditions, and can even live in the coldness of space. In turn, sonic damage strangely does more to them, and they suffer a -3 to saving throws to avoid any effect caused by sonic damage (such as going deaf temporarily)
Ascension: At 5th level, the Master becomes more than an elemental. He/she stops all aging, and doesn't die from old age, and gains the outsider subtype. In addition, the Master gains DR of 5/silver. Also, they gain the ability to use darkness as a spell like ability at will, and deeper darkness three times a day. They retain the benefits and weaknesses of elemental nature as well, which means that they are immune to disease, cold, fire, poison, criticals, stunning, paralysis, spells that target humanoid minds, sneak attack damage, sleep, and death from drowning or suffocation.

Powers:
Shield: You create a shielding force around you or another being, composed of shadowstarfire. The shield protects them from either arcane harm, or physical harm, determined at the time of creation. The shield lasts for a number of rounds equal to the spell level sacrificed.
Attack: You either form a ray or blade of black flames, dealing damage wit half fire, half raw magic.
Create: You can alter the structure of other items into a new form. You can also bestow old items with new power, as long as they are masterwork. This takes time and resources of equal weight to make an item. For example, ten pounds of wood could be changed into ten pounds of gold.


Cazic
Sticks and Stones
Conjuration
Level 3rd
Components: V
Casting time: 1 standard action
Range: Close (25 feet +5/level)
Target: One being
Duration: instantaneous
Saving throw: reflex half
Spell Resistance: no
Gathering up at least one stick and one stone the caster using this spell selects one target and upon casting the spell a large number (DM's descresion) of sticks and stones spring from the ground around the target, thus dealing 1d8 piercing/bludgeoning damage.
Material component: A stick and a stone

Senceless
Illusion (Mind affecting) or Enchantment
Level: 4
Components: S
Casting Time: 1 action
Range: Close (25 feet +5/level)
Target: One being
Effect: See text
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
The Target temporarily loses the use of all 5 sences (sight, hearing, taste, touch, smell), thus rendered helpless and sence they have lost all those sences during the duration of the spell the target loses use of abilites such as Blindsence and the like.

jaggar
Why of Course I'm Powerful
(Illusion )not sure which type
Level: Brd 0, Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: 10 ft.
Effect: See text
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

Upon snapping you create enough more than enough food for one person and a beverage. This food and drink does not acutally provide any nurishment. This food is generally a "junk-food" not native to your plane or any easily travelled to from your plane. (Often a box of glazed dounuts and a cup of coffee or cappuccino appear in a traditional fantasy realm.)
You may munch and sip the food and drink and it looks as though you are consuming it. You may give some of the food or the drink to another person, but it will disappear if they try to consume it or leave the range. You may dismiss each item individually.

NightScreamer
Jorrul's Magic Dice
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: 2 dice/2 levels around hands
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

Upon completion of this spell a swarm of translucent 6-sided dice appear floating around the caster's hand. These dice glow with a strange magical prowess and circle around his hand harmlessly. The dice must be rolled in pairs, and cannot be touched by any other being other than the caster. Rolling the dice is a standard action that does not provoke an attack of opportunity. These dice have a multitude of offensive and defensive uses. The caster chooses which and how many dice to roll when he begins rolling.
Attack Roll: The dice fly forth and strike at a target 60 ft. away of the caster's choosing. This attack is considered a ranged or melee touch attack for purposes of determining AC. Upon a successful hit the target is dealt 1d6 damage/die.
Shield Roll: Upon rolling, the dice form a barrier around the caster. This barrier intercepts all physical incoming damage as if the caster had damage reduction. Anytime the caster is struck he may roll a number of d6s up to equal the amount of dice protecting him. He reduces the damage taken by the amount rolled. The number of dice rolled are expanded and vanish.

Jorrul's Magical Chess, Lesser
Conjuration (Summoning) [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: See text
Saving Throw: None
Spell Resistance: Yes

Out of the ground rises a large chess piece of pure force. The caster chooses what type of chess piece appears upon the casting of the spell. Each 'piece' created by the spell is controlled by unspoken commands, each a free action each round. They follow your commands unerringly.
Pawn: 1 pawn chess piece/2 levels, each the size of a humans appear side-by-side by the caster. As soon as it rises however the pawns transform into a faceless, featureless manakins. These manakins are simple puppets for the caster to control. Each puppet lasts for 1 hour/level and has no combat ability what-so-ever and an AC of 10 and 10 hp. These puppets may move up to 1 mile/level away from the caster before fading away and move at a land speed of 30 ft. Each puppet has the ability to lift, carry, drag, and even complete simple tasks such as tying knots, setting up tents, lighting fires, and leading horses. Each puppet as a Strength score of 25 for determining how much they can lift and carry.
Knight: 1 knight chess piece/4 levels appear on each side of the caster. Like the pawns they transform themselves into a new shape as soon as they appear, morphing into translucent shimmering horses of pure force. Treat each piece as a Heavy Warhorse, however with the Construct type (AC 14, HP 48). Each horse lasts 1 minute/level.

Jorrul's Magical Chess
Conjuration (Summoning) [Force]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: Yes

As Lesser Jorrul's Magical Chess, however this spell creates stronger types of Chess Pieces to protect the caster.
Rook: 1 Rook chess piece/5 levels appears around the caster in the closest square adjacent to the caster when the spell is cast. Immediately after creation each piece forms into a glimmering translucent armorclad guardian. Treat each of the Rooks as a Shield Guardian.
Bishop: 1 Bishop piece/5 levels appears in front of the caster. As with the other spells, the form into a new creature of pure force. Each turns into sleek shimmering four legged beast. Treat each of these beasts as a Bulette, with the Construct type (AC 22, HP 89). Each Bishop lasts for 2 rounds/level.

Jorrul's Magical Chess, Greater
Conjuration (Summoning) [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

As Lesser Jorrul's Magical Chess, however this spell creates the most powerful chess pieces on the board.
King: Creating a single large King chess piece in front of the caster, it slowly morphs into it's new form. A shimmering behemoth unfolds before the eyes of the enemies. Treat this 'King' as a Clay Golem.
Queen: As with the King a shimmering Queen chess piece rises in front of the caster. Slowly this single chess piece splits into two beautiful bodies, the likes of which you've never seen. Treat each Queen as a Nymph with the construct type (AC 17, HP 41).
Half-Drow/Half-Orog (1st level Fighter)
Medium Humanoid (Elf, Orc)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +4 chain shirt, +2 natural)
Base Attack/Grapple: +3/+8
Attack: Greatsword +4 melee (2d6+3) or throwing axe +2 ranged (1d6+2)
Full Attack: Greatsword +4 melee (2d6+3) or throwing axe +2 ranged (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Darkvision 120 ft., elf traits, light blindness, low-light vision, orc traits
Saves: Fort +1, Ref +1, Will -1
Abilities: Str 14, Dex 12, Con 8, Int 12, Wis 8, Cha 12
Skills: Climb +5, Craft (armorsmithing) +6, Craft (weaponsmithing) +6, Intimidate +4
Feats: Daylight Adaptation, Weapon Focus (Greatsword)
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Level Adjustment: +2

Combat
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Half-Drow/Half-Orog for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Poison (Ex): An opponent hit by a Half-Drow/Half-Orog's poisoned weapon must succeed a DC 13 Fortitude save or fall unconcious. After 1 minute the subject must succeed at another DC 13 Fortitude save or remain onconcious for 2d4 hours. A typical Half-Drow/Half-Orog carries 1d4-1 doses of poison. Since this poison is not a magical affect Half-Drow/Half-Orog, drow, and other elves are susceptible to it.
Spell Resistance: 11 + class levels.
Spell-Like Abilities: Half-Drow/Half-Orog can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals Half-Drow/Half-Orog class levels.
Resistances: Half-Drow/Half-Orogs have fire and cold resistance 5.
Skills: Half-Drow/Half-Orog have a +2 racial bonus on Craft (armorsmithing), Craft (weaponsmithing), Listen, Search, and Spot checks. A Half-Drow/Half-Orog who merely passes within 5 feet of a secret ot concealed door is entitled to a search check to notice it as if they were actively looking for it.
Saves: A Half-Drow/Half-Orog receives a +2 racial bonus on Will saves against spells and spell-lke abilities.
Elf Blood: For all ablities and effects, an Half-Drow/Half-Orog is considered an elf. Half-Drow/Half-Orog for example, can use or create elven weapons and magic items with racially specific elf powers as if they were elves.
Orc Blood: For all ablities and effects, an Half-Drow/Half-Orog is considered an orc. Half-Drow/Half-Orog for example, can use or create orcish weapons and magic items with racially specific orc powers as if they were orcs.
Weapon Proficiency: A Half-Drow/Half-Orog is automatically proficient with the greatsword, the hand crossbow, the rapier, the short sword, and the throwing axe.
Languages: Half-Drow/Half-Orogs speak Common, Elven, Orc, and Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow sign language, Dwarven, Giant, Gnoll, Gnome, Goblin, Kuo-toan, and Sylvan.




baerdith
Disappearing Missiles
Evocation [Force]/Conjuration (Teleportation)
Level 9th
Components VS
Casting Time 1 Action
Range Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw 2 Reflex saves negate (ie must make 2 saves to avoid)
Spell Resistance Yes

Description

The half-elven wizard Deraeger Dalyrr created this spell to rid himself of both pesky apprentices and snooping paladins. This spell creates up to four shimmering missiles of force that race toward at a specified target. If struck and any Spell Resistance is failed the target is teleported to a random location within a 10d20 mile radius of their previous location. He unfortunately never fixed the two flaws in his spell, that 1 - the target can sometimes dodge the missiles and 2 - the random location 'could' be the same or nearly the same place. He died when one paladin dodged his missile and another was only teleported five feet away.

thasis
Dryonkius Enxodis
Conjuration
Level: 3 Sor/Wiz, 3 Clr
Components: V,S,M
Casting Time: 1 Min
Range: Close (25ft+5ft/2 levels)
Effect: 1 Summoned Donkey
Duration: 10 Min
Saving Thrown: Special
Spell Resistince: No

The casting of this spell summons a
donkey anywhere within the range of
this spell. The donkey will take any
command from the caster of the spell
and will follow him blindly untill the
duration (or detonation) of the spell.

This donkey though seemingly normal
is however a war machine by himself.
The donkey will explode if anyone within
a 30ft radius (+5 ft per every 2 caster
levels) says the word "Ass" or "Donkey".
Anyone within a 30ft radius (+5 ft per
every 2 caster levels), when the donkey
explodes anyone within this radius will
take 1d8 fire damage/ per every 2 spell-
caster levels. Anyone effected by the
damage can make a reflex save equal to
13 + half the casters spellcaster level +
your primary spellcasting ability modifier.

Material Components: A pinch of donkey
hair.

Sssargoth
MetaconcertTelepathy [Mind-Affecting]
Level: Psychic warrior 5, telepath 5
Display: Visual; see text
Manifesting Time: 1 minute
Range: 20 ft.
Target: You and up to nine other willing psionic creatures in range
Duration: 1 min./level (D)
Power Points: 9
You link your psychic might with other psionic creatures, creating an entity more powerful than the sum of its parts.
When you manifest this power, a number of power points you designate flows from each participant into a collective pool. One individual is chosen as the metaconcert conductor by mutual consent of the other participants (this is usually the manifester, but doesn’t have to be). Until the power ends, this conductor directs the efforts of the group. Misty strands of glowing power link the brows of all the participants in a complex and shifting pattern.
All the powers of each participant are known to the mental entity ccreated with metaconcert (which is under the conductor’s command). This entity can’t take any more actions than a normal individual, but it manifests all its powers more effectively. Each participant contributing to the entity provides a cumulative +1 bonus to save DCs that apply when manifesting a power or using a psi-like ability. Likewise, each individual provides a cumulative +1 bonus when the entity makes its own saving throws in response to powers or psi-like abilities.
If the psionic entity takes ability damage from a psionic attack the total is divided among all the members as determined by the conductor.
If the entity manifests a power that has an XP cost, all the participants pay an equal share (the conductor pays the remainder if the cost can’t be divided evenly).
Once linked, the participants must remain within a 20-foot-radius area, and as a group can move at a speed of 10 feet. If a participant moves outside the 20-foot-radius area occupied by the others (whether willingly or involuntarily), that individual drops out of the group, and the power point pool of the metaconcert is instantly recalculated.
All participants who leave before a metaconcert ends or is dismissed reclaim a number of power points equal to the current power point pool divided by the number of members. If the conductor drops out, the power ends. That same number of points is removed from the power point pool.
When a metaconcert ends normally or is dismissed, remaining power points in the pool are divided among all the participants (the conductor receives the remainder if the points can’t be divided evenly).
Augment: For every additional power point you spend, this power’s duration increases by 1 minute.
Lady Rolindin

04-01-06, 01:21 AM
Temple of the Damned
by Sargatanas

Plauge Generators
Plague Generator (type 1):
This Gnerator sends forth a version of the Plague of the Damned that effects the body.
Strong Necromancy; CL 16; Craft Wondrous Item, animate dead, contagion, plague of undead; Price: 350,000gp

Plague Generator (type 2):
This Gnerator sends forth a version of the Plague of the Damned that effects the Mind.
Strong Necromancy; CL 15; Craft Wondrous Item, Mind Rape, contagion, Insanity; Price: 335,000gp

Plague Generator (type 3):
This Gnerator sends forth a version of the Plague of the Damned that effects the Soul.
Strong Necromancy; CL 17; Craft Wondrous Item, Gate, contagion, Reincarnate (or ressurection); Price: 400,000gp

Plague Mask:
This mask, when keyed to any plague generator by the rod wielder, makes the wearer immune to the effects of Plauge of the Damned. This works for any of the three types of plauge, and the mask may be keyed to more than one of these generators as long as the rod weilder for each generator does so.

Moderate Necromancy; CL 12; Craft Wondrous Item, Remove Disease, Spell Immunity; Price: 50,000gp

The Plague of the Damned
This is a plague created using fell magics from long forgotten sources. It is designed to convert living creatures into something else. Wether that be a twisted version of a living creature, a living corpse, or some sort of fell beast.

The process has three distinct versions. One corrupts the body of the creature that is affected, the second targets the mind, the third and most extreme version of the plague corrupts the soul itself. To be spread, special 'plague generators' must be constructed and placed in the land that it will be used on. When built, each generator comes with a activation rod. The holder of this rod is immune to the plagues effects, and all creatures corrupted by the plague treat him/her as friendly. A plague generator's three different types have different effects as would be expected. The Body causes 1d4 con damage each night a creature spends within the plagues area until it is reduced to 0 con and rises as an undead creature, the type is determined randomly on the following table.
1-20 Zombie
21-40 Skeleton
41-55 Ghoul
56-65 Wight
66-70 Wraith
71-80 Gravetouched Ghoul
81-85 Ghost
86-90 Half Vampire
91-98 Spectre
99 Quth-Maren
100 Hulking Corpse
The effect upon the mind of the creature results in something somwhat different than the complete remake of the creature's body. Each day within the area of a generator pumping this type of plague causes 1d4 int damage. When the creature reaches 0 intelligence there are a few different things that can happen, determined on the table below.
1-40 He or she becomes a mindless creature in the service of the holder of the rod.
41-90 He or she gains 1 int per day spent in the area of the plague generator, but has an alignment change to the evil version of his/her current alignment (ex LG would become LE).
91-100 He or she goes completely insane and begins to mutilate him/herself. Effectively gaining the 'plague crazed creature' template.
The final version of the plague is the most dangerous. This effects the very soul of those within it's radius. The radius is smaller than those of the previous versions, but it is a powerful tool of corruption. Each day spent within the area of this generator causes a loss of 1 level. This loss cannot be replaced until the creature leaves the area of the plague. When the creature's level reaches 0, it dies and it's soul is reborn as a twisted version of it's former self, determined by the following table.
1-30 Half Fiend
31-50 Succubus/Incubus or Hellcat
51-70 Babu or Chain Devil
71-85 Maurezhi
86-95 Visage
96-100 Blue Slaad

The first two types of plague spread from their generators at a rate of one mile per day. The maximum distance the plague can spread is 1 mile per level of the holder of the rod. In turn, the rod saps the bodily energies of the creature holding it to power the generator each day. Effectively draining 2hp/mile each day (day 1 would drain 2hp, day 2 would drain another 2 making the total 4HP). Once the plague has stopped spreading it needs only 2 hp a day to keep it running, this HP cannot be healed by magical means until the generator has stopped expanding, then only the 2 HP required to keep the generator running cannot be healed.

The Third type of generator requires a different type of energy source. It expands at a rate of 1 mile per two days, and can only spread up to 1 mile per two levels of the rod holder. To power this generator, the rod holder must sacrifice some of his own soul, spending 2xp per day to maintain the generator's power while it expands. When the expansion is finished the rod holder must sacrifice 2 xp a week to power the generator, or as an alternative, sacrifice a living creature to power the generator for 1 week per 2 levels of the sacrifice.

Plague Crazed Creature:
For all purposes the creature is the same as it was before, gaining the following.
Str +6, Dex +2, Con +4, Int (becomes 6), cha -8 (minimum of 1)
Never ending craze: A Plauge Crazed Creature never needs to rest. He/she never suffers the effects of fatigue or exhaustion. He/she only needs to eat once a week, and suffers no ill effects up until this time has passed.
The Craze: The Plague Crazed Creature constantly seeks activity, typically violent. A plague crazed creature can be put to work and will continue to do so until he/she dies or is 'encouraged' to do something else (typically by the rod holder).


Effigies:
Half Troll Dracotaur (x50) 255,000gp
Race: Half Troll Dracotaur Effigy
Size/Type: Large Construct
Speed: 50ft
HP: 3d10+30 (47)
AC: 22 (10 +11 natural, +2 leather, -1 size)
Attacks: Spear +10 melee (2d6+13/x3), Bite +5 (1d8+4), Tail Slap +5 (1d8+13)
Special Qualities: DR 1/adamantine
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 28, Dex 10, Con --, Int --, Wis 11, Cha 1
Feats: Armor Proficiency (light)

Sea Drake Effigy (x5) 104,000gp
Race: Sea Drake Effigy
Size/Type: Gargantuan Construct
Speed: 15ft, swim 60ft
HP: 12d10+60 (126)
AC: 28 (10 +22 natural -4 size)
Attacks: Bite +23 (2d8+14), 2 Tail Smashes +18 (1d8+7)
Special Attacks: Constrict Ship, Crushing Blow, Swallow Whole
Special Qualities: DR 7/adamantine
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 39, Dex 8, Con --, Int --, Wis 11, Cha 1
__________________


by Blasphemous Revenant

Phylactery of Undead Rebuking:
This item is a boon to any character able to rebuke and command undead, allowing him to do so as if his class level were four levels higher than it actually is.
Moderate necromancy [evil]; CL 10th; Craft Wondrous Item, 10th-level cleric; Price 11,000 gp.

Ring of Enlightenment:
This ring of glittering quicksilver magically imparts knowledge to the wearer, whispering to his mind the answers to problems, suggestions of solutions, and additional thoughts for consideration. Creatures wearing this ring find that their mind is opened to a new and more complex way of thinking. This ring imparts a magical bonus to the wearer's Intelligence score, in the form of an enhancement bonus, depending on the power of the ring. The ring does not earn the creature extra skill points.

Moderate transmutation; CL 8th; Forge Ring, fox's cunning; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Manual of the Corpsecrafter", a collection of lore and spells that create undead other than those listed in Animate Dead, Create Undead, and Create Undead. The spells would especially be for undead from sources other than the Monster Manual, such as from Libris Mortis, MM II and III, and the Random Encounters articles.



Undead Animation Spells
Blaspheme (LM)
Bloodmote Cloud (LM)
Bone Rat Swarm (LM)
Boneyard (LM)
Brain in a Jar (LM)
Corpse Rat Swarm (LM)
Entomber (LM)
Hooded Pupil (LM)
Hulking Corpse (LM)
Mummified Creature (LM)
Revived Fossil (LM)
Hollow Creature (hollow dogs) (RE)

LM = Libris Mortis
RE = Random Encounters articles

Animate SwarmNecromancy [Evil]
Level: Clr 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Mass of corpses of the appropriate type
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell works like animate dead, except you animate a swarm of undead creatures. You can animate a bloodmote cloud, bone rat swarm, or corpse rat swarm, depending on the type of creature and the condition of the corpses. The swarm is created under your control, and it counts against the number of undead you can control with animate dead and similar spells, but the swarm is counted as though its hit dice are halved for this purpose.
In all other cases, this spell is as the animate dead spell. This spell may be allowed to create other undead swarms as the DM sees fit.
Material Component: Black onyx gem worth at least 25 gp per Hit Die of the undead swarm. The magic of the spell turns the gem into a worthless, burned-out shell.

Example:
Valde the Necromancer wants to create a corpse rat swarm. Since the swarm has 8 HD, he must spend 200 gp on a black onyx gem. He then casts animate swarm, animating a mass of undead rats under his control. The corpse rat swarm counts against the 40 HD of undead he can control from animate dead and similar spells and effects (he's CL 10). But the swarm only counts for 4 HD instead of 8 for being a swarm.

Make Hollow
Necromancy [Evil]
Level: Clr 5, Drd 5, Sor/Wiz 5
Components: V, S, M, F
Casting Time: 1 hour
Range: Close (25 ft. +5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell animates the skin of a corpse, creating a hollow creature. To perform the spell, the skin of a natural creature is flayed and sewn back together with the creature's insides. The remains are then burned on a desecrated pyre. The disconnected spirit of the creature finds itself forced to stay with the remains of its body. After animating the skin, a newly hollowed creature seeks to refill its insides with the flesh of any other living creature that it can tear apart and stuff into its maw.
Creatures created by this spell are not immediately under the control of the spellcaster who created them. You cannot create a hollow creature with more hit dice than you have caster levels.
Material Component: A pyre under the effects of a desecrate spell. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

Staff of Pestilence:
This smooth black ebony staff allows use of the following spells:
- Slay Living (3 charges)
- Poison (2 charges)
- Contagion (1 charge)
- Bestow Curse (1 charge)
- Blindness/Deafness (1 charge)
Moderate necromancy; CL 9th; Craft Staff, blindness/deafness, bestow curse, contagion, poison, slay living; Price 52,050 gp.

Infernal Manuscripts
: These twin papyrus scrolls are inscribed with ancient tales and cryptic prophecies by an anonymous, almost-certainly insane author. Despite their dubious accuracy, the manuscripts contain many useful description of the Evil outer planes and their residents, and grant the possessor a +5 competence bonus on any Knowledge (the planes) check she makes that deals with an Evil plane or an Evil extraplanar creature, as long as the scrolls are in her possession and the character can take 1d4 rounds to find the proper reference.

Moderate divination; CL 10th; Craft Wondrous Item, Knowledge (the planes) 5 ranks; Price 2,500 gp; Weight 2 lb.
Chamber of the Unliving: Blocks living creatures, as an antilife shell. Constructs, elementals, outsiders, and undead are unaffected. All other creatures cannot enter the space, no saving throw.
Price 33,000 gp per Stronghold Space.


by Demonfey
Death's touch:
Armor enchantment that basically negates all positive energy spells.
Price: +4 bonus

Gloves of bladed destruction:
The wearer of these gloves can make up to five +1 vorpal razorwire garrotes from rings placed on each finger. To use them correctly, the wearer must have exotic weapon proficiency (razorwire garrote), weapon finesse, and a dexterity of at least 20. Incorrect use results in a mess due to the user being caught in the wires and the enemies getting better handholds. The garrotes, when used this way, attach to both gloves, limiting reach to 25 feet with them, and each does slashing damage. Three times a day, the gloves allow the user to increase the number of wires so that dozens of wires can hit multiple targets in what could be considered a web of razor sharp wires until either concentration is broken or all targets are dead/out. To use this, the user must stand stock still, and if they move, the effect ends as the wires all snap off the rings and all enemies are freed. Each target within a half circle of twenty five by fifty feet is caught in the web, and it takes an pair of opposed escape artist checks to escape unharmed, against a grapple check made by the wearer. If the first check succeeds and the second fails, then the person is partially trapped, and roll a d4 to find out if it's a limb or limbs, 1 and 3 being one arm or one leg, 2 and 4 being both arms or both legs, taking 1d4 a round from razorwire cutting into their limbs. This takes an escape artist check of 20. Failing all rolls means that they are completely unable to move, and that takes an escape artist check of 40 to escape, taking 2d4 damage a round. Succeeding both rolls means you escape the web unharmed. Armor, even full plate, is cut by it as though with a sword, so it doesn't help as much as some would think. In other words, treat as giving the feat sunder for situations involving its entanglement power. Each victim is on a different roll, and if there is a critical roll on a twenty, after confirmation, the target is killed.
Each wire does 2d4 damage, plus 1.5 times the strength modifier.
For a more "person friendly" approach, the garrote wires can be made so that they don't cut things to bits. This use can wrap around items and be used to bring them closer. It can retrieve weapons (sleight of hand 20), be used to catch people falling without any really severe damage (such as being cut into tiny portions from the wire and gravity), using a Use rope check in combination with a sleight of hand check. Finally, it can also be used as a scaling tool, to a certain degree.
Cost: 72,000+20,000+500=92,500 gp

by Zombomaniac
The Plague of Truest Death

No one knows with certinty where this dread plague came from. Many believe a power-hungry Necromancer or a Wizard driven mad by the recless use of magic is the source of this Ritual. Some belive a Dark God seeking to corrupt the world placed it within the hands of mortals, but where it came from is not wht ruely matters. It is what it does. With the complesion of this Ritual four powerful monsters and the Plague are brought into existances. The effects of the Plague are the true power of these monsters. They merely act as its conduets. Even those who resists the affects of this plague may still carry it to those they surround themselves with.

The Ritual

To complete this Ritual the being performing it must know and be able to cast 7th level Divine and/or 7th level Arcane spells.
For the competion of the Ritual three sacrifices, all of which must be living beings that leave behind a corpse, are needed. The race, age, or gender do not matter, though using sacrifices that can cast spells if recomended (see below). The restrictions on what sacrifises are to be used are that one must be dieing from a disiase of somekind, another must be dieing from a pioson of some kind, and the third must be dieing from the effects of a spell. What spell doesn't matter, but it must have a duration long enough to last through the Ritual and must be able to cause them death.
Lady Rolindin

04-01-06, 02:20 AM
Guild of Ultimate Evil: Incarnate

by thasis
Anvil of Doom

Conjuration (Creation) [Evil]
Level: 2 Sorcerer/Wizard, 2 Cleric, 2 Doom
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Summoned Weapon
Duration: 1 round/ 2 levels
Saving Throw: None
Spell Resistance: No

When Anvil of Doom is cast a magical anvil is summoned into your hands. This Anvil counts as a +1 Unholy Anvil.

Anvil

Simple Weapon
Damage: 1d12
Critical: x3
Weight: 15lb
Weapon Type: Bludgeoning

by Demonfey
New fortress enchantment:
Psychic leech:
Feeding off the energies of those inside, the fortress then uses that energy to become sentient. When sentient, the house becomes akin to a demiplane, altering itself as it wishes to and, for those it sees as true prey, begins using their fears, powers, anything that they can find. Given time and sustenance, the illusions it makes out of their fears become physical. At that point, the hunted become no longer useful, and are then absorbed into the house if caught. The only way out is to find the still moving corpse of the person who caused this, which is what haunts and drives this building of the damned. this house is classified as a great and malevolent evil for determining evil and the effects around it.
Cost: 150,000 gp.
Ritual of Shadow Bonding
CL: evil 7, sor/wiz 7
Casting time: 5 hours
XP cost (5000, maybe)
1d4 points of damage for 10 rounds, nothing can stop the completion of the ritual (last ten rounds).
V, S, M
Duration (after casting): instantaneous
Requirements
This ritual is related to the Ritual of Bonding, used by those who want ot become Acolytes of the Skin. This spell binds the soul of an outsider into the user's shadow, and is how the original shadow demons were created. The process makes the demon into a shadow demon, and they lose all powers they had before this. This merges part of the demon's soul with the soul of the summoner, and keeps the demon within 60 feet of the caster. The demon can't leave that area, and is physically stopped as if by a wall if it tries to pass that point. The demon acts as a guead and lackey to the summoner. For purposes of controlling the demon and dealing with them via magical means, treat as summon monster spell, except 1d6 days after being dispelled/dismissed by magical means. If the demon is killed/destroyed, the summoner takes 10d6 damage, from such a strong connection.
Requirements: requires finding a willing demon, making peaceful contact, and making a contract with it beforehand.
Material component: 10 souls (like the soul larvae in the BoVD)

By blasphemous Revant
Darkness, Lesser
Evocation [Darkness]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell works like darkness, except it works more like regular darkness, rather than magical. Darkvision works normally, but nonmagical light sources, such as torches and lanterns, do not shed light in an area of lesser darkness. Light spells illuminate an area as normal.

Black Luminary, Lesser: This large (2-foot wide) stell half-orb sheds lesser darkness in a 20-foot radius around itself. The creator of the orb can choose to include a shutter that will block the darkness when closed.
Faint evocation; CL 1st; Craft Wondrous Item, lesser darkness; Price 1,000 gp.

by Kold Ur Priest

Styx Dragon “Fifth Order”
Medium Dragon (Aquatic, Extraplanar)
HD: Very Young, Advanced to 10 HD
Initiative: +0
Speed: 60 ft, Swim 60 ft, Burrow 20 ft, Fly 60 ft(good)
Armor Class: 37 (+10 +7 Nat. + 12 Armor +8 Bracers)
BAB/Grapple: +18/+20
Attack: +10
[B]Full Attack: +10 melee Bite 1d8+7
+10 Melee Tailslap
+10 Melee Tailblades 1d6+7
Space/Reach: 5 ft / 5 ft
Special Attacks: Breath Weapon, Constrict
Special Qualities: Amphibious, Disease, Improved Grab, Styx Adaptation, Immune To Poison & Disease, Spell Resistance 14, Frightful Presence
Saves: Fort +8, Reflex +6, Will +7
Abilities: Str 19 Dex 10 Con 19 Int 14 Wis 13 Cha 14
Skills: Hide 15, Move Silently 15, Escape Artist, 15 Listen 15, Appraise 10, Open Lock 10, Search +10, Intimidate +24, Use Magic Device +30
Feats: Enlarge Breath, Maximize Breath, Clinging Breath
Alignment: Chaotic Evil
Possessions: Jaws Of The Dragon, Dragon Armor Of Invincibility(Greater= shadowed,slick,Silent Moves), Major Circlet Of Blasting( 40 dmg),Wings Of Flying, Bracers of Armor +8, Amulet Of The Planes, Ring Of Chameleon Power, Ring Of Djinn Calling, 5 Scrolls Of Summon Monster VIII (Vrocks Only)

Amphibious: Although a Styx Dragon thrives in the very river from which its name derives, it can survive indefinately on land
Disease: Any creature hit by a Styx Dragon’s bite or tail blade attacks are subject to its Disease (DC 32) Incubation period of 1 day, 1d6 Cha damage, a victim must make 3 successful saves in a row to rid themselves of the Disease
Breath Weapon: 2d6 dmg, 30 ft line of acid (DC 16) or 2 Int damage, 90 ft cone of stupefying gas
Frightful Presence: DC 15
Constrict: On a successful Grapple, a Styx Dragon can crush a grabbed opponent dealing twice its tail blade damage as bludgeoning damage

(From Scrolls)

Vrock
Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 10d8+70 (115 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (2d6+6)
Full Attack: 2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dance of ruin, spores, stunning screech,
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft.
Saves: Fort +14, Ref +9, Will +10
Abilities: Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Skills: Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Feats: Cleave, Combat Reflexes, Multiattack, Power Attack
Challenge Rating: 9
Alignment: Always chaotic evil

Combat
Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into melee combats against heavy odds.

A vrock’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Dance of Ruin (Su)
To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting.

At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.

Spores (Ex)
A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su)
Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Skills
Vrocks have a +8 racial bonus on Listen and Spot checks.
Lady Rolindin

04-01-06, 03:32 AM
Order of the Awakened Fists
by dyne

Expanded Training
Prerequisite: Monk level 1st.
Benefit: Select one class or prestige class. You may freely take levels in this class or prestige class without facing the normal penalties of multiclassing for monks.
Special: This feat may be taken multiple times. Each time it is taken, it applies to a different class or prestige class.

by Shino-Kuto
Monk Master Titles
Master of Fists: For the common unarmed monk fighter.
Master of Blades: For monks who use bladed melee weapons. This one might need to change to include monks who use all kinds of weapons other than unarmed strike and the normal monk weapons.
Master of Holds: Grappler Monk.
Master of Divinity: For divine caster monks (my character is one of these).
Master of Arcana: For arcane caster monks.
Master of Will: For psionic monk builds.
Master of Stealth: In case we have some ninjas in the guild.

Disciple of the Hunt (Monk/werewolf)
by Super Guy
http://boards1.wizards.com/showthread.php?p=5484420
Lady Rolindin

04-01-06, 03:36 AM
Conscientia, Academy of Magic

by Orcy The Green Wonder

Half Dragon Erinyes
Size/Type: Medium Construct
Speed: 30ft, Fly 50ft
HD: 9d10+20 (70 hp)
AC: 28 (10 +14 natural, +4 dex)
Attacks:Masterworked Longsword +17 (1d8+11/19-20), or Masterworked Longbow +11 (1d8/x3)
Special Qualities: DR 5/adamantine
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 33, Dex 19, Con --, Int --, Wis 11, Cha 1
Feats: Point Blank Shot, Precise Shot, Rapid shot, Shot on the Run

Advanced Half Dragon Erinyes
Size/Type: Medium Construct
Speed: 30ft, Fly 50ft
HD: 15d10+20 (103 hp)
AC: 29 (10 +14 natural, +5 dex)
Attacks:Masterworked Longsword +23 (1d8+11/19-20), or Masterworked Longbow +18 (1d8/x3)
Special Qualities: DR 7/adamantine
Saves: Fort +5, Ref +10, Will +5
Abilities: Str 33, Dex 20, Con --, Int --, Wis 11, Cha 1
Feats: Point Blank Shot, Precise Shot, Rapid shot, Shot on the Run, Rapid Shot, Weapon Focus (Longbow)
Construct Grafts
A construct graft, unlike typical grafts, may be created with the Craft Construct feat or the appropriate Graft Feat. Each of these grafts can be created with a successful craft weaponsmithing or armorsmithing check.

Effigy Arm:
An effigy arm is just what it sounds to be, the arm of an effigy creature. This arm grants the grafted creature a slam attack of the appropriate value (see table). It also gives the grafted creature a +2 inherant bonus to strength score. If the effigy creatue the limb origionates from had a natural attack, then the creature gains this attack instead of the slam attack. The creature may be grafted with a limb up to one size larger than himself, however he takes a -2 to all attack rolls and reflex saves, and a -4 penalty to balance checks.
Graft Flesh or Craft Construct, Bull's Strength; Price 25,000gp

Arm of Clay:
This graft grants the creature it is attatched to a +4 inherant bonus to it's strength score. If using a slam attack or some other type of weapon, the wounds inflicted refuse to heal naturally and can only be healed by magic with a successful caster level check (DC 10+ grafted creature's HD), if the check is failed the spell fails and is lost.
Graft Flesh or Craft Construct, animate object; 40,000gp

Arm of Stone:
An Arm of stone is an arm carved from any type of stone. Many varieties exist but have the same purpose. An arm of Stone grants the grafted creature a +4 inherant bonus to it's strength score. In addition, the arm can be used three times per day to deliver a slow effect as the effect lasts for 1 round er two hit die of the grafted creature.
Graft Flesh or Craft Construct, Fist of Stone; 30,000gp

Arm of Iron:
This arm made of a thick Iron comes in many shapes and sizes. Typically it appears too large for the grafted creature's body. This arm allows the grafted creature to make a powerful slam attack. In addition, the creature gains resistance 10 to fire and is able to make an additional slam attack for one round per con modifier if exposed to a fire attack as well as granting it a +4 inherant bonus to it's strength score. However, the creature takes double damage from attacks with the electricity element.
Graft Flesh or Craft Construct, limited wish; 40,000gp

Jaw of Iron:
This is a jaw attached to the head of a creature. It is shaped in various forms but has the same power in any form. The creature may make a breath attack three times a day that poisons those who breath it in. The poisons initial damage is 1d4 con damage and it's secondary dmage is 3d4 con damage, the creature is entitled to a fortitude save to resist (DC 10+ 1/2 creatures HD+ con mod). This ability requires a 1d4+1 round wait period between uses. Enough of this gas is expelled to fill a ten foot square.
Graft Flesh or Craft Construct, Cloudkill; 25,000gp

Damage Table:

Effigy Clay Stone Iron
Fine - 1d2 1d3 1d3
Diminutive - 1d3 1d4 1d4
Tiny 1d2 1d4 1d6 1d6
Small 1d3 1d6 1d8 1d8
Medium 1d4 1d8 1d10 2d6
Large 1d6 2d6 2d6 2d8
Huge 2d6 2d8 2d8 4d6
Gargantuan 3d6 4d6 2d10 4d8

Wrist Blade:
This is a wickedly curved blade grafted into the arm of a creature. If used for an off hand attack it is treated as a light weapon. This blade can also be enhanced as a masterworked weapon, if used with a two handed weapon it may be used to make a single additional attack in a round in which the creature makes a full attack at a -5 penalty.
Graft Flesh or Craft Construct, Craft Magic Arms and Armor; 2000gp

Body Reinforcement:
These stone or metal plates are grafted onto a creature's body. They cover shoulders, the chest, and most vital areas of the body. This graft grants the creature a +2 natural armor bonus and 25% fortification. This fortification does not stack with that granted by magical armor.
Graft Flesh or Craft Construct, Stoneskin; 30,000gp

Arm Cannon:
This weapon can be added to any construct or construct limb (any construct arm grafts) when it is created. This is a hollow tube that is built into a constructed arm or graft. It can be loaded with various types of ammunition, including a special alchemical orb. The alchemical orb can be used to deliver grenade-like weapons such as alchemist's fire or acid. These orbs are a clear glass-type object that shatters upon impact. The arm can hold up to 10 shots of any type of ammunition at a time. Reloading this arm cannon is a full round action that provokes attacks of opportunity.
Graft Flesh or Craft Construct, Gust of Wind; +1500gp (added to the price of the construct or construct graft)
Bullet: This is a roughly the same design as a sling bullet but is much larger.
Price (10) 1gp
Spiker: This is a small ball lined with spikes. When it comes into contact with a target (including the ground) it explodes outward and deals half damage to everyone within 5ft of the original target.
Price (20) 5gp
Orb: These are the orbs used to deliver alchemical substances. The price listed is for a bag of empty orbs. Add the price of the alchemical substance to be delivered to this price.
Price (20) 1gp


Wrist Cannon
Blade Bullet Spiker Orb
Fine - 1d2 - -
Diminutive 1d2 1d3 1d2 -
Tiny 1d3 1d4 1d3 1d2
Small 1d4 1d6 1d4 1d3
Medium 1d6 1d8 1d6 1d4
Large 1d8 1d10 1d8 1d6
Huge 1d10 2d6 1d10 1d8
Gargantuan 2d6 2d8 2d6 1d10
Colossal 2d8 4d6 2d8 2d6
Half Dragon Purple Worm
Size/Type: Gargantuan Construct
Speed: 20ft, Burrow 20ft, Swim 10ft, Fly 40ft
HD: 16d10+60 (148 hp)
AC: 24 (10 +21 natural, -3 dex, -4 size)
Attacks:Bite +27 (2d8+18/x2) and Sting +22 (2d6+9/x2)
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: DR 10/adamantine
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 47, Dex 4, Con --, Int --, Wis 11, Cha 1
Feats: Awesome Blow, Cleave, Power Attack, Weapon Focus (Bite), Weapon Focus (sting)
Lady Rolindin

04-01-06, 04:04 AM
Guild of Pure Good
by Agudo Archmage
Artifact: Shield of Light

When in the presence of evil beings, The Shield of Light radiates bright energies of Light
That has the combine effect of Protection From Evil and Turn Undead on all who are within 30 feet.

(This effect is continues until the Evil is destroyed or leaves)

Added bonuses include:
Full Healing- 5 times a day (On wielder or Friend)
Bless- 2 times a day (On Wielder and Friend)
Cast Blinding Light- 4 times a day (Blinds Evil Creatures level 15 and below)
Adds Constitution- + 9 (On Wielder)

Only useable by Good Aligned people with Charisma 12 or higher and the Class of:
Knight level 7 or higher
Cleric level 5 or higher
Druid level 5 or higher
Monk level 6 or higher

By Von Crown

PSYCHEKEN
Gargantuan Magical Beast (Aquatic)
Hit Dice:20d10 (290 hp)
Initiative:+4
Speed: Fly 40 ft. (Perfect)
Armor Class:20 (-4 size, +14 natural), touch 6, flat-footed 20
Base Attack/Grapple:+20/+44
Attack:Tentacle +20 melee (2d8+4/19-20)
Full Attack:2 tentacles +20 melee (2d8+4/19-20) and 6 arms +15 melee (1d6+2) and bite +15 melee (4d6+2)Space/Reach:20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)
Special Attacks:Improved grab, constrict 2d8+4 or 1d6+2
Special Qualities;Darkvision 60 ft., ink cloud, jet, low-light vision, pressure cannon, Hive Node
Saves:Fort +12, Ref +12, Will +13
Abilities:Str 18, Dex 10, Con 10, Int 20, Wis 20, Cha 20
Skills:None
Feats:Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Environment:Temperate aquatic
Organization:Solitary
Challenge Rating:?
Treasure:Triple standard
Alignment:Usually neutral evil
Advancement:21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment:-
Six of the beast?s tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body. Just above this sits a hard, bony tube.A bit behind this is the entry to a interior hold (10'x10') where the kraken can provide enough air for 1 hour per hit die it posseses per day (standard 20 hours) divided by the number of living creatures it has to sustain. psycheken cannot speak, but can initiate a basic telepathic link with anything within it's hold.
COMBAT
Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws, or blasts them at a distance with it's pressure cannon. An opponent can make sunder attempts against a kraken?s tentacles or arms as if they were weapons. A kraken?s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken?s tentacle or arm deals damage to the kraken equal to half the limb?s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.
Hive Node (Ex): Master Rank 5
Mind Cannon (Ex): Once every 1d4 rounds, a psycheken can launch a burst of psionic force at an opponent. this is a 5' shere that busts when it strikes a solid object, dealing 3d20 points of bludgeoning damage to every creature within 20' of the point of impact (Reflex DC 25 Halves) (The save DC is Charisma-based)
Improved Grab (Ex): To use this ability, the psycheken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A psycheken deals automatic arm or tentacle damage with a successful grapple check.
Jet (Ex): A kraken can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex): A psycheken can emit a cloud of jet-black mental force in an 80-foot spread once per hour as a free action. The cloud provides total concealment and causes air-breathing creatures to have to make constitution checks as if they were drowning. Due to their internal reservoir of air, Psychekens are immune to this effect. Creatures within the cloud are considered to be in darkness.
Lady Rolindin

04-01-06, 04:46 AM
The Gnoll and Flind foundation
By Laughing Hyena Velox
Prestige Class: The Flind

Requirements:

Base Attack Bonus +4 or higher
Race: Gnoll

Hit Dice: d10
Class Skills: Bluff, Intimidate, Sense Motive, Diplomacy, Spot, Listen, Tumble, Wilderness Lore

Level Base Attack Fort. Ref. Will Special
1 +1 +2 +0 +2 Flind-Bars, proficiency
2 +2 +3 +0 +3 Respect of the Pack
3 +3 +3 +1 +3 Flind-Bars, trip/disarm +1
4 +4 +4 +1 +4 Flind-Bars, specialization
5 +5 +4 +1 +4 Charm Gnoll, 1/day
6 +6/+1 +5 +2 +5 Flind-Bars, trip/disarm +2, Pack Leader
7 +7/+2 +5 +2 +5 Charm Gnoll, 2/day
8 +8/+3 +6 +2 +6 Flind-Bars, extra attack 1
9 +9/+4 +6 +3 +6 Charm Gnoll, 3/day
10 +10/+5 +7 +3 +7 Flind-Bars, extra attack 2

Flind-Bars:

These metal bars, connected by chains, are the the signiture weapon of the flind. At first level, he gains proficiency with the flind-bars. At third level, he recieves a +1 bonus to trip and disarm checks while using the flind-bars; this increases to +2 at 6th level. At fourth level, he becomes specialized with the flind-bars; this is identical with the feat Weapon Specialization, except that it can only be applied to to the flind-bars. At eighth level, he may make one extra attack at his highest attack bonus; the flind need not take the full attack option to benefit from this ability. At tenth level, this may make two of these extra attacks.


Respect of the Pack:

At second level, the flind gains a +2 bonus to Diplomacy, Sense Motive, Bluff and Intimidate checks when dealing with gnolls.


Pack Leader:

At sixth level, the flind gains this ability; it is similar to the Leadership feat, except that he may only recruit gnolls.


Charm Gnoll:

At fifth level, a flind may use this spell-like ability once per day. It is identical to a Charm Monster spell cast by a cleric of the flind's class level, except that it may only affect gnolls. At seventh level, it can be used twice per day; at ninth, it can be used three times per day.
aligments
A neutral (CN, N or LN) gnoll lives by his own allegience, not by a code of ethics. He defends his clan, and aids his comrades. If anyone were to invade his territory and attack his fellow gnolls, he would grab his blade and armor and rush into the battlefield, but don't expect him to go out and save the kobolds or the elves from the invaders. He is willing to go to extreme measures to ensure the survival of his clan; if it involves "collateral damage", like assaulting a town to destroy the enemy's garrison, so be it.

A good (CG, NG, or LG) gnoll is still loyal to his clan, but he considers the moral implications of his actions. He also goes out of his way to do good, such as fighting evil even if it doesn't threaten himself or his allies, or defending the innocent even if they are not of his clan. In battle, he tries to differentiate civilians from actual threats, and avoids harming innocents even if they are associated with the enemy.

Remeber that gnolls are predators, being related to hyenas, and they react violently to threats. If they're attacked, they will launch a counterattack and strike at those who have harmed them. This doesn't make them evil, just aggressive. Like I said before, collateral damage can result from such counterattacks, and the average (CN) gnoll is indifferent, indicating neutrality.
By The Ethereal Wickerman
BUGNOLL
Medium-sized Humanoid (Gnoll, Goblinoid)
HD: 2d8+3 (12 hp)
Initiative: +0
Speed: 20 ft. (with scale armor) base 30 ft.
AC: 18 (+2 natural, +4 scale armor, +2 large shield)
Attacks: Battleaxe +3 melee; or javelin +3 ranged
Damage: Battleaxe 1d8+2; or javelin 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 15, Dex 11, Con 13, Int 9, Wis 11, Cha 8
Skills: Climb +2, Listen +2, Spot +2
Feats: Power Attack
____________________________
Climate/Terrain: Any land and underground
Organization: Solitary, pair or gang (3-8)
CR: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
__________________

By Laughing Hyena Velox

Prestige Class:
The Flind

Requirements:

Base Attack Bonus +4 or higher
Race: Gnoll

Hit Dice: d10
Class Skills: Bluff, Intimidate, Sense Motive, Diplomacy, Spot, Listen, Tumble, Wilderness Lore

Level Base Attack Fort. Ref. Will Special
1 +1 +2 +0 +2 Flind-Bars, proficiency
2 +2 +3 +0 +3 Respect of the Pack
3 +3 +3 +1 +3 Flind-Bars, trip/disarm +1
4 +4 +4 +1 +4 Flind-Bars, specialization
5 +5 +4 +1 +4 Charm Gnoll, 1/day
6 +6/+1 +5 +2 +5 Flind-Bars, trip/disarm +2, Pack Leader
7 +7/+2 +5 +2 +5 Charm Gnoll, 2/day
8 +8/+3 +6 +2 +6 Flind-Bars, extra attack 1
9 +9/+4 +6 +3 +6 Charm Gnoll, 3/day
10 +10/+5 +7 +3 +7 Flind-Bars, extra attack 2


Flind-Bars:These metal bars, connected by chains, are the the signiture weapon of the flind. At first level, he gains proficiency with the flind-bars. At third level, he recieves a +1 bonus to trip and disarm checks while using the flind-bars; this increases to +2 at 6th level. At fourth level, he becomes specialized with the flind-bars; this is identical with the feat Weapon Specialization, except that it can only be applied to to the flind-bars. At eighth level, he may make one extra attack at his highest attack bonus; the flind need not take the full attack option to benefit from this ability. At tenth level, this may make two of these extra attacks.


Respect of the Pack:

At second level, the flind gains a +2 bonus to Diplomacy, Sense Motive, Bluff and Intimidate checks when dealing with gnolls.


Pack Leader:

At sixth level, the flind gains this ability; it is similar to the Leadership feat, except that he may only recruit gnolls.


Charm Gnoll:

At fifth level, a flind may use this spell-like ability once per day. It is identical to a Charm Monster spell cast by a cleric of the flind's class level, except that it may only affect gnolls. At seventh level, it can be used twice per day; at ninth, it can be used three times per day.

aligments
A neutral (CN, N or LN) gnoll lives by his own allegience, not by a code of ethics. He defends his clan, and aids his comrades. If anyone were to invade his territory and attack his fellow gnolls, he would grab his blade and armor and rush into the battlefield, but don't expect him to go out and save the kobolds or the elves from the invaders. He is willing to go to extreme measures to ensure the survival of his clan; if it involves "collateral damage", like assaulting a town to destroy the enemy's garrison, so be it.

A good (CG, NG, or LG) gnoll is still loyal to his clan, but he considers the moral implications of his actions. He also goes out of his way to do good, such as fighting evil even if it doesn't threaten himself or his allies, or defending the innocent even if they are not of his clan. In battle, he tries to differentiate civilians from actual threats, and avoids harming innocents even if they are associated with the enemy.

Remeber that gnolls are predators, being related to hyenas, and they react violently to threats. If they're attacked, they will launch a counterattack and strike at those who have harmed them. This doesn't make them evil, just aggressive. Like I said before, collateral damage can result from such counterattacks, and the average (CN) gnoll is indifferent, indicating neutrality.

By The Ethereal Wickerman
BUGNOLL
Medium-sized Humanoid (Gnoll, Goblinoid)
HD: 2d8+3 (12 hp)
Initiative: +0
Speed: 20 ft. (with scale armor) base 30 ft.
AC: 18 (+2 natural, +4 scale armor, +2 large shield)
Attacks: Battleaxe +3 melee; or javelin +3 ranged
Damage: Battleaxe 1d8+2; or javelin 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 15, Dex 11, Con 13, Int 9, Wis 11, Cha 8
Skills: Climb +2, Listen +2, Spot +2
Feats: Power Attack
____________________________
Climate/Terrain: Any land and underground
Organization: Solitary, pair or gang (3-8)
CR: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
__________________
Lady Rolindin

04-01-06, 04:59 AM
Weapons and Armor Smith Guild

By Pseudo Yorimoto

Regular Weapons

Wrap Chain
Large Exotic Two-Handed Melee (Martial for teuthilid)
Price: 40 gp (10 gp for each individual chain)
Damage: 1D4 Piercing, x2 Crit
10 lbs
The Wrap Chain device is a interesting weapon that is used by teuthilid thralls and warriors to quickly immobilize prey. It looks much like two gauntlets joined by a spiked chain. In combat, it can be used to swing and hit opponents, but its most useful application is capture.

By making a grapple check against an opponent, the user of the Wrap Chain can join the chains via a joining mechanism at the chain's ends. A trapped opponent is so tightly squeezed that it takes 1D4 subdual damage and 1 piercing damage every round. By making a move-equivalent action, the wielder can unlock the chain from the gauntlets, leaving the victim immobilized and the wielder to freely act. A Wrap Chain user can carry additional chains that can be attached to the gauntlets via a move-equivalent action (or a free action with Quick Draw).

The chain has a hardness of 2, 20 hp, and a Break DC of 25. The Escape Artist DC to slip out of the chain is 20 + the Wrap Chain wielder's Dex bonus (if any.) The trapped victim can only make a Strength check to break the chain or attempt to use Escape Artist to slip out, as they cannot attack the chain themselves. They cannot perform any spells with verbal or material components.

Dartcaster
Tiny Exotic One-Handed Ranged (Simple for teuthilid)
Price: 30 gp
Damage: 1D4 Piercing plus poison (see below), x2 Crit
Range Increment: 30 ft
2 lbs
The teuthilid need to find discreet, efficient ways of taking down their prey from a good distance. By using specially designed poison darts, teuthilid assassins and taskmasters favor this weapon. It appears to be a small apparatus on the wrist of the wielder, and has a small opening in the front, and is controlled by the subtle movements of the hand. If one clenches the fist while the straps of the dartcaster are on, it will fire. and then click, signaling its need to be reloaded. It holds one dart at a time, and usually the darts are coated with a specially designed sleep substance. When hit with the dart, the victim must roll a Fortitude save (DC 15) or fall asleep. Those who fail the save take 1D6 subdual damage. A dart cartridge already prepared with the poison with 10 darts costs 20 gp.

Also, because of the small, discreete design of the weapon, an opponent must make a Sense Motive (DC 15.)

Magic Weapons

Dagon's Tendrils
Large +3 Wounding, Ghost Touch Whip
Reach: 15 ft (can affect closer opponents as well)
Damage: 1D3+3 Piercing and 1d6+3 Bludgeoning, 19-20 x2 Crit
Price: Unique
1 lbs
This unique magical weapon is wielded only by the high priests (called the Hierophants) of the Teuthilid that worship the dark god Dagon. Given to them during a pilgrimige to the innermost reaches of the Underdeep, it is a vicious weapon comprised of seven long whips attached to one handle, covered in deadly spines.

In addition to have a +3 enhancement and the wounding ability, the wielder gains the Improved Grab ability when using the whip. It also works perfectly underwater, powered by magic rather than the force of the wielder. However, in the hands of a teuthilid wielder that can use divine magic, it gains a few more powers.

It gains the unholy ability and the enhancement bonus increases to +4. The wielder radiates supernatural darkness that can be supressed and resumed at will as a free action. The wielder also gains a +6 profane bonus to all Diplomacy, Sense Motive, and Bluff checks when dealing with krakens, teuthilid, and other monsters and races that serve Dagon.
Lady Rolindin

04-01-06, 05:14 AM
UNHOLY DESPOILERS: GoUE Outpost

by Kobold Ur Priest
Guild Creations:

Race: Kython Slaymaster
Size/Type: Large Construct
Speed: 30ft
HP: 17d10+30 (123)
AC: 31 (10 +20 natural, -1 size, +2 Dex)
Attacks: Bite +20 (4d6+9/x2), Tail Slap +18 (1d6+4), 4 Claws +19 (1d8+4)
Special Attacks: Constrict 2d8+13, Improved Grab
Special Qualities: DR 10/adamantine
Saves: Fort +5, Ref +7, Will +5
Abilities: Str 29, Dex 15, Con --, Int --, Wis 11, Cha 1
Feats: Cleave, Great Cleave, Multiattack, Power Attack, Weapon Focus (Claw)
CR: 13

Race: Kython Impaler
Size/Type: Medium Construct
Speed: 50ft
HP: 15d10+20 (102)
AC: 28 (10 +14 natural, +4 Dex)
Attacks: Bite +17 (3d6+6/x2), 4 Claws +15 (1d8+3)
Special Attacks: Charge 6d6+12
Special Qualities: DR 7/adamantine
Saves: Fort +5, Ref +9, Will +5
Abilities: Str 22, Dex 18, Con --, Int --, Wis 11, Cha 1
Feats: Cleave, Multi-Attack, Power Attack
CR: 11



Mark of the Messiah
Spellcraft DC:55
27 (reflect: melee) + 27 (reflect: ranged) + 27 (reflect: spells) + 20 (reflect area spells) + 180 (reflect all spells from 1st-10th level) x 5 (duration permanent) = 1405 - 100 (burn 10,000 XP) - 450 (ritual: 50 5th-level slots) - 350 (ritual: 50 4th-level slots) - 250 (ritual: 50 3rd-level slots) - 150 (ritual: 50 2th-level slots) - 50 (ritual: 50 1th-level slots)
Upon the completion of this ritual, the target is bathed in an irredescent, blinding light. After the light fades, the target nevertheless glows with an otherworldly light for the rest of their lives. All spells and attacks made against the target rebound on the attacker automatically without a save involved, with the sole exception of epic spells (which require an opposed castor-level check).

Ultima
Transmutation
Spellcraft DC: 54
Components: XP
Casting Time: 1 quickened action
Range: 12,000 feet
Area: 400-foot radius sphere
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
To Develop: 486,000 gp; 10 days; 19,440 XP. Seed: Destroy (DC 29). Factors: 1 quickened action casting time (+28 DC), no somatic or material components (+4 DC), change area (+10 DC), change area to 20-foot radius (+2 DC), increase area by 2000% (+80 DC), additional 20d6 damage (+40 DC), increase damage die to d20 (+40 DC), +10 save DC (+20 DC), +10 on spell resistance checks (+20 DC). Mitigating Factors: 20d6 backlash (-20 DC), burn 20,000 XP (-200 DC).
Your mere thought vaporizes civilizations. Upon casting this spell as a free action, a 400-foot radius sphere of destruction blossoms into being within 12,000 feet and deals 40d20 damage to everything in the area of its effect. Creatures may make a Fort save for half damage (DC 30 + relevant modifier), and spell resistance still applies (although you get an additional +10 to your check to overcome it). Creatures reduced to -10 HP and objects reduced to 0 HP by this damage are burned to ash which blankets the mammoth crater this spell usually creates.

Longinus Lance
Transmutation
Spellcraft DC: 52
Components: V, S
Casting Time: 1 standard action
Range: 300 feet
Effect: Lance of destructive force
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
To Develop: 468,000 gp; 10 days; 18,720 XP. Seed: Destroy (DC 29). Factors: 1-action casting time (+20 DC), change area to ray (+4 DC), additional 10 damage dice (+20 DC) increase damage dice to d20 (+40 DC), +10 bonus on rolls to beat SR (+20 DC), penetrate force and magic barriers without destroying them (+5 DC, ad hoc), increase range 200% (+4 DC). Mitigating Factors: 40d6 backlash damage (-40 DC), burn 5,000 XP (-50 DC).
Drawing out your very life-force you form it into a two-pronged lance of pure, destructive energy. Once hurled, the lance flies towards the chosen target, penetrating all magic and force effects in its arc without destroying them - the lance even defeats Prismatic Walls, Antimagic Spheres, and all spells using the Ward seed (although this requires a successful caster level check). The only defense against a Longinus Lance is Spell Resistance (which the caster gets a bonus +10 to defeat) and if the thrower happens to miss with their ranged touch attack.
The lance strikes with tremendous, annihilating power. A struck target takes 30d20 points of damage with no save, or 60d20 on a critical hit. If this amount of damage is enough to reduce a living target to -10 HP (or an undead/construct to 0 HP) their bodies vaporize, leaving nothing behind but a trace of fine dust. Survivors are usually in no better shape.

Dyrzakis
Infernal Lord of Hatred & Malice
Demigod (CN,LE,NE,CE)
Symbol: Draconic skulls (each representing one of his prime heads) arranged in a 5-pointed star

Dyrzakis Nothing cept' a few smatterings of Dark Speech can describe the monstrosity known as the Infernal Lord.
Portfolio: Evil (any acts of evil)
Domains: Pain,Diabolic,Demonic,Corruption
Cleric Training:
Temples:The clerics of Dyrzakis are few and far between, though some large gatherings exist, most of them hold a temple within the Nine Hells, the Abyss, or some other outer plane.
Rites: The rites of the Infernal Scrolls as they are called by followers of the Infernal Lord, are brutal and bloody to say the least, and for the sake of the lighthearted shall remain undescribed until the need presents itself for a new follower. Avatar: Dyrzakis often appears among his followes in the form of Priest, a kobold ranger who he has possessed and controlled.
Favored Weapon: Two-Bladed Sword
Lady Rolindin

04-01-06, 07:54 PM
the Psionics Foundation
by SSargoth
Inertial Armor [psionic]
when its taken, the charicter needs to have at least 1 PP in reserve to use it. It gives a +4 to AC. dose not stack with physical armor, like leather, chain mail, or platemail, but dose stack with shields, rings of protection, force effects and natural armor.
IA can also increase its protective capabilities on a 1-for-1 basis, up to a maximum AC bonus of +8. the Overchannel feat is required before it can upgrade its self.

the icrease would go by what level the charicter is, but thats another thing entirely.
Psionic Prodigy [General]
You have an exceptional gift for psionics.

Benefit: For the purposes of determining bonus power points and the saving throw DCs of powers you manifest, treat the key ability score associated with your class as 2 points higher than its actual value.

Special: You may take this feat as a 1st-level character only. You can take this feat even if you don't have any classes that manifest psionic powers yet, treating your highest ability score (when this feat is chosenyou’re your manifesting ability for purposes of this feat. Psionic classes that do not gain bonus power points do not gain any additional power points from this feat.)

By RansuINNATE POWER [PSIONIC]
You have mastered a power so thoroughly that you can now use it as a psi-like ability. By extracting your own knowledge of the power from your inner mind and tattooing it on your body, you gain direct access to the fabric of reality, but at a cost to your own psychic energies. In dromite societies, this feat is sometimes known as the “externalization ceremony”: you bring your knowledge from your inner self to the real external world.
Prerequisite: Manifester level 3rd, Scribe Tattoos, Quicken Power
Benefit: Choose a power that you know. You can now use this power three times per day as a psi-like ability (Cha based, virtual PP spent = ML). If the innate power has an XP cost, you pay that cost each time you use the power.
You must permanently lose a number of power points equal to your manifester level at the time you take this feat. Whenever you increase your manifester level in the class which allows you to manifest your chosen innate power, remove one power point from power points gained as a result of increased manifester level. If you do not gain power points when your manifester level increases, you do not lose any power point.
You may only manifest any power chosen for this feat normally (that is, by expending power points) if your three daily uses of said innate power have not been used up yet. When you use your innate power for the third time in one day, you lose utter access to that power until you rest (as described in the XPH for recovering daily power points).
Special: You can choose this feat more than once, selecting a different innate power each time.
Lady Rolindin

04-01-06, 08:02 PM
by The vorpal Tribble
Women in black class
http://boards1.wizards.com/showthread.php?t=412220
class: the man who wasen't there
http://boards1.wizards.com/showthread.php?t=396111
Gilga
http://boards1.wizards.com/showthread.php?t=392865
Insomnius
http://boards1.wizards.com/showthread.php?t=342322
J'marlik
http://boards1.wizards.com/showthread.php?t=405743
karibbi
http://boards1.wizards.com/showthread.php?t=431718
padaelias
http://boards1.wizards.com/showthread.php?t=455061
Torrga and Torrgan Starets
http://boards1.wizards.com/showthread.php?t=413261
T't't
http://boards1.wizards.com/showthread.php?t=455052
Duskwing swarm
http://boards1.wizards.com/showpost.php?p=5735300
Fevercramp Flies
http://boards1.wizards.com/showthread.php?t=455061
Dream Guard
http://boards1.wizards.com/showpost.php?p=5413667
Dragon Uncarnate
http://boards1.wizards.com/showthread.php?t=308274
Disciple of M'tu
http://boards1.wizards.com/showpost.php?p=5508128
Brine Treader
http://boards1.wizards.com/showthread.php?p=5917842

Rejuvenating Trance [Psionic]

Prerequisite: Psionic Meditation
Benefit: While you are psionically focused you may substitute sleep for eight hours of watchful meditation. This allows you to recover PSPs and hit points as quickly as if you were sleeping. You achieve a state of deep concentration, in which you focus and regain your energies. You are still conscious and aware of your surroundings, so do not suffer any penalties on surprise or initiative rolls, and you are not helpless if attacked. You still can't expend PSPs, however.
Normal: Eight hours of restful sleep is required to regain PSP's and heal at an optimal rate.

Dreamless
Telepathy (Compulsion) [Evil, Mind-Affecting]
Level: Telepath 4
Display: Mental
Manifesting Time: 1
Range: Medium (100 feet +10/level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7

The subject's brain functions are subtely altered so that the target cannot achieve a dream state. He is able to sleep, but not dream, allowing the use of related spells and psionics against the subject, but the subject themselves are unable to use psionics or magic the next day without their much needed mental downtime. All ability damage caused by this cannot be healed naturally until the subject gets a good night's sleep.

Dreamless cannot be dispelled, for a change is made directly to the workings of the brain itself, causing an extended condition. This affect can be removed by psychic chicurgery, reality revision, and similiar effects. Restoration, Heal, Greater Restoration, Bend Reality and Limited Wish remove the affliction. This can only be used if the subject is awake.

A second usage of this ability restores the brain to proper balance.

Over 8 days, the subject suffers more and more severe reprocussions from the lack of healthy sleep. Subjects that don't dream are unaffected by this power. Those who meditate instead of dreaming are still affected as they are blocked from the neccessary subconscious interaction to refresh themselves.


First day
: The subject becomes edgy and tired, resulting in a the loss of a point of both intelligence and wisdom.

(Int -1, Wis -1, Cha -0)


Second day:
The subject's adrenaline tries to make up for the lack of sleep, resulting in a +1 bonus to constitution and reflex saves. The mind however is even more weary, resulting in the loss of an additional point of intelligence and wisdom.

(+1 Con, Int -2, Wis -2, Cha -0, +1 Reflex)

Third day
: The subject's adrenaline high wears off, and their entire body is weary with fatigue, resulting in 2 points of constitution, strength, dexterity damage. The subject also takes a -2 penalty on reflex saves. An additional point of intelligence, wisdom and charisma is lost. They also take a -1 to all skill checks.

(Str -2, Dex -2 Con -2, Int -3, Wis -3, Cha -1, -2 Reflex, -1 Skill checks)

Fourth day
: The subject becomes both fatigued and shaken. Two additional points of intelligence, wisdom and charisma are lost. They also take a -2 to all skill checks. They also start to see things that are not there or feel sensations that do not truely exist.

(Str -2, Dex -2, Con -2, Int -5, Wis -5, Cha -3, -2 Reflex, -2 Skill Checks, Fatigued, Shaken)

Fifth Day
: The subject becomes exhausted. Two additional points of intelligence, wisdom and charisma damage. They also take a -4 to all skill checks. They are continuously in the grip of illusions. The subject will panic once every hour unless they make a successful will save (DC 12).

(Str -2, Dex -2, Con -2, Int -7, Wis -7, Cha -7, -2 Reflex, -4 Skill Checks, Fatigued, Shaken)

Sixth Day
: The subject must make a Will save (DC 10) or go insane. They also two additional points of intelligence and wisdom, and two points of charisma.

(Str -2, Dex -2, Con -2, Int -9, Wis -9, Cha -9, -2 Reflex, -4 Skill Checks, Fatigued, Shaken)

Seventh Day
: The subject must make a Will save (DC 10) or go insane. Even if the save is made they are reduced to a gibbering wreck, unable to act in any way and are considered helpless.

(Str -2, Dex -2, Con -2, Int -9, Wis -9, Cha -9, -2 Reflex, -4 Skill Checks, Fatigued, Shaken)

Eighth Day
: The subject falls into a coma, and dies 2d4 hours later, no will save.

Augment:

Augment: For every additional two power points spent this power affects another target, and the manifestation time increases by 1 round.

-=-=-=-=-

Psionic malady I'd like to add:

Mind Melody (Ps):
The mindsong is an odd malady that is picked up after telepathic discourse with a mind much more powerful than the subject's, leaving a sort of psionic ringing in the mind that disrupts telepathic communication. It is also passed by telepathic contact with one suffering from this affliction.
The first day it takes three extra power points to use any kind of telepathy. The second day twice as many. The third day a player must use up every one of their allotted psionic points to attempt or hear even the briefest message.

After three days of this, the ringing forms into a melody that starts to play in the subjects mind. Most of those whom have had this have mentioned that the tune is almost always lovely beyond words. However, every day for the next week it grows louder and louder. The first day of the melody the player is telepathically deaf, and cannot send or receive. It hits its peak at the eighth day of the illness, where the melody is so loud that they cannot even hear normally, and no psionic abilities can be concentrated on. This last for two solid days before slowly becoming softer, reversing the effects until no song is heard, only a ringing, and then this to disappears at the end of the second eight-day. All in all this mental malady takes 18 days to disappear after contacting.

While ringing the subject takes a -2 to concentration and listen checks.
While the melody plays the subject takes -6 to concentration and listen checks.
At peak no concentration, listening or psionic abilities is possible, even with the Unconditional Power feat.

A second bout of this disease leaves a subject partially psionically deafened, causing a permanent doubling of psionic points to use telepathic powers and they act as if Dazed during the peak two days.

A third bout leaves the subject permanently telepathically deaf and they act as if Insane during the peak.

A fourth bout leaves the subject permanently insane as the melody continues unabated.

It can be cured by Psychic Chirurgery, but the manifester has a chance of contacting the malady in doing so (a roll of 1 on a six sided die means it has spread to the manifester). Reality Revision can also cure the mindsong.
Extrude Dire Dreamself (Ps):

The Awakened Dreamer can siphon off a portion of her mind to create a dire dreamself which appears in an adjacent square. The Awakened Dreamer can create a number of dire dreamselves equal to her prestige class level at any one time (all of which must be adjacent, if not to the character, at least to the nearest dreamself). The character can use this ability once per day. Dire Dreamselves so created last one minute. Thoughts of violence and the essece of remembered nightmare coalesce to form the dire dreamself. As such, it is a creature of carnage, and only when conflict beckons does it extrude from the Awakened Dreamer. An Awakened Dreamer can extrude a dire dreamself both in the waking world and while physically navigating Dream.

Focused Haul [Psionic]
You are able to keep the perfect muscle arrangement while carting heavy loads, spreading the weight evenly across your form.
Prerequisite: Str 14, Endurance
Benefit: As long as you are psionically focused you add 20 pounds to your carrying capacity for light, medium and heavy loads.

Perfection of Motion [Psionic]
Your movements are completely poised and strictly controlled.
Prerequisite: Dex 14, Balance 5 ranks
Benefit: As long as you are psionically focused and not wearing medium or heavy armor, you gain a +10 bonus on your balance checks.

Rejuvenating Trance [Psionic]
You exchange sleep for meditation.
Prerequisite: Mind Over body, Psionic Body
Benefit: While you are psionically focused you may substitute sleep for eight hours of watchful meditation. This allows you to recover PSPs and hit points as quickly as if you were sleeping. You achieve a state of deep concentration, in which you focus and regain your energies. You are still conscious and aware of your surroundings, so do not suffer any penalties on surprise or initiative rolls, and you are not helpless if attacked. You still can't expend PSPs, however.
Normal: Eight hours of restful sleep is required to regain PSP's and heal at an optimal rate.


by bgt
Extract Mind
Telepathy [Mind-Affecting]
Level: Telepath 5
Display: Auditory, Mental
Manifesting Time: Standard Action
Range: Touch
Target: Creature touched
Duration: Concentration
Power Resistance: Yes
Save: Will Negates (see text)
Power Points: 9
Created by illithid as a means of extracting information from enimies, Extract Mind syphons every hope, deam, thought, and memory from the target to the manifester, leaving the target with only a vague recolection of self. Every round the power continues the the target must suceed a will save or take 1 point of Int. damage. When the power ends the manifester is dazed for 1d4 rounds as his brain sorts through the influx of memory.
Augment: For 1 additional power point, if the target is brought to 0 Int, treat this power as having dealt Int drain rather than damage.
Substare

Substare is a black metal with a crystal-like luster. It was favored for making psionic items during the days of the illithid empire. Substare has 30 HP per inch of thickness and hardness 50 . Substare also has the following qualities:
-Substare is immune to disintegration, rust and attacks that cause rusting.
-Substare is treated as having hardness 40 against substare.
-Substare armor gives the wearer DR 4/- for light armor, 6/- for medium armor, and 8/- for heavy armor.
-Weapons made of substare are considered to be masterwork and have a +2 enhancement bonus(instead of the usual +1). Substare weapons ignore hardness less than 25.
-If an object with hardness 10 or less is used to sunder an object made of substare, that object does the sundering damagage to itself rather than to the substare object.
-Substare is considered to be adamantine for the purposes of bypassing damage reduction.
Due to the rarity of smiths that can work with substare and the greater rarity of substare itself, there is no widely accepted cost for substare items. However, many people that come in contact with it mistake it for adamantine and price it as such. Substare items weigh as much as normal items of the same type.

Crafting Substare

Crafting substare requires the following materials: 9 pounds of adamantine per pound of the finished item, 1 pound of deep crystal per pound of the finished item, and one ounce of the unstable ectoplasm that forms the star at the hub of Penubra. Crafting an item out of substare requiers a DC 30 craft check of the appropriate type, requires knowlege of the powers Matter Agitation and Matter Manipulation and costs 2500 XP.

Nexus of Power
Major Artifact

This 6-inch diameter sphere of substare was forged by the Psionics Foundation in an attempt to do something or another. It allows psions to release pure psionic energy in powerful, but chaotic bursts. Once per day, as a full round action, a psion may activate the Nexus of Power by expending 100 PP.Once activated, the Nexus of Power deals 1d100 force damage to each creature and object in a 1d10*10 foot radius. Creatures and objects destroyed by this power are compleatly disintegrated. Also, any survivors in the radius other than the wielder are thrown to the edge of the blast, taking 1d6 damage for each object they hit on the way there. (Firmly anchored objects, such as walls, would stop this, unless taking 1d6 would cause them to break) The Nexus is usually unaffected by this blast, though if it was ever used to full effect (100 damage in a 100 foot radius) it would shatter.

Thrall
Telepathy (Compusion) [Mind-Affecting]
Telepath 8
Display: Mental
Manifesting Time: 1 minute
Range: Close (25 ft+5 ft/2 levels)
Target: One humanoid
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 17, XP

Thrall is the most powerful form of domination. A creature that fails its initial savin throw is pemenatly dominated. If ordered to take actions against its nature, the creature gets a new saving throw with a -10 penalty. If that throw suceeds, the subject doesn't take that action and automaticlly suceeds all future saving throws for that action, though they still remain a thrall. Likewise, if they fail that saving throw they perform that action and fail all future saving throws for that action. The only ways to remove thralldom are through Psychic Chirgurey, Reality Revision, or another manifestation of Thrall on the subject.
XP cost: 1,000 XP per HD of the subject, to a maximum amount of 5,000 XP
Augment:You can augment this power in one or more of the following ways:
-For one additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
-For three additional power points, this power can also affect an abberition, dragon, elemental, or outsider.
-For five additional power points, this power can also affect a living creature that would normally be immune to mind-affecting powers(such as an ooze or vermin, but not a construct). The combined HD of mindless creatures you have thralled can not exeed your own HD.
Neural Putty
Small Ooze (psionic)
Hit Dice: 1d10+2 (7)
Initiative: +0
Speed: 0 feet (A neural putty moves at a rate of 1 foot an hour, which is too slow to matter in most combat situations)
AC: 11(+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Pseudopod +1 melee (1d3)
Full attack: Pseudopod +1 melee (1d3)
Space/Reach: 5 feet/5 feet
Special Attacks: Improved Grab, Absorb, Psionics
Special Qualities: Ooze traits, Blindsight 5 feet per HD, Telepathy 5 feet per HD
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 10, Dex 10, Con 10, Int 1*HD, Wis 14, Cha 14
Skills: Neural Puttys gain no skill points, but can add their Int score as an unnamed bonus to any Int-based skill check
Feats: Psionic Body
Enviroment: Caves with little sound
Challenge Rating: 1
Alignment: Always neutral
Advancement: 1-2 HD(Small), 3-5 HD(Medium), 6-11 HD(Large), 12-20 HD(Huge), 20-35(Gargantuan), 36+(Colossal)

Neural putty is a translucent white ooze that detests sound. Their intelligence relates directly to their size, and they are capable of absorbing the minds intelligent beings into their mass. Neural putty grows at a rate of 1 HD per year.

Combat
Young neural puttys(under 10 HD) crave to increase their mass, thereby increasing their intelligence. Older neural puttys are quite content to grow over time, and only attack if threatend with enough sound to deal damage, or if their is no other way to deal with a threat.

Improved Grab(EX):
A neural putty that hits with a pseudopod attack can attempt to start a grapple as a free action the does not provoke an attack of opportunity.

Absorb(Ex):
A neural putty that suceeds on a grapple check with an opponent can envelop the opponent as a free action, provided the opponent isn't bigger than the putty, and has an Int of at least three. An enveloped creature can't move and is effectivly paralyzed. After 1d4 days, the enveloped creature must suceed a Will saving throw. Failure indicates the creature's mind has been absorbed into the putty; the creature dies and the putty gains a permanent new HD. If the enveloped creature was psionic, The neural putty learns all psionic powers the creature knew, gains permanent power points equal to the creature's power point reserve, and gains all psionic and metapsionic feats the creature had as bonus feats. Should the creature suceed the save, the putty ceases attempting to absorb the creature and moves on. An enveloped creature can be cut free by dealing 10 points of slashing damage to the putty.

Psionics: A neural putty manifests powers as a psion of manifester level equal to the neural putty's HD.
Lady Rolindin

04-01-06, 08:08 PM
by Nidhogger
Psionic Sidestep [Psionic]
You have a knack for avoiding attacks of opportunity.

Prerequisites: Dex 13, Wis 13, Dodge, Mobility

Benefit: The use of this feat requires that you expend your psionic focus. When you provoke an attack of opportunity, you must expend your focus and can move up to 5 feet as a free action. If this movement takes you out of the attacker's reach, the attack of opportunity fails. This 5 feet of movement does not itself provoke any attacks of opportunity. If your free 5 feet of movement does not take you out of the attacker's reach (from Pressing Attack, reach, and so on), the attack does not automatically fail; however, you gain an additional +2 dodge bonus to your Armor Class for this attack.


Improved Psionic Sidestep [Psionic]
You have a greater knack for avoiding attacks of opportunity.

Prerequisites: Dex 15, Wis 15, Dodge, Mobility, Psionic Sidestep

Benefit: The use of this feat requires that you expend your psionic focus. When you provoke an attack of opportunity, you must expend your psionic focus and can can move up to 10 feet as a free action. If this movement takes you out of the attacker's reach, the attack of opportunity fails. This 10 feet of movement does not itself provoke any attacks of opportunity. If your free 10 feet of movement does not take you out of the attacker's reach (from Pressing Attack, reach, and so on), the attack does not automatically fail; however, you gain an additional +2 dodge bonus to your Armor Class for this attack; this dodge bonus stacks with the dodge bonus from the Psionic Sidestep feat.

by Shandrakor
Inertial Armor
Psychokinesis
Level: Psion/wilder 1, psychic warrior 1
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 1; see text
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor.
Your inertial armor can be invisible or can appear as a colored glow, at your option.
The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.
Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.
By DMs Delight
KINETICIST (Pyrokineticist/Electrokineticist/
Cryokineticist/Acetokineticist/Sonokineticist)

Based on the pyrokineticist from the Psionics Handbook.

A kineticist is a character that has discovered that a little psionic power goes a long way -- if you are interested in only a single type of psionic energy, that is. Kineticists focus all of their attention to a single type of psionic energy (acid, cold, electricity, fire, or sonic) while giving up access to all other types.
A kineticist who focuses on fire is known as a pyrokineticist or "pyro," while one who focuses on cold is called a cryokineticist or "cryo," acid is a acetokineticist or "aceto," sonic energy is a sonokineticist or "sono," and electricity is a electrokineticist or "electro." Any character with some psionic ability is a possible candidate for this prestige class. Psions and psychic warriors consider it acceptable to give up power acquisition in other areas if they have the passion for a specific type of energy.
Nonplayer character kineticists are fairly rare because society frowns on those whose pursuit in life is to burn, dissolve, freeze, or otherwise damage people or property. Thus, kineticists of any sort are rarely found in large communities (unless employed as secret enforcers). Instead, they tend to remain on the fringes of society, perhaps even living as hermits in barren lands where the temptations for destruction are reduced.
The visible display of powers and abilities is modified as follows. The associated color changes (acid/green, cold/blue, electricity/purple, fire/red, sonic/yellow). They may also have additional effects such as burning flames for fire, mist or ice shards for cold, billowing mist and sizzling for acid, a low-pitched hum and rippled air effect for sonic, and arcs of electricity and a crackling sound for electricity. For example, an Electricity Nimbus would be a swirling purple field with crackling arcs of electricity. The changed displays should be worked out with your DM.

Requirements
To qualify to become a pyrokineticist, a character must fulfill all the following criteria.
Alignment: Any chaotic.
Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks.
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must have damaged or destroyed a structure or object by the use of the chosen energy focus just to see what would happen or have survived a traumatic experience such as being trapped in a burning building where someone close to the character died (For Pyrokineticist). (DMs should use their discretion on defining the traumatic experience)

Class Skills
The kineticist’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the pyrokineticist prestige class.
Weapon and Armor Proficiency: Kineticists gain proficiency in whip/energy lash at 1st level. They gain no other proficiency in any armor or weapons, though they retain any knowledge gained from former classes
Energy Lash (Ps): A kineticist gains the ability to fashion a 15-foot-long whip of energy of the kineticist’s type from unstable ectoplasm as a move-equivalent action. She takes no damage from a energy lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of energy damage of the appropriate type to a target within 15 feet on a successful ranged touch attack. A kineticist can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the energy lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the kineticist holds it.
Energy Adaptation (Ex): At 2nd level, a kineticist becomes resistant to his chosen energy type, gaining a +4 bonus on all saving throws against that energy type’s spells and effects. In addition, she gains resistance to (energy) 10.
Energized Touch (Ps): A kineticist of 2nd level or higher can activate this ability as a move-equivalent action. A kineticist's mere touch can affect foes or objects. This attack deals damage of the appropriate energy type, then dissipates. Her hand is engulfed by the energy (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.
Bolt of Energy (Ps): Starting at 3rd level, as a standard action, a kineticist can launch a bolt of psionically manifested energy at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of (energy) damage for each class level the kineticist has.
Energized Weapon (Ps): At 4th level and higher, a kineticist can activate this ability as a move-equivalent action. Energy that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of (energy) damage on a successful hit. The weapon retains this effect for as long as the kineticist wields it.
Nimbus (Ps): Beginning at 5th level, a kineticist can activate this ability as a move-equivalent action. Energy that harm neither the kineticist nor her equipment engulf her entire body. While she is energized, the character’s Charisma score increases by 4, she can make a melee touch attack for 2d6 points of (energy) damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of (energy) damage. This ability lasts for up to 1 minute per kineticist level and is usable once per day.
Firewalk (Su): Beginning at 6th level, as a free action a kineticist can expend her psionic focus (see the Concentration skill description) to literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A kineticist leaves footprints of the appropriate energy type in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.
Energy Fearlessness (Ex): At 7th level, a kineticist becomes highly resistant to her energy specialty, gaining a +8 bonus on all saving throws against (energy) spells and effects and also gaining resistance to (energy) 20.
Greater Energized Weapon (Ps): At 8th level, when a kineticist activates her Energized Touch ability or her Energized Weapon ability, her unarmed attack or weapon deals an extra 4d6 points of (energy) damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.
Energy Death (Ps): A pyrokineticist who reaches 9th level can expend her psionic focus and take a full attack action to affect the blood and internal organs within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + pyro’s Cha modifier) or die horrifically as its blood (or other internal fluid) is lethally affected. Even on a successful save, the target takes 4d8 points of (energy) damage from the effect.
Conflagration (Ps): At 10th level, a kineticist gains the ability to create a massive burst of raging energy around herself, blasting everything in the area. Once per day, as a standard action, she can use this ability to deal 15d6 points of (energy) damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + pyro’s Cha modifier) for half damage. Anyone failing the Reflex save against the conflagration must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense energy.

by Silmarien Aldalome
Redact Mind Probe
Description:

Normally, the psyche of a humanoid (or any living creature) has a distinct Signature, and may isoalte a part of their mind from the sight of the outside world. The basic defences of Separation are very difficult to penetrate, being resistant to spells or spell-like effects such as ESP.

Grand-master Redactor-Coercers are expert at penetrating the mental defences of targets. Good Redactor-Coercers do not use the facility without the consent and knowledge of the target, or will only use the function when the balance of morality justifies this mental function. For example, The Evil Archwizard is about to begin a civil war that will destory hundreds of thousands of lives. In a desperate attempt to prevent this, Sil combines the coercer-redactor functions and attempts to penetrate the Rogue Wizard's evil mind.

The Redaction faculty explores the mental energies of the conscious entity and locks onto these, and with deft mental agility, she sifts through the layers of thought, and locates mental energy of a particular kind. She traces this energy, often striking intense mental defences and repellant energy. The Coercer energy then can be applied to circumvent mental defences in a number of ways. Mental persuasion, comfort, encouragement and reward-gratification are tools of coercers. Brute force is also a tool, but is forbidden in many enclaves of Redactor-Coercers, because it is considered barbaric, cruel and immoral.

In any case, once mental defences are negotiated, the probe work may begin. True Redactors use Mind Probe in the first phase of Healing of Madness. But it has other less noble functions, such as garnering information, and interrogation. It is the basis for a number of other psionic-related effects.
Redactor-Coercer Psion
Verson 1.00

Psionic power in its native unaltered state is raw energy without focus or form. Unfocussed, the ebbs and flows of mental energy go largely unnoticed by those not disciplined in the art of psionics. A small few humanoids have, however, discovered hidden recesses of the mind and the vast potential to master mental power. With years of disciplined meditation and trial-by-fire, the Psions have developed specialist skills in distinct areas such as the Egoists and Kineticists have achieved.

As is the case with magic, however, Psions are far from idle. In the heat of battle and when necessity drives them, like all others, Psions acquire new insights about the manifestation of powers. The surges of mental power that inundate them on a daily basis are of themselves a source of insight.

Redactor-Coercers (*bows to Julian May*) have learned to channel mental energies into amazing means of bodily and mental healing. Inspired in the heat of battle and by urgent necessity to stauch gaping wounds, Redactors have learned to influence natural bodily processes such as physical and mental healing. They are cousins to Egoists, who have some basic arts in the mastery of the body. But, the coercer metafaculty brings a distinct focus to the Egoist’s powers. This distinct focus is a fusion of mental compulsion and healing power, which allows for more influence over body mind and spirit than an Egoist is capable of.

Like all power, redaction and coercion can be used to harm, not heal. So, Benevolent Redactor-Coercers have a strict code of moral conduct, recognising that the power to influence another’s body mind and spirit is a matter requiring careful consideration. Evil Redactor-Coercers, on the other hand, are capable of great malice and may apply their powers in destructive ways.

Hit Dice: d4 (but I'm thinking of d6 or even d8 here).

Requirements:

Coercer-Redactors are somewhere between a Discipline of Psion and a fully separate class of player character. Level progression may occur from first level. However, to qualify to become a Redactor-Coercer Psion, a character needs endurance to sustain Psionic powers under pressure, will to assert their power, and force of personality. They must, therefore, fulfil the following pre-requisites.

Intelligence: as per Psion
Constitution: 13
Charisma: 13
Wisdom: 13

Because they are specialist healers, they must also have the following Skill

Heal: 5 Ranks (nett)

Class Skills:

The Redactor-Coercer’s class skills are all those for Psion, plus Heal, Herbalism, Intimidate and Diplomacy.

Skill Points at Each Level: 2 + Int modifier


Level BAB Fort Ref Will Special Abilities
1st +0 +2 +0 +2
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4 Skin Healing I
5th +3 +4 +1 +4
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/1 +6 +2 +6 Skin Healing II
9th +6/1 +6 +3 +6
10th +7/2 +7 +3 +7
11th +8/3 +7 +3 +7
12th +9/4 +8 +4 +8 Skin Healing III
13th +9/4 +8 +4 +8
14th +10/5 +9 +4 +9
15th +11/6/1 +9 +5 +9
16th +12/7/2 +10 +5 +10 Skin Healing IV
17th +12/7/2 +10 +5 +10
18th +13/8/3 +11 +6 +11
19th +14/9/4 +11 +6 +11
20th +15/10/5+12 +6 +12 Skin Healing V


Class Features:

Weapon & Armour Progression:

A Redactor-Coercer gains weapons, armour and shield proficiencies and penalties as do Psions.

Powers:

Code:
Level Discipline Power Name
1st Psionic Cure Minor Wounds*
1st Mental Balm*
1st Compel Beast
2nd Psionic Cure Moderate Wounds*
2nd Mental Sustenance*
2nd Telempathic Projection II
2nd Cure Disease*
3rd Psionic Cure Serious Wounds*
3rd Cure Insanity*
3rd Mental Fortification*
3rd Compel Humanoid
3rd Mind Probe
4th Psionic Restoration
4th Prevent Death
4th Psionic Cure Critical Wounds *
4th Telempathic Projection III
5th Psionic Regeneration*
5th Psionic Heal*
5th Fiery Discorporation
5th Telempathic Projection IV
6th Alter Personality
6th Psionic Raise Dead*
6th Compel Plant
7th Incindiary Mind Probe
7th Halt Onslaught
7th Psionic Geas
8th Compel Group
8th Alter Collective Attitudes
8th Psionic True Resurrection
9th Compel Army
9th Mass Heal
9th Mass Alter Temporal Perception
9th Psionic Discorporation



* These Powers are Reversible

Power Descriptions:

Only new ones or ones targeted for modificaiton:

Psionic Cure Light, Moderate, Serious Wounds
Mental Balm
Compel Beast
Mental Sustenance
Telempathic Projection II, III, IV
Psionic Regeneration, Heal, Cure Diseases and Cure Insanity
Alter Personality
Psionic Raise Dead
Compel Plant
Incendiary Mind Probe
Halt Onslaught
Psionic Geas
Compel Group
Alter Collective Attitudes
Psionic True Resurrection
Compel Army
Mass Alter Temporal Perception
Psionic Discorporatoin

Special Abilities:

Skin Healing I, II, III, IV

Trans-Planar Ectoplasmic Manifestation

Level: 9

This power releases a surge of psionic energy, that may target more than one plane in one manifestation. The power is a highly charged surge of iridescent ectoplasm, that transcends the Prime Material Plane, reaching into 1 extra plane per 3 psion levels above 17th level.

The damage to target is 1d6/Psion level (Fort Save halves).


by De Batavier
Mobile brain
Psychometabolisme
Level psion/wilder 2/PW 2
Display mental
man time 1 immidiate action
range personal
target you
duration: 1 round
Power point cost: 3

Your brain has some mobility and can try to escape extraction
This power grants your brain a reflex safe against extraction by an Illithid. The save DC is 10 + Illithids classlevels + 4 (= 1/2 racial hd).

Augement:
For every 2 extra pps spent you gain a +1 to this save.
Brain safe:
This power is used by psions that acompany Illithid Slayers. It protects their brains:
Level psion/wilder 4, PW 3
Display mental
Man time: 1 immidiate action
range: personal
target you
duration: 1 round
Power points: Psion/wilder 7 PW 5

This power makes you immune against all attacks that directly effect your brain.
It also gives a +2 on saves against mind affecting powers
Augement:
1) you can spend one extra pp to increase the bonus to save by one
2) You can spend one extra pp to increase duration by one round
Psicrystal focused healing
Using it's focus you can heal a part of yor psicrystal
Preq:psicrystal containment
Benefit: You can expand the focus contained by the psicrystal to heal/repair 1 point of damage

Charged brain
level Psion/ wilder ? / PW
Display auditory
Man time: 1 immidiate action
range personal
target: you (your brain)
duration: 1 round
Save: Partial
Power resistance: no
Power points:

This power energies your brain fluids. This energy deals x(starting damage depends on which level the power has) d6 when someone or something enters your skull. The thing or creature entering your skull must retreat or make a save every round it stays in your skull. An illithid that tries to extract your brain also must make the save or takes the damage.
You can decide with what energy type your brain fluids will be charged.
Fire will deal an extra point of damage per damage die
Cold will also deal an extra point of damage per damage die and the save will be fortitude
Electric: if it is a creature it must make a fortsave or be stunned for 1 round, if it is an object that is capable of conducting energy the person holding it also takes the damage
Sonic: this energy ignores an object hardness.

Augment:
1) for every additional pp damage increases by one die
2) for every additional pp duration is increased by one round
Feat
Brain virus [psionic]
You can charge your brain with powers.
Preq: manifester level 3, you must know at least one telepathy power
Benefit: You may create a virus in your brain fluids. This virus is created by manifesting a power, paying all the necessary pps. The power manifested may be any power that effects a single target. As soon as any creature comes in contact with the inside of your skull, or tries to manipulate your brain, the virus becomes active and will attack the creature. If the power normaly allows a save the DC of that save increases with + 4.
feat
Trigger power [psionic]
You can try to manifest one of your powers for free
preq: psionic talent , man. level 5, reserve power points
Benefit: When you expand your focus you can try to manifest one of your 1st, 2nd or 3rd level for free. You have to choose one power when taking this feat.
Besides expanding focus you also must make an intelligence check DC = 10 + level power. And have the base cost of the power in pp reserve.
When you make the checkyou don't have to pay the base cost of the power, augmentation or other cost must be paid as normal.
When you don't make the check you manifest the power and pay the base cost
Special You can take this feat multiple times, each time you designate an other power.
Scary Hair
power first posted in foundation: making magic spells
Psychometabolisme
level Psion/ wilder 1
Display: none
manifesting time: 1 standard action
range: personal
target: you
Duration 10 min/ level (D)
Saving throw: none
Power resistance: none
PP 1

With this power you you can alter your body hair (size, shape). You could grow a beard or remove your beard. This gives you a +2 on disguise checks, and depending on the hair style +2 on intimidate or +2 on diplomacy

augment: for 1 extra pp you can change haircolour
for every 2 pps spend you gain an extra +1 on the appropiate skils.

feats:
Hidden talent: gives an extra power known and 2 pp (check with DM if it is allowed)
Psicrystal affinity: get psicrystal
powers:
missive (from hidden talent)
inertial armor
far hand
mind thrust

This isn't a totaly kick-ass selection of powers. But they fit my character.
Keep the stone alive
preq: encode stone, psycraft 5
Ben: With this feat a power from a powerstone can be manifested without flushing it from the powerstone. To manifest the power the manifester pays all cost +2 extra pp (to save the power from flushing). Normal powerstones usage rules must still be followed

Crystal linked construct
preq: psicrystal, astral construct power
Ben: With this feat a manifester can imbed his psycristal in an astral construct he creates. The constructs duration will become untill dismissed or when it is destroyed. As long as this construct excist the manifester can't create an other astral construct
Lady Rolindin

04-01-06, 08:16 PM
by Belgarion
Feat: Awaken Specialty
Prequisites: Psion lvl 3+
Using this feat you are now able to multi-class into a new psion discipline.
Special:This feat can be taken multiple times. Each time it is taken you must be at least lvl 3+ in all psion discipline classes, and each time a new discipline must be chosen.
For example: A lvl 4 nomad could take this feat in order to become a lvl 4 nomad/1 shaper next level, but a lvl 2 Egoist/ 4 nomad would be unable to take the feat.

Feat: Empower the Mind
Prequisites: Awaken Specialty, Psion lvl 4+
For the purpose of determining bonus power points, power pts/day, powers known, maximum powers known, skill levels and other variables based on psion class only, you may add all of you different psion discipline levels together.
For example: A lvl 3 egoist/ 2 nomad with this feat would gain 25 power points per day as a lvl 5 psion would.
Special: Each time you gain this feat your psicrystal also gains an additional personality, making this feat both a blessing and a bane. Your psicrystal is also included in the determining of lvl by total psion class level.

I was also thinking of creating a new prestige class with only 2 levels for those characters who want to be "specialized" in every discipline. Thinking about calling it, "The True Masters of the Mind" and giving them some interesting abilities but I'm not sure how exactly to create prestige classes.

One of the abilities I was going to give The True Masters of the Mind is called....

Power Weave Using this ability you can weave multiple powers of different disciplines together in order to catch your foes off guard. When you use this feat you can string together two or more powers (depending upon the number of times you've taken the feat Awaken Specialty) but they each have to be manifested at one manifester level lower than the maximum level you could cast them at per power linked in.....yes this is somewhat confusing but basically....
If a level 10 combined psion wanted to link three powers together he would have to manifest at 2nd level in order to properly create the link.


by Pseudo YorimtoDeep Lore
Clairsentience
Level: Seer 6
Display: Visual, Mental
Manifesting Time: 10 minutes
Range: Personal
Target: Body of water
Duration: Concentration
Power Points: 4 per question asked

When a Seer uses this power, they attune themselves to the mind of the water itself, an alien entity that is connected to the minds of all who dwell in its depths. Great knowledge can be known by a body of water, as it watches the decades pass by. Many secrets can be locked away in the inky blackness of water.

To use this power, the seer must be near a body of water and concentrate fully on contacting the mind of the water itself in deep meditation. Optionally, the seer may be underwater in the body of water they wish to contact.

After contact has been established, the deep seer can ask for advice and information. The water's mind replies in Aquan only, and only the manifester may receive the replies. The mind of the water is simple and straight to the point, and answer briefly with one-word answers (yes, no, maybe, never, irrevelant, ect.) The seer must concentrate on maintaining the power (a full-round action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two manifester levels, you may ask one question.

The alien mind of the water may weaken the seer's mind, and there is a chance that the manifester may suffer Wisdom damage. Use the chart below to determine the effects from the contact.

Small Stream
Intelligence check (DC 7) or suffer 1d3 Wisdom damage for 1 week.
True Answer: 01-34
Don't Know: 35-62
Lie: 63-83
Random Answer: 84-100

Small Lake
Intelligence check (DC 9) or suffer 1d3 Wisdom damage for 1 week.
True Answer: 01-39
Don't Know: 40-65
Lie: 66-86
Random Answer: 87-100

Large River
Intelligence check (DC 9) or suffer 1d4 Wisdom damage for 1 week.
True Answer: 01-44
Don't Know: 45-67
Lie: 68-88
Random Answer: 89-100

Large Lake
Intelligence check (DC 10) or suffer 1d4 Wisdom damage for 2 weeks.
True Answer: 01-49
Don't Know: 50-70
Lie: 71-91
Random Answer: 92-100

SeaIntelligence check (DC 12) or suffer 1d4 Wisdom damage for 3 weeks.
True Answer: 01-60
Don't Know: 61-75
Lie: 76-95
Random Answer: 96-100

Ocean
Intelligence check (DC 16) or suffer 1d6 Wisdom damage for 4 weeks.
True Answer: 1-88
Don't Know: 89-90
Lie: 91-99
Random Answer: 100

Cephalomorphis
Psychometabolism
Level: Egoist 8
Display: Material
Manifesting Time: Standard action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 12

The egoist that learns the anatomy and ways of the undersea creatures such as the teuthilid, learn to become similar to these invertabrate beings, becoming a form similar to the kraken. In this form, the egoist's size becomes gargantuan and they gain the following:

+ You gain the physical statistics of a kraken
+ You gain the natural armor bonus and attacks of the kraken
+ You gain all extraodinary abilities of the kraken
+ You lose your land speed and gain the swim speed of the kraken

Augment By spending an extra six power points, the egoist gains an extra +6 Strength and Constitution.

Echolocate
Clairsentience
Level: Psion/Wilder 2, PsyWar 3
Display: Auditory
Manifesting Time: Standard action
Range: Personal
Area: 100 ft (25 feet above water)
Duration: 1 round/level
Power Points: 2

The deep psion who uses this power uses the sonar power that many marine mammals underwater use to communiate and travel in the murky depths. When the deep psion manifests this power underwater, all corporeal creatures and objects within 100ft not obstructed by a solid barrier can be detected and pin pointed by the psion. This detects invisible, hidden, and concealed creatures as well.

Above water, while it works, it is very limited nad has only one fourth of the range.

Augment By spending an extra two power points, the deep psion may extend the range to 200ft underwater (50ft above water.)

By spending an extra four power points, the deep psion may extend the echolocation's range beyond solid barriers

Psionic Tatoos of the Deep

Tatoo design is quite common among the psionic races of Underwave and Underdeep. Using archaic bone tools and strange inks, tatoo design underwater is just as rich as it is above water.

Races

The designs of psionic tatoos among the deep races are different, influenced by the various cultures they live in.

Merfolk have very life inspired tatoos, so vibrant in color and art that they seem to move around on the merfolk's body. Always with bright colors, the tatoos of Vatea's children have designs similar to flowers, using curved lines to bring the tatoo out.

Kelp elves have a very unusual form of tatoos. Using psionics to form them on the body, the elves wrap kelp around the areas they wish to tatoo and burn the imprint on the skin. Kelp elf tatoos are very similar to burn scars, and are far from beautiful. Kelp elves usually enhance the tatoos with combat enhancements.

Coral elves on the other hand favor jagged, but circular designs. Inspired heavily by the reefs they reside in, coral elf tatoos are brightly colored like the merfolk, but unlike the merfolk, they favor jagged, chaotic arrangements rahter than the smooth, curved lines of the merfolk.

Merrow use a disgusting war paint like substance that is formed from silt and a highly adhesive substance created from the guano of chuul. While most of it is scavenged, the rite of passage for merrow chieftan is to kill a chuul mother and take its clutch of eggs and its treasure. The young chuul are bred in conditions similar to veal, and only their adhesive guano is harvested, while dead chuul are fed to the rest or the tribe. THe merrow use this adhesive extensively in constructing their villages when they decide to make a permenant settlement. They rarely get enough chuul substance to do this.

Locathath and sahuagin use similar forms of tatoos through ritual scarification. Bone knives are the preferred tool, and despite the barbaric proccess, they still show some primal beauty. The fishfolk have a way with the scarficiation, I myself respect the dedication of the tatoo artists in the traditions, as this ritual scarification is an integral part of their culture.

Both the deepeye and tetuhilid races have a very similar form of tatoos. By using bones and blackkelp extract, the black tatoos that sprawl over the deepeye and teuthilid bodies are inspired by their god Dagon, the Dark Father who's tendrils spawn monstrosities from the darkness. The tatoos cover the entire body, and seeing a tatooed teuthilid or deepeye psion can be a very disturbing sight.

I was unable to get information on the tatoos of the deep drow and aboleths, and I fear that dealing with this races would be too much for now. I am unable to translate the kuo-toa information, I'm afriad I must consult with the servants of the Drowning Godess as soon as I can return to Underdeep.

New Psionic Tatoos

Deepblessed: This psionic tatoo confers the effects of the Aquatic template on the one who it is scribed, as long as the wearer has psiionic focus. This means the wearer gains the following:

+ The wearer gains the Aquatic subtype
+ The wearer can breathe water and survive underwater indefinately, and still breathe air.
+ The wearer gains a swim speed equal to their normal land speed
+ The wearer gains a +8 psionic bonus to all Swim checks and can always take 10 on a Swim check.
+ The wearer suffers no penalties when using natural attacks underwater
+ The wearer can use all of its feats and skills underwater without penalty within reason

Market Price: 90,000 gp (in a place where it is commonly available, such as the Underdeep trade city Silentdark, otherwise it would cost twice as much)

The Deep Mind stopped, and looked at his notes, most of the tatoo lore still untranslated. It was written in Kuo-toa, and he was mostly unfamiliar with the texts. He signed and gathered his things, leaving the unfinished text, and went on his way back to Silentdark, hoping to find that kuo-toa who offered him the information. He had a feeling it wouldn't be so simple.

Language Empathy
Telepathy
Level: Psion/Wilder 2
Display: Auditory
Manifesting Time: Standard Action
Range: 50 ft
Target: Any living creature with a language
Duration: 1 minute/level
Power Points: 2
Save: N/A

Language empathy is a very useful power, as it allows the psion to communicate with creatures of a language he does not understand. By attuning with the mind of the creature, they both can communicate with each other, regardless of language, for the amount of time listed. For this limited time the psion can speak the creature's native tongue, and all communication barriers are broken enough for negotiations and emergencies.

Obscure Language
Telepathy
Level: Telepath 2
Display: Mental
Manifesting Time: Standard action
Range: Touch
Target: Any living creature with a language
Duration: 1 hour/level
Power Points: 3
Save: Will negates

The telepath disrupts the communication proccess in the creatue by causing it to temporarily losing one language. The creature cannot understand, speak, or read/write the language chosen by the manifester for the specified duration. Its completely erased from the memory of the creature for the duration.

Augment: For every two extra power points spent, the manifester may chose an additional language.

The kuo-toa have kept the psionic secrets of the deep from us long enough. here are four water based powers.

Crushing Pressure
Psychokinesis
Level: Savant 5
Display: Auditory
Manifesting Time: Full-round Action
Range: Personal
Area: 25 feet radius
Duration: 1 round/level
Power Points: 6
Save: Fort halves

One of the more frightening powers of the deep savant, this power creates a high pressure zone around the deep psion while underwater. In a 25 foot radius sphere, the pressure of the water itnensifies greatly, dealing 1D8 crushing damage on the first round, and the damage increases by 1D8 every round it lasts.

EX. Io the Deepeye Savant is dealing with some pesky human divers, and manifests crushing pressure. The humans that were surronding him start feeling pressured and are beginning to be crushed, taking 1D8 damage. Next round, they take 2D8. The pressure continues to build as Io smiles with his toothy maw, ready to feed on the drowning humans.

The cap damage on this is 10D8, and those immune to damage related to pressure take no damage. This cannot be used above water.

Augment: By spending an extra four power points, the deep savant may increase the area to a 50 ft radius.

Vortex
Psychokinesis
Level: Savant 3, PsyWar 4
Display: Visual
Manifesting Time: Standard Action
Range: Personal
Area: See below
Duration: 1 round/level
Power Points: Varies (see below)
Save: See below

The deep savant can created a swirling whirlpool around itself by manipulating the flow of water. This vortex sucks in and damages its victims. After it has been manifested, the vortex is centered on the savant, and by making a move action, the deep savant may move 5 feet and bringing the vortex with it.

Creatures one or more sizes smaller than the vortex might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to excape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves depends on the vortex size.

The savant may eject any carried creatures in the vortex whenever it wishes, depositing them wherever the vortex happens to be.

If the vortex's base touches teh bottom, it creates a swirling cloud of debris. This cloud is centered on the vortex and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond five feet. Creatrues five feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC.)

The vortex's base is five feet wide, and up to 30 feet wide at the top. Its height must be 10 ft tall, but its mazimum size depends on how much power points the savant burns, and so does the damage.

Small
Save DC: 13
Damage: 1d4
Height: 10-20 ft
Power Points: 1

Medium
Save DC: 15
Damage: 1d6
Height: 10-30 ft
Power Points: 2

Large
Save DC: 19
Damage: 2d6
Height: 10-40 ft
Power Points: 4

Huge
Save DC: 25
Damage: 2d8
Height: 10-50 ft
Power Points: 6

Gargantuan
Save DC: 26
Damage: 2d8
Height: 10-60 ft
Power Points: 10

Colossal
Save DC: 29
Damage: 2d8
Height: 10-70 ft
Power Points: 14

Augment: For every extra two power points the manifester spends, he may increase the save DC by +1.

Mental Drown
Telepathy
Level: Telepath 3, PsyWar 4
Display: Mental, Olfactory
Manifesting Time: Standard Action
Range: Touch
Tarfet: Any breathing creature
Duration: 1 round/level
Power Points: 5
Save: Will negates

By using this power, the deep psion can cause the victim to believe he or she is drowning, and suffer from the effects as such. It works both on air breathing and water breathing victims (air breathers think they are underwater, and water breathers above water.) By doing this, they begin to suffer the effect of drowning, but instead of taking HP damage, he begins to lsoe their mind, taking Wisdom damage. When the victim's Wisdom has dropped to zero, they go into a comatose state until they heal the Wisdom damage.

Rift Walker
Psychoportation
Level: Psion/Wilder 3, PsyWar 3
Display: Material, Visual
Manifesting Time: Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatues
Duration: Instantaneous
Power Points: 6
Save: None

As dimension door, except it only works underwater and can only travel underwater while using the power.

Augment: If you spend an additional 6 power points, you can manifest this power as a move action

Here are the tatoos I promised!

Wavemaster: This tatoo allows the wearer to walk on water as if it was solid ground, as if the effect of water walk had been cast on them. This ability may be suppressed or resumed as a free action
Market Price: 15,000 gp

Rift Shield: By energizing the water around the psion with kinetic energy, a shield of moving, energized water swirls around him. The psion gains the effects of inertial armor. This ability may be suppresed or resumed as a free action.
Market Price: 17,000 gp

Torpedo: This tatoo is used to transfer powers. After being charged with a power, the tatoo may be fired off at a 50 ft range increment at any creature within sight as a move-equivalent action. The user makes a ranged touch attack and if the torpedo tatoo hits the opponent, the power is manifested on the opponent. If it was a touch attack, the opponent is effect. If it was an area effect, the area is centered on the opponent. After the power is manifested or if it misses, the torpedo returns to its master and loses its charge, and must have another power charged into it.
Market Price: 32,000 gp

Here are some psionic items used by the kuo-toa, we received them in our dealings with these unusual creatures.

Drowning Net: This +2 net is used by kuo-toa warriors agains those from the surface world who try to visit their world. When entangled in the net, the victim is automatically treated as drowning, no matter what they breath, as the net pulls out their life.
Market Price: 35,000 gp

Sink Needle: This small piton is used by kuo-toa raiders to sink vessels of any size who come too close to their territory. By slamming it into the underside of a ships hull, the hull below the waterline thats 20D8 piercing damage that bypasses all hardness. This is usually enough to capsize a ship. This is a one shot item, as it disinegrates after one use.
Market Price: 28,000 gp

And finally, here are two feat for deep psions who want to get more in touch with the waves.

Wave Adept
You are skilled in the psionics of Underdeep.
Benefit: Swim and Knowledge (nature) are class skill. To idenity powers manifested by aquatic psions, you gain a +2 psionic bonus.

Reef Channeler
You are able to channel the intense psionic energy of coral.
Prerequisite: Wave Adept
Benefit: By meditating near a coral reef for an hour, you may gain 1 pp for every square 5 feet the coral reef covers.


by blaine tog
PSYCHIC ACROBAT
Psychic Acrobats use their psionic tendencies to supplement their physical prowess. By activating the power of the mind, they can do things that other mortals can only dream about. Unlike the Psion or Psychic Warrior, however, the Psychic Acrobat doesn’t bother with temporary boosts from the expenditure of massive amounts of power points. Instead, they find ways to maximize the potential of a smaller, renewable type of psychic energy: the Psionic Focus.
Psychic Acrobats are most often rogues, but it is also common for monks to take levels in this class.



Requirements
To qualify to become a Psychic Acrobat (PsyAc.), a character must fulfill all the following criteria.
Skills: Autohypnosis 3+ ranks, Balance 9+ ranks, Jump 9+ ranks, Knowledge (Psionics) 3+ ranks, Tumble 9+ ranks
Feats: Mental Leap, Speed of Thought, Up The Walls

Game Rule Information
Names have the following game statistics.
Base Attack Bonus: Average (as a Rogue)
Hit Die: d6.
Saves: Good Ref / Poor Fort and Will
Class Skills: The Psychic Acrobat’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Intelligence modifier.

Class Features
All of the following are class features of the Psychic Acrobat prestige class.
Weapons and Armor Proficiency: Psychic Acrobats do not gain proficiency with any additional weapons.
Improved Mental Leap, AC Bonus
Fast Balance, Great Leaps, Kip Up
Improved Up The Walls
Uncanny Dodge
Improved Angle, Improved Speed of Thought (+15), Spring Attack
Psychogenic Athleticism
Wall Mastery
Perfect Balance
Evasion
Bullet Time, Improved Speed of Thought (+20)

Improved Mental Leap (Su): Psychic Acrobats really know how to squeeze every last ounce of power of their Psionic Focus, and it shows especially well when they use it to make great jumps. Whenever she uses her Mental Leap feat, she adds her Psychic Acrobat level and her Intelligence Modifier to her Jump Check. She must be unarmored to use this supernatural ability.

AC Bonus (Ex):
When unarmored and unencumbered, the Psychic Acrobat adds up to 1 point of her Intelligence bonus (if any) to her AC per Psychic Acrobat level. In addition, a Psychic Acrobat gains a +1 bonus to AC at 4th level. This bonus increases to +2 at 8th level.
These bonuses to AC apply even against touch attacks or when the Psychic Acrobat is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
This extraordinary ability does not fully stack with the AC bonus of a monk or any other similar ability. If the Psychic Acrobat possesses them, she may only add up to 1 point of the relevant ability modifer per level in the relevant class, in addition to any static bonuses (those similar to the +1 bonus the Psychic Acrobat gets at 4th level). If the Psychic Acrobat so choses, she is allowed to not use this ability, in which case she receives no restrictions on her AC bonus gained from another class.

Fast Balance (Ex): At 2nd Level, the Psychic Acrobat gains the ability to balance easily on a precarious surface. A succesful balance check allows her to move her speed rather than half her speed under such conditions. This is an extraordinary ability.

Kip Up (Ex): Even without the assistance of her mind, the Psychic Acrobat is quite physically nimble. She can stand from a prone position as a swift action. This is an extraordinary ability.

Great Leaps (Su): The Psychic Acrobat uses her mind as a lever, helping to lift her off the ground as if she were moving at an accelerated rate. Beginning at 2nd level, the Psychic Acrobat makes all jump checks as if she were running when holding psionic focus and unarmored. This is a supernatural ability.

Improved Up The Walls (Su): The Psychic Acrobat can run up walls for an extended amount of time. When using her Up The Walls feat, the Psychic Acrobat can take part of a double move action on horizontal surfaces instead of part of a move action when unarmored. This is a supernatural ability.

Uncanny Dodge (Ex): The Psychic Acrobat gains the Uncanny Dodge ability, as the Rogue ability of the same name. If she already has Uncanny Dodge, then she gains Improved Uncanny Dodge (again, as the Rogue ability of the same name). This is an extraordinary ability.

Improved Speed of Thought (Su): As the quickness of her mind increases, so does her physical swiftness. At 5th level, the Psychic Acrobat gains a +15 insight bonus to her speed when using her Speed of Thought feat instead of +10. The bonus to her speed increases to +20 at 10th level. This is a supernatural ability.

Improved Angle (Ex): The psionic acrobat attacks from angles against which most warriors are not trained to defend. When attacking from a vertical surface, or leaping from one, the acrobat adds a +4 circumstance bonus to the melee attack roll.

Spring Attack (Ex): The Psychic Acrobat is a very mobile combatant. When unarmored and not carrying a medium or heavier load, the Psychic Actobat enjoys the benefits of the Spring Attack feat, even if he doesn't meet the prerequisites. This is an extraordinary ability.

Psychogenic Athleticism (Su): The Psychic Acrobat uses the power of her mind to add to her great bodily abilities. Beginning at 6th level, the Psychic Acrobat adds her Intelligence Modifier to all Balance, Climb, Jump, Tumble, and Swim Checks when holding psionic focused and unarmored. This is a supernatural ability.

Wall Mastery (Su): At 7th level, the Psychic Acrobat becomes extremely adept at traversing vertical surfaces. When using her Up The Walls feat, the Psychic Acrobat may use the Run action when unarmored. This is a supernatural ability.

Perfect Balance (Su): The Psychic Acrobat uses her mind to so perfectly balance herself that she can walk on surfaces impossible for almost anyone else to traverse. While Psionically focused and unarmored, she may make balance checks to move across solid or liquid surfaces that otherwise would not support her weight. Add +10 to the DC of a surface if the surface would not normally hold your weight (such as a thin branch, a spider web, or an ally’s outstretched arm), and add +20 to the DC of a surface if the surface is liquid. If the Balance check fails, or if she expends her Psionic focus, she falls through the surface. If she moves across a surface that causes damage, such as lava or acid, you are still subject to damage as normal.* This is a supernatural ability.

*This is pretty much verbatim from one of Xeviat-DM’s feats.

Evasion (Ex): At 9th level, the Psychic Acrobat gains the Evasion extraordinary ability (as the Rogue ability of the same name). If he already has this, he gains the Improved Evasion ability.

Bullet Time (Su): The Psychic Acrobat can boost his movements to such great speeds that he can scarcely be seen. At 10th level, the Psychic Acrobat gains the ability to expend his psionic focus as an immediate action to cause one of two effects: he either gains a dodge bonus to his AC equal to his Psychic Acrobat level against a number of attacks equal to his Intelligence Bonus (minimum 1) or he causes all opponents to lose their dexteritiy modifers to AC against all of his attacks (this second effect does not function against deities or creatures with Improved Uncanny Dodge and ten more character levels than the Psychic Acrobat possesses). In either case, the Psychic Acrobat also gains a competence bonus to his base speed of five feet per point of intelligence modifer. All of these effects end at the beginning of his next turn. If he uses this ability while taking the Total Defense action, he then adds 1.5 times his Psychic Acrobat level to his AC instead of just his level. This is a supernatural ability.

Multiclass Note: A monk who becomes a Psionic Acrobat may continue advancing as a monk.

NEW FEATS

SUBCONSCIOUS CONTAINMENT [PSIONIC]
You have unlocked your subconscious mind to the point where you can use it to hold another Psionic focus.
Prerequisites: Wis 13+, Psionic Body, Concentration 6+ ranks
Benefit: You can spend a full-round action attempting to psionically focus your subconscious. At any time when you need to expend your psionic focus, you can expend your subconscious' psionic focus instead. Psionically focusing your subconscious works just like focusing your mind, except that the Concentration DC to regain it is 25 instead of 20.
Special: If you have taken the Psicrystal Containment feat, you cannot take this feat. If you take this feat, you cannot take Psicrstal Containment.
Lady Rolindin

04-03-06, 01:02 AM
Elf foundation
by turalisj
silver elves
+2 intelligence +2 charisma- the silver elves spend half their life reaserching new techniques for fighting, and are naturall born leaders
racial feats:leadership. the silver elves can be found leading armies of paladins and troops of rangers virtually everywhere.
spells per day- 3/day- magic circle against evil, light, cure moderate wounds
favored class:paladin- silver elves naturally know good from evil, and many even believe that they are correllens answer to the drow.



Elf Foundation 2
by dyne
Forest Elf
—+2 Wisdom, -2 Constitution
—Medium Size
—Base Land Speed 30 ft.
—Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
—Low-light vision.
—Weapon Proficiency: Forest Elves are automatically proficient with the longsword, longbow, composite longbow, shortbow, and composite shortbow.
—+2 racial bonus on Listen and Spot checks.
—+2 racial bonus on Survival checks in forests.
—+2 racial bonus on Hide and Move Silently checks in forests.
—-2 racial penalty on Charisma checks with creatures other than Elves.
—Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
—Favored Class: Druid
Forest Elf Paragon
Alignment: Any.
Hit Die: d8.

Class Skills
Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Jump, Knowledge (all skills), Listen, Move Silently, Profession, Ride, Spellcraft, Spot, Survival, and Swim.
Skill Points at Each Level: 4 + Int modifier.


Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +0 +0 +2 +2 Elfsenses —
2nd +1 +0 +3 +3 Speak with Animals, +1 level of druid
stealthy
3rd +2 +1 +3 +3 Ability boost (Wis +2) +1 level of druid


Spells per Day: At 2nd and 3rd level, a Forest Elf paragon gains spells per day as though he gained a level in druid. If a Forest Elf paragon has no levels in druid, this class feature has no effect.
Elfsenses (Ex): A Forest Elf paragon has keener senses than his other Elf comrades, increasing his racial bonuses on Listen and Spot to +4.
Speak with Animals (Sp): Once per day, a Forest Elf paragon of 2nd level and higher may case speak with animals, with a caster level equal to his class level.
Stealthy (Ex): At 2nd level, a Forest Elf paragon's racial bonuses to Hide and Move Silently while in forested areas increase to +4.
Ability Boost (Ex): At 3rd level, a Forest Elf paragon's Wisdom score increases by 2 points.
Index of Elven Material


Material Book PG Type
Aquatic Half-Elf UA 7 Variant Race
Arctic Elf UA 9 Variant Race
Arctic Half-Elf UA 10 Variant Race
Bladesinger CW 17 Prestige Class
Darkwood Stalker CW 23 Prestige Class
Desert Elf UA 11 Variant Race
Desert Half-Elf UA 12 Variant Race
Drow Paragon UA 32 Racial Paragon Class
Elf Paragon UA 35 Racial Paragon Class
Elven Lightblade CW 157 Weapon
Elven Thinblade CW 158 Weapon
Fire Elf UA 17 Variant Race
Fire Half-Elf UA 18 Variant Race
Half-Elf Paragon UA 39 Racial Paragon Class
Jungle Elf UA 14 Variant Race
Jungle Half-Elf UA 14 Variant Race


Key
CW = Complete Warrior
UA = Unearthed Arcana
Lady Rolindin

04-03-06, 01:06 AM
High Magic foundation- Reloaded

by IceFractal
Heavy Magic Zone
Universal
Level: Epic! (I'm not even going to figure the DC out)
Components: V, S, M
Duration: Instantaneous
Area: 1 mile radius, centered on caster
Save/SR: Hell no!

This invokes the ancient threads of magic to imbue an area with raw magic power.

Used in a dead-magic zone, the area becomes normal, used in a wild magic zone the area becomes constantly under the effects of a wild surge.

First, all spells and spell-like abilities are Maximized, Extended, Widened, Empowered, and Enlarged.

Second, any creature with spells or spell-like abilities must make a Will save (DC 30) each round or cast the highest one against a random target.

Third, all spellcasters gain a bonus slot of each level and have a +5 bonus to their DCs.

All Antimagic effects (Antimagic Field, Dispel Magic, Spell Immunity) are completely useless inside this zone.

Material Component: An artifact relating to magic in general worth at least 200,000 gp.

Raw Magic (Substance)
Raw magic is an oily, glowing, substance that has the unusual property of having varying weight depending on the phase of the moon. During the new moon, it is as heavy as lead (although still a liquid), this changes to the weight of water by the half moon and actually being lighter than air by the full moon. For this reason, and the fact that it only exists extremely deep underground (below most of the Underdark, even), raw magic is extremely rare and expensive. Raw magic can be used in several ways:

1) Spell Component
: Any spell that has a vial of raw magic used as an additional material component can be maximized, empowered, widened, enlarged, or extended without taking up a higher level spell slot or additional casting time.

2) Drug/Potion:
When a vial is drunk by a creature with spells or spell-like abilities, all spells/spell-like abilities are at +1 caster level, +1 DC, and +1 to penetrate SR for 1 hour. However, once per minute the creature must make a DC 8 Will save or use their highest level available spell/spell-like ability, they can choose the target and parameters but the ability must be used. If they have multiple applicable abilities, roll randomly. If the ability requires a component they don't have they it doesn't count as available, and if it requires an XP component they can make another will save to use another ability instead.

Multiple vials of raw magic can be taken at the same time, for each additional vial the bonus to caster level, DC, and SR penetration goes up by one, but the will save DC goes up by 2.

3) Antimagic Remedy
: By pouring a vial of raw magic over and object or creature, that creature is unaffected by antimagic zones for 1 minute. Creatures with spells or spell-like abilities can use them, although the spell will fail if the target is in the antimagic zone too and affected by it.

Cost: Not sure, but quite expensive, maybe even a minor artifact like dwarven glow stones

by Silmarien Aldalome
Casting Guidelines for Elven High Magic Rituals

Elven High Magic Rituals are rare events for the Elvish nations, provoked by dire need or inspired by mysterious purpose. Despite their rarity, they are, nonetheless deeply ingrained into Elvish culture and several Lore Tomes exist in Libraries of the oldest Elven lands that record Mythal Castings.

After The Stillness and Burden of Forgiveness, the Elven High Mages will gather and cast The Summoning, which brings Tel'Quessir to the site that has been Hallowed and prepared by the Elven Diviners. When the midnight hour is upon the lands, those who have partaken in the Burdon of Forgiveness will convene usually in a place of great natural beauty.

At the centre of the Casting, stands the First of the Elven High Mages, adorned in blue robes, laced with magical Mithril runes at the extremities. Each of The First faces the other, feet apart, and with two hands on a staff planted before them.

The Diviners then bring the Grace of Arvandar to the Ritual and Hallow the sacred ritual with Divine prayer. And behind each of The First are gathered The Many Second, who are in triangular formation, with the apex facing The First. Thence, beyond The Second are The Ranks of The Third, sometimes thousands of them, who bring their solidarity to the Casting.

And so the Casting begins, with The First summoning magical power, in ever-spiraling waves of energy. And so song is bound to magic and Elvish Verse unlocks the Power of The Weave as radiant power explodes into the night in corruscations of blue fire and expanding blue spheres of magical power. These innundate The Second and The Third in rapid succession and the Elven Peoples amplify the Power and reflect it back to The First. Deeply attuned to each other and immersed in The Weave, they are both magical conduit and magical form. They are immersed in the very substance of magic and through it, the Elven Spirit gathers The Weave and they Shape it and Form it, pouring forth Lore and Might, inspired by their Essence.

And so, the Casting continues all through the night as Chorus and Magic intermingle. Immersed in The Weave and towards the approaching dawn. Under great strain and in great peril, for The First must not falter. The Elven Peoples are vulnerable and exalted, magestic and humble, vast and tiny. And when the first ray of morning light crosses the horizon, The First must manifest the Mythal. And with a mighty exertion, The Mythal may come into existence as the Elven Song is forever echoed in the Mythal, so that memory of The Casting may be recalled by those who would hear it.....

Mechanics and EHM

The individualised spells for the Mythal Functions. I've hinted at some new and some recycled Epic Level Seeds as a basis for such Epic Spells as follows:

threat:
Elven solidarity is increased when they are threatened. Great Mythals of Defence, Fortification and possible Imprisonment of Abominations and fathomless sentient Elf Banes
grief: for Great Monuments of Grieving and Lamentation
exaltation: for Awe-inspired Moments of Divinity or Exaltation of Arvandar on Toril
healing:
for mending the Great Ruinations of the earth
transformation: for correcting ruined Mythals formed in Mystryl's Weave. Such Mythals may be altered and at great risk, possibly reattuned to Mystra's Weave
sanctuary: for Impregnable Respite from Suffering, where those Elves who seek Healing, may be granted access, after great Gifts of Service. 'Tis said that all ills may find Ease for those who suffer
enlightenment: for Hallowed Attunement with Arvandor on earth. The Highest Ideal of Elvendom, where, like days of old, Evereska and Evermeet shone with the Radiance of the Beyond in Eternal Beauty.

The Epic Spell seeds also act as a basis for The Stillness. In the Moments Before The Burdon of Forgiveness, the Elves may share in a collective Epipheny, which brings them to The Stillness. When the hosts of the Elves come to sudden realisation of some event of Epic proportions, they may be transported partially into the Otherworld of Arvandaar for Guideance and Solice. Whence they return, The First may prepare their Magics, as part of their Burdon of Forgiveness, lasting 40 days and nights.....
Lady Rolindin

04-03-06, 04:09 AM
M:Tg Compendium foundation
by Kyuketsukiouji

Reify Coat of Arms
Conjuration
Level: Cnl 4
Components: None
Casting Time: 1 standard action
Range: Personal.
Target: You.
Duration: 1 round./level
Saving Throw: None
Spell Resistance: No
Converted Token: Prayer
Reify Coat of Arms creates a ghostly pennant, that floats gently behind the caster. This pennant is attuned to one race of creatures, and while it lasts, all creatures within 60 feet of the pennant gains +1 morale bonus to attack, AC and Saving Throws for each other member of the same race within the radius. Thus, if there are 3 elves within 60 feet of the Coat of Arms, they all gain +2 to attack, AC and saving throws.

Reify Crystal Rod
Conjuration
Level: Cnl 1
Components: None
Casting Time: 1 standard action
Range: Personnal.
Target: You.
Duration: 1 round./level
Saving Throw: None
Spell Resistance: No
Converted Token: Cure Light Wounds
Reify Crystal Rod creates a small, gently glowing rod of blue crystal that floats in front of the caster. As a free action that does not trigger an attack of opportunity (in or out of turn), the channeler can channel one point of mana in the rod to get healed of 1d8 hit points of damage. The rod's healing ability can only be used in response to the casting of a spell with the Air, Water or Mind-Affecting descriptor within 60 feet of the chaneller (including the chaneller's own spell tokens). A Crystal Rod can be activates multiple times a round, as long as the conditions for it's activation are met.

Reify Disrupting Sceptre
Conjuration
Level: Cnl 3
Components: None
Casting Time: 1 standard action
Range: Personnal.
Target: You.
Duration: 1 round./level
Saving Throw: None
Spell Resistance: No
Converted Token: Touch of Idiocy
Reify Disrupting Sceptre manifests a large metal rod that floats before the channeler. The channeler can activate this rod as a free action, targetting one creature within 60' (this can provoke attacks of opportunity), at the cost of three mana points. The target of the rod must make a Will save (and the ability is subject to spell resistance). On a failed save, the caster looses prepared spell, one spell slot, one use of a spell-like ability or has one of his ready tokens of inactive land bonds rendered inert for one day, at the target's choice. If the target meets more than one category (For instance, a cleric/sorcerer would have both prepared spells and spell slots), the target gets to choose which one is affected. The sceptre can be activated only once per round. The sceptre's effects are [Mind Affecting], though not casting the spell that reifies it, and does not count as a cast spells for abilities that affect such (so using the distrupting sceptre does not require any specific kind of mana, and does not activate a Crystal Rod).

Reify Distorting Lens
Conjuration
Level: Cnl 2
Components: None
Casting Time: 1 standard action
Range: Personnal.
Target: You.
Duration: 1 round./level
Saving Throw: None
Spell Resistance: No
Converted Token: Undetectable Alignment
Reify Distorting Lens creates a small magnifying glass that gently hovers near the channeller. Once per round, as a free action that produces an attack of opportunity, the Lens can be focussed on one creature within 60'. This creature must make a Will save, if unwilling (and the ability is subject to spell resistance), or have it's subtype temporarily changed to either Good, Evil, Fire, Air, Water, Earth, Lawful, Chaotic, Acid or Sonic. This change lasts one round, and does not actually affect the creature's mentality or attitude, if the component changed is Good, Evil, Lawful or Chaotic. The creature acquires whatever vulnerabilities his new subtype has to other effects, however. For example, a Solar changed to the Evil subtype would be vulnerable to spells like Holy Smite, that target evil creatures.

Reify Jaemdya Tome
Conjuration
Level: Cnl 4
Components: None
Casting Time: 1 standard action
Range: Personnal.
Target: You.
Duration: 1 round./level
Saving Throw: None
Spell Resistance: No
Converted Token: Mnemonic Enhancer
Reify Jaemdya Tome manifests a large gently glowing book that floats near the channeler. As a free action that produces an attack of opportunity, the channeler can activate the Tome by spending four points of mana. Activating the Tome causes one randomly chosed Token the channeler owns, but does not hold, to appear withing his hand. The Token must be readied normally, as per the rules. The Tome can only be activated once per round, and does not grant the channeler any abilities to exceed his ready limit (see the Activate Token section of the Channeler).

Reify Rock Golem
Conjuration
Level: Cnl 4
Components: None
Casting Time: 1 standard action
Range: 10 ft.
Duration: 1 round./level
Saving Throw: None
Spell Resistance: No
Converted Token: Summon Monster IV
This spell causes the manifestation of a golem-like creature to appear at any point within range. In addition, as a free action that does not produce an attack of opportunity, the channeler can spend 3 points of mana to give the Rock Golem the effects of the Fly spell for 1 round.

Rock Golem
Large Construct
Hit Dice: 4d10+30 (52 hp)
Initiative: +0
Speed: 20 ft. (4 squares); 30 ft. legs
Armor Class: 14 (–1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Slam +5 melee (1d8+4)
Full Attack: Slam +5 melee (1d8+4)
Space/Reach: 10 ft./10 ft. (tall)
Special Attacks: Trample
Special Qualities: Construct traits, darkvision 60 ft., low-light vision; hardness 10
Saves: Fort +1, Ref +1, Will –4
Abilities: Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Trample (Ex): A Rock Golem can trample creatures two or more sizes smaller than itself, dealing damage equal to the Golem’s slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object’s HD + Golem’s Str modifier) to halve the damage.


Reify Skull of Orm
Conjuration
Level: Cnl 3
Components: None
Casting Time: 1 standard action
Range: Personnal.
Target: You.
Duration: 1 round./level
Saving Throw: None
Spell Resistance: No
Converted Token: Lesser Restoration
The spell creates a ghostly skull that floats near the channeler. As a free action that produces an attack of opportunity, a channeler can activate the Skull by paying 5 mana, and selecting an inert token of the Enchantment school (a Token which was used within the last 24 hours). The token becomes active again. The Skull can only be activated once per round.

Reify Mage's Armor
Conjuration
Level: Cnl 6
Components: None
Casting Time: 1 standard action
Range: Personnal.
Target: You.
Duration: 1 round./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Converted Token: Mage Armor
This spell creates a magical suit of armor around the caster. This suit of armor automatically absorbs the first 6 points of damage made by any attack, be it spell or weapon (treat this at damage resistance 6/- against every damage type).

Reify Spellbook
Conjuration
Level: Cnl 0
Components: None
Casting Time: 1 standard action
Range: Personnal.
Target: You.
Duration: 1 round./level
Saving Throw: None
Spell Resistance: No
Converted Token: Prestidigitation
Reify Spellbook causes a sylized spellbook to appear, gently floating near the caster. While the Spellbook is present, the caster can ignore the limit on the number of token he can keep active at the same time.

Black.

All black spells have either the Fear, Evil, Death or Darkness subtype, some, by necessity, have the Mind Affecting or other subtypes, which means they need mana from other land types too.

Ambitions's Cost
Transmutation[Evil]
Level: Cnl 4
Components: None
Casting Time: 1 standard action
Range: Personnal.
Target: You.
Duration: Instant
Saving Throw: None
Spell Resistance: Yes (harmless)
Converted Token: Mnemonic Enhancer
Ambition's cost allows a caster to either remember up to 3 spells of level 3 or lower, regain 3 used slots of level 3 or lower, or reactivate 3 Spell Tokens of level 3 or lower. These spells (or tokens) are chosen randomly amongst all the used spells or token of the appropriate level the character has. As an extra casting cost, the caster loses 3d8 hp. This loss cannot be prevented, but can be healed as normal.

Dark BanishingAbjuration[Evil]
Level: Cnl 3
Components: None
Casting Time: 1 standard action
Range: 60 ft.
Target: One creature.
Duration: Instant
Saving Throw: Will negates.
Spell Resistance: Yes
Converted Token: Dispel Magic
This spell forces one non-evil outsider back to it's native plane, or destroys one non-evil summoned creature. The creature can have up to 2 hit dice per level of the caster.

Death Pit
Necromancy[Death, Evil]
Level: Cnl 6
Components: None
Casting Time: 1 standard action
Range: 10 ft.
Area: 30 ft radius emanation.
Duration: 1 round per level.
Saving Throw: Fortitude negates.
Spell Resistance: Yes
Converted Token: Slay Living, Finger of Death
This spell creates a field of negative force which makes the lifeforce of all within weaker than normally. Any creature that takes damage while within the field must make a Fortitude saving throw (at +4 on the roll), or die.

Diabolic Tutor
Necromancy[Evil]
Level: Cnl 4.
Components: None.
Casting Time: 1 standard action.
Range: Personnal.
Target: You.
Duration: 1 round per level.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.
Converted Token: Mnemonic Enhancer
This spell allows you to bring any one token of your choice on your person to your hand. Note that the spell does not give you the ability to ready the token if you are already at your limit.

Summon Drudge Skeleton
Necromancy[Evil]
Level: Cnl 2
Components: None
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned skeleton.
Duration: 1 round per level.
Saving Throw: None
Spell Resistance: No
Converted Token: Summon Monster II, Animate Dead
This spell summons one Drudge Skeleton at the designated point. In addition, if the Skeleton is slain before the spell duration ends, the Channeler can spend one point of mana from a Death, Darkness, Evil or Fear source to bring it back to life at full hp. This does not work if the Skeleton was disintegrated (by the spell of the same name, or effects that are treated as disintegration), and must be done in the same round the Skeleton is killed.

Druge Skeleton
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Scimitar +2 melee (1d6+1/18–20) or claw +2 melee (1d4+1)
Full Attack: Scimitar +2 melee (1d6+1/18–20) or 2 claws +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1
Feats: Improved Initiative
Environment: None
Organization: None
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil

Murdrous Betrayal
Enchantment[Evil, Death, Darkness]
Level: Cnl 5
Components: None
Casting Time: 1 standard action
Range: Personnal
Target: You
Duration: 1 round per level
Saving Throw: None (See text)
Spell Resistance: No (see text)
Converted Token: Phantasmal Killer
This spell enchants the caster with a fearsome aura of dark power. As a free action which does not provoke an attack of opportunity, the channeler can pay 2 mana from a Death, Darkness or Evil source, and half his hp (rounded down) to make a death attack against any one target within 60 feet. This death attack is treated as the spell Slay Living, save that it causes no damage on a failed saving throw. The loss of hp this spell causes is part of its cost, and cannot be prevented.

Awaken Dead (Raise Dead)
Transmutation[Evil]
Level: Cnl 1.
Components: None.
Casting Time: 1 standard action.
Range: Personal.
Target: One Token.
Duration: Instant
Saving Throw: None
Spell Resistance: No
Converted Token: Death Watch
This spell allows the Channeler to reactivate any one dormant Sommon token, or any Reify token that conjures a construct. The token must be used normally once awakened, and Awaken Dead does not allow a Channeler to have more active token than his normal limit.

The Channeler:

Channelers are an odd and reclusive type of arcane spellcasters that access magic in what appears, to most, as a counter-intuitive manner. While it makes being a channeler far more hazardous than the standard paths of magic, it also has far more potential for power.

Game rule information:
Channeler have the following game statistics.
Abilities: Charisma is important for chanelers, since much of their power comes from willpower and force of will. Intelligence helps a channeler amass the information she needs to learn of new lands he can bind herself to. Constitution is useful to a channeler to endure the trials of travel
Alignment: Any.
Hit Die: d4.
Base Attack Bonus: Low (as Wizard)
Saves: low Fort and Ref, high Wis

Class Skills:
The Channeller's class skill are Concentration (Con), Craft (Int), Decypher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).
Skill points at first level: (2 + Int modifier) x 4.
Skill points at each additional level: 2 + Int modifier.

Table: The Channeler
Level - Base Attack Bonus - Fort Save - Ref Save - Will Save - Special
1st +0 +0 +0 +2 Landbind, Waken Bond, Tap Land, Create Spell Token, Activate Token
2nd +1 +0 +0 +3 Quick Channel 1
3rd +1 +1 +1 +3
4th +2 +1 +1 +4 Quick Channel 2
5th +2 +1 +1 +4 Swift Channel 1
6th +3 +2 +2 +5 Quick Channel 3
7th +3 +2 +2 +5
8th +4 +2 +2 +6 Quick Channel 4
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Quick Channel 5, Planar Channeling, Swift Channel 2
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8 Quick Channel 6
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9 Quick Channel 7
15th +7/+2 +5 +5 +9 Swift Channel 3
16th +8/+3 +5 +5 +10 Quick Channel 8
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11 Quick Channel 9
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Swift Channel 4

Class Features:
All of the following are class features of the channeler.

Weapon and armor proficiencies: Chanelers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Landbind(Ex): Starting at first level, a channeler can establish a bond with any defined area of land she is physically present in. This bond takes 1 turn to establish (during which the channeler must concentrate exclusively on forming the bond), and lasts indefinitely once created. For the purposes of this power, a "land" is one, single area of terrain of a single type, seen as a whole. This "wholeness" is relative, but generally, a single named area counts as a "land". Most "lands" can be bound to an infinite amount of channelers with no harm, but there are exceptions. Bonds with lands are dormant unless awakened.

Waken Bond(Ex): As a free action which does not provoke an attack of opportunity, a channeler can awaken a bond with any of the lands he has previously bonded with on the same plane she is currently in. Waken Bond can only be done once per round, unless some other ability specifically states that it allows the awakening of a bond. A chaneler can only have as many bonds active as her level + her Constitution modifier. A bond remains wakened for 1 round per channeller level + the channeler's Charisma bonus.

Tap Land(Ex): As a free action, a channeler can draw power, called Mana, from a land through an awakened bond to herself and use it to cast spells. Tapping a land can be done as many times a round as a channeler wants, but only once per bonded land. Power drawn must be used in the round it is drawn, or it damages the channeler, inflicting 1d6 points of untyped damage per unused tapped land.

Create Spell Token(Su): A channeler cannot cast spells directly, as the power of the raw mana she calls from lands is too massive to be focused by her mind alone. Instead it is channeled through spell tokens, constructions of magic that manifest the power a channeler calls. Spell Tokens can only be created from magical items (scrolls, wands, staves, rods, rings or wondrous items that allow the user to cast spells, usually), or tomes that describe certain obscure process for converting tokens to other forms (some of which are magics only applicable to channelers). Creating a Spell Token uses charges, for charged items, or uses per day, as if the item was normally used. Creating a spell token takes 1 day for a level 1-4 spell, 2 days for a level 5-6 spell, 3 days for a level 7-8 spell and 4 days for a level 9 spell. Succesfully creating a spell token requires a Spellcraft Check (DC 10 + Spell Level *3). Failure expends the charges or use of the item from which the token is created. Tokens can be created from items activated with UMD. Note that a chaneler actually has no spell list or his own for purposes of using scrolls, wands and other spell completion items. Creating a Token costs Spell Level squared x 75gp, and 1/25th of that in xp.

Activate Token (Ex) : As a standard action which provokes an attack of opportunity, a channeler can channel mana through a spell token to release the spell it contains. This causes the spell token to become dormant for a full day, and casts the spell at the channeler's caster level. The channeler makes all decisions on casting the spell as if she was casting it herself (which, in essence, she is). Any feats that apply to spellcasting can be used with channeling, including spell focus, spell penetration and metamagic feats (though feats such as spell preparation cannot, since the chaneller does not cast the spells directly).

A spell token requires one point of mana per level of the spell contained to activate. In addition, certain spells require mana drawn from specific types of lands, as determined by their descriptors:

Descriptor - Land type
Lady Rolindin

04-03-06, 04:55 AM
The Rising flame Foundation
by dyne
Lighter
Evocation [Fire]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: 1 hour or until discharged
Saving Throw: No
Spell Resistance: Yes
This spell lights a small fire with a touch. The spell can be used to light torches, or the flame can be held in hand without harm, providing light as a torch. If the caster wishes, the flame can be used as an attack. On a successful melee touch attack, the flame causes 1d4 points of fire damage. Attempting to attack with the flame discharges and extinguishes it, whether or not the attack succeeds.
Lady Rolindin

04-03-06, 05:07 AM
The Socity of Cards

The Cardcaster Core Class Spoiler:
The Cardcaster

Since the limitations of magic were discovered, magicians of all kinds have sought to overcome them. Many methods have been innovated, but none so efficient as the creation of Essence Cards. The process of distilling magical energies down to a very simple essence allowed almost anyone to become at least a minor magician.

But, there are those who are as dedicated to the use of Essence Cards as the original mages who crafted them were dedicated to their own studies. These "cardcasters" have perfected the art of cardcasting, honing it to an edge that competes with, and in some cases exceeds, the power of traditional magic. And because this training is less strenous than training in traditional magic, the cardcaster is free to pursue other ends as well.

Statistics:
Hit Die: d6
Skills/Level: 2 + Int modifier
Class Skills: Knowledge (all skills taken individually), Concentration, Craft, Profession, Speak Language, Sleight of Hand, and Spellcraft.
Weapon and Armor Proficiency: A cardcaster is proficient with simple weapons and light armor but not with shields.

The Cardcaster

BAB Fort Ref Will Abilities
01. +0 +2 +2 +2 Craft Essence Card (Spare), Free Deck
02. +1 +3 +3 +3 Card Expertise
03. +2 +3 +3 +3 Boost Card, Card Specialization, +1 Concentration
04. +3 +4 +4 +4
05. +3 +4 +4 +4 Bonus Feat
06. +4 +5 +5 +5 Card Combo I, Craft Essence Card (Tier 1), +2 Concentration
07. +5 +5 +5 +5
08. +6 +6 +6 +6 Slapjack
09. +6 +6 +6 +6 Activate Tier 2, +3 Concentration
10. +7 +7 +7 +7 Bonus Feat
11. +8 +7 +7 +7 Card Combo II
12. +9 +8 +8 +8 Craft Essence Card (Tier 2), +4 Concentration
13. +9 +8 +8 +8 Cast on the Run
14. +10 +9 +9 +9
15. +11 +9 +9 +9 Bonus Feat, Activate Legendary Tier, +5 Concentration
16. +12 +10 +10 +10 Card Combo III
17. +12 +10 +10 +10
18. +13 +11 +11 +11 Hidden Casting, Craft Essence Card (Legendary), +6 Concentration
19. +14 +11 +11 +11
20. +15 +12 +12 +12 Bonus Feat, Chain Combo


Craft Essence Card:
At 1st level, a cardcaster gains the ability to craft essence cards. He chooses one of the following spell lists: Cleric, Druid, or Sorcerer/Wizard. He may now craft essence cards as if he we a member of that class with levels equal to his levels in cardcaster. To craft an Essence Card, a cardcaster must have an Intelligence score equal to the level of the spell included in the card plus 10.

There are four kinds of essence cards: Spare, First Tier, Second Tier, and Legendary. For each kind, save DCs are calculated using the caster's Charisma modifier. To activate any essence card, the caster must hold the card boldly forth and pronounce the command word, then make a Concentration check with a DC equal to 10 + the level of the spell contained in the card.
Spare Essence Cards:
Spare cards are the card equivalent of a scroll. They are a one-time-use item, usable only by cardcasters, who typically use them as reserves in case of an emergency. Spare essence cards can be used once, and are thereafter exhausted. The base price of a spare essence card is (40.5 gp x Spell Level x Caster Level). A Cardcaster begins play with the ability to craft Spare Essence Cards. He must wait until he has gained levels in the class to craft higher Tiers.
First Tier Essence Cards:
The typical deck of Essence Cards is made up of First Tier cards. This is because they are inexpensive and last longer than Spare cards. A first tier essence card starts with 50 charges (unless a second spell was imbued into the card using the Quicken Spell metamagic feat, in which case it only has 25 charges), and only one charge may be used per day. The base price of a first tier essence card is (162 gp x Spell Level x Caster Level). All In order to craft a First Tier Essence Card, a Cardcaster must be 6th level, alhtough anyone can attempt to use a First Tier card.
Second Tier Essence Cards:
A Second Tier Essence Card may still only be used once per day, but it has unlimited charges. The base price of a Second Tier Essence Card is (324 gp x Spell Level x Caster Level). In order to craft one, a Cardcaster must be at least 12th level, and only Cardcasters of 9th-level or higher may activate a Second Tier Essence Card. In addition, the Concentration check DC to activate a Second Tier Essence Card is 5 points higher than normal.
Legendary Essence Cards:
A Legendary Essence Card may be used an unlimited number of times per day and has an unlimited number of charges. The base price of a Legendary Essence Card is (1080 gp x Spell Level x Caster Level). To create a Legendary Essence Card, a Cardcaster must be at least 18th level, while activation of one only requires he or she be 15th level Cardcaster. Also, all Legendary Essence Cards have very strong alignments, and to activate a Legendary Essence Card, the Cardcaster must have the same alignment as the card he intends to cast. In addition, the Concentration check DC to activate a Legendary Essence Card is 10 points higher than normal.
Note that First Tier essence cards can be used by anybody who can make the Concentration check, but Cardcasters are especially good with all kinds of Essence Cards.

Many Essence Cards have a strong alignment attached to them, as indicated by the color of the border. A character attempting to activate a card with a strongly focused alignment must be within one step of the card's alignment. The exception to this rule is cards of Legendary Tier, in which the character's alignment must match exactly.

Some cards, while not having a strong alignment, lean toward one alignment nonetheless. While characters receive no penalty for using a card that leans toward an alignment that is not their own, Cardcasters may include such a card for his Card Specialization ability if it is of his own alignment.

The different alignments and their corresponding colors are as follows:

Good-White
Law-Blue
Neutral-Gray
Chaos-Yellow
Evil-Black

Some cards have mixed elements of alignments, as reflected in the borders. For example, a Lawful Good card would have a light blue border or a border of white and blue interchanging.
Free Deck:
At 1st level, a cardcaster begins play with 5 1st level Essence Cards of his choice. Every level thereafter, he recieves one free card of his choice with a level no higher than he could craft.
Card Expertise:
When a cardcaster casts a card, the effective caster level of that card is increased by one level per three levels of cardcaster the character has.

Boost Card:
Starting at 3rd level, a cardcaster learns how to coax out extra power from his cards. He recieves a number Boost Points equal to his cardcaster level plus his Wisdom modifier. He may use these Boost Points when casting a card to apply any metamagic feats he knows to that card's effects. The tradeoff is one Boost Point per level of metamagic, and the cardcaster can only boost a card that he could craft.
Card Specialization:
When a cardcaster uses the Boost Card ability on a card whose alignment matches the cardcaster's alignment, the cost for applying the metamagic feat is reduced by one level (to a minimum of one).
Bonus to Concentration:
As a Cardcaster gains levels, he becomes more and more familiar with the activation of Essence Cards. As a result, he gains a bonus on Concentration checks to activate Essence Cards depending on his level in Cardcaster, as given in the table.

Bonus Feat:
A card crafter relies on customizing his cards for full effect. Thus, at 5th level, and every five levels thereafter, he gains a bonus metamagic feat. These feats can only be applied when crafting cards, or when using the Boost Card ability.
Card Combo:
At 6th level, the Card Caster learns how to link similar spell effects into one larger spell, provided the spells in question are similar in some way and they are both locked inside cards. Casting a card combo is a full round action, and only two cards can be involved in the combo. At 6th level, they must share the same subschool. At 11th level, they must only share the same descriptor. At 16th level, they must only share the same school.

The cardcaster can do this a number of times per day equal to 1 + his Intelligence modifier.
Slapjack:
A number of times per day equal to 1 + the cardcaster's Dexterity bonus, the cardcaster may cast a card as a standard action that avoids all attacks of opportunity. In effect, the cardcaster becomes adept at casting a card faster than her opponents can react.

Cast on the Run:
When casting a card as a standard action, the cardcaster may move both before and after casting the card, providing that the cardcaster's total distance moved is not more than her speed for the round.
Hidden Cast:
A number of times per day equal to 1 + the cardcaster's Intelligence bonus, the cardcaster may cast a card as if it were under the effects of the metamagic feats Silent Spell and Still Spell.
Chain Combo:
At 20th level, the Card Caster can perform a Card Combo with three cards, as long as they form a "chain." For example, a card with the conjuration school could combo with another card from the conjuration school. If this card has the fire descriptor, it could then combo with a card from the evocation school that also has the fire descriptor.

A chain combo counts as two card combos for the purpose of the Card Combo ability.
Duels

Adamantine Skeletons
Card Border: Gray, tinged Black
Runes Remaining: 25
Picture: A dark skeleton, shining in the light, descending on a human warrior whose sword merely bounces off of the skeleton's limbs.
Effect: Creates three adamantine skeletons. These skeletons act as animated objects of medium size that are made of adamantine (hardness 20), and that dissappear after 7 rounds.
Cost: 8,400 gold pieces
Scribe: Kingside_Bishop
Brothers of Heaven
Card Border: Light Gray
Runes Remaining: 50
Picture: A trio of silver lions
Effect: Summons 1d3 celestial dire lions that do the summoner's bidding, which vanish after 7 rounds, and have Strength and Constitution scores 4 points higher than normal.
Cost: 5,000 gold pieces

Scribe: Kingside_Bishop
Chaos Lightning
Card Border: Yellow
Runes Remaining: 50
Picture: A lightning bolt arching to several indistinct humanoids
Effect: Creates a lightning bolt that deals 14d6 damage to one target and 7d6 damage to up to 14 targets within 30 ft of the first target. All targets recieve a Reflex saving throw (DC 23) for half damage.
Cost: 5,000 gold pieces
Scribe: Kingside_Bishop

Dyne's Guiding Light
Card Border: Light gray
Tier: Tier 1
Rune: 50 small runes
Picture: A small sun-like shape surrounded by darkness
Effect: On command, this card sheds light as bright as full daylight in a 60-foot radius and dim light for an additional 60 feet. Creatures weak against bright light are effected in this area as though in actual daylight. The card sheds light for a full hour before fading back to normal.
Cost: 2,916 gp
Scribe: Dyne

Flame's Trio
Card Border: Gray, tinged Yellow
Runes Remaining: 50
Picture: A trio of tiger shaped humanoid shaped elementals
Effect: Summons 1d3 huge fire elementals that do the summoner's bidding, which vanish after 7 rounds, with Strength and Constitution scores 4 points higher than normal.
Cost: 5,000 gold pieces

Scribe: Kingside_Bishop
Jungle Stalker
Card Border: Gray, tinged Black
Runes Remaining: 50
Picture: A single, amazingly huge, tiger
Effect: Summons a dire tiger that does the summoner's bidding, which vanish after 7 rounds, and has Strength and Constitution scores 4 points higher than normal.
Cost: 5,000 gold pieces

Scribe: Kingside_Bishop
Lion's Pride
Card Border: Gray, tinged Blue
Runes Remaining: 50
Picture: A pride of dire lions
Effect: Summons 1d4+1 dire lions that do the summoner's bidding, which vanish after 7 rounds, with Strength and Constitution scores 4 points higher than normal.
Cost: 5,000 gold pieces

Scribe: Kingside_Bishop
Phoenix
Card Border: Gray, tinged Yellow
Runes Remaining: 25
Picture: A flaming bird protecting an indistinct humanoid from attack.
Effect: Summons a Greater Fire Elemental in the form of a phoenix, that does the summoner's bidding, which vanishes after 7 rounds, with Strength and Constitution scores 4 points higher than normal. Any damage assigned to the character who used this card is divided in half -- half to the character, and half to the phoenix. Additionally, the character who used the card recieves a +1 deflection bonus to AC and a +1 resistance bonus to all saves.
Cost: 8,600 gold pieces

Scribe: Kingside_Bishop
Quicken Minions
Card Border: Gray
Runes Remaining: 25
Picture: An indistinct humanoid speeding up.
Effect: Grants up to six creatures a +4 enhancement bonus to Dexterity and the effects of the Haste spell.
Cost: 7,300 gold pieces

Scribe: Kingside_Bishop
Strengthen Minions
Card Border: Gray
Runes Remaining: 50
[U]Picture: An indistinct humanoid lifting a tree over his head, with several arrows protruding from his body.
Effect: Grants up to six creatures a +4 enhancement bonus to Strength, for 6 minutes.
Cost: 3,650 gold pieces
Scribe: Kingside_Bishop


Dyne's Magic Decipher
Card Border: Dull gray
Tier: Spare
Rune: One small rune
Picture: Runes and symbols fill the frame
Effect: On command, this card alters your sight, allowing you to decipher magical writing that would otherwise be unintelligible. You can read at the rate of one page (250 words) per minute. You may identify a glyph or symbol with a Spellcraft check (DC 10 + spell level). The improved sight lasts for 10 minutes, after which your eyesight returns to normal, and the surface of the card fades away, leaving a worthless piece of paper.
Cost: 20.25 gp
Scribe: Dyne

Dyne's Magic Sense
Card Border: Dull gray
Tier: Spare
Rune: One small rune
Picture: A Human eye with an arcane rune in place of a pupil
Effect: On command, this card alters your perception, allowing you to detect magic auras, depending on how long you study a particular area or subject:
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
To determine aura strength and length of time that an aura lingers, refer to the Detect Magic description.
The altered perception lasts for as long as you concentrate, up to 1 minute. After which, the improved perception fades back to your normal senses, with the card's surface fading with it until it becomes a worthless piece of paper.
Cost: 20.25 gp

Scribe: Dyne
Dyne's Quick Light
Card Border: Dull gray
Tier: Spare
Rune: One small rune
Picture: A small light in the middle of a dark background
Effect: On command, this card glows, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. The glow lasts for 10 min., after which the card's surface fades away with the light, becoming a worthless piece of paper.
Cost: 20.25 gp
Scribe: Dyne

by Aramar the black
Ashantiic Bonds
Card Border Very Light Yellow
Tier Tier 1
Rune 50 small runes
Picture A large black spider, tattooed witha whtie web-like design.
EffectEssentially, using this card has the same effect as casting the web spell.
Cost 1,944 gp

Razorfire
Card Border Light Yellow
Tier Tier 1
Rune 50 small runes
Picture A thin knife, on fire, like a candle.
Effect This card sends forth d4+3 flaming daggers, which fly toward the target (Att. Bonus +15) and deal d4+2d6 fire damage.
Cost ??

The White Wolf
Card Border Dark grey
Tier Tier 1
Rune 50 small runes
Picture Snarling winter wolf's head.
Effect Summons a manistifation in the form of a white wolf head, which bites the adversary, dealing 4d8 piercing damage plus 6d6 cold damage.
Cost ??

Gaze
Card Border Blue
Tier Tier 1
Rune 50 small runes
Picture Two Dark Blue, gazing eyes
Effect All creatures who are subject to this card must succeed at a Will save (DC 25). those who succeed at this save gain a +2 bonus to Int. for d6+10 rounds. Those who fail are stunned and take a -2 penalty to Int. for an equal number of rounds.
Cost ??


Second Tier Cards Spoiler:
Dyne's Radiant Beam
Card Border: White
Tier: Tier 2
Rune: One large rune
Picture: A beam of light crossing horizontally through the frame, darkness above and below it.
Effect: On command, this card glows slightly (but not enough to illuminate the surroundings). While the card glows, the caster may evoke a dazzling beam of intense light, blinding the target and dealing 4d6 points of damage. On a successful Reflex save (DC 17 +Cha mod), the blinding is negated and damage is halved. Creatures to which the sunlight is harmful or unnatural take double damage.
An undead creature caught within a beam instead takes 13d6 points of damage, or half damage on a successful save. For undead specifically harmed by bright light, they are destroyed on a failed save.
The ultraviolet light deals damage to fungi, oozes, and slimes as if they were undead.
The card glows for 13 rounds, during which the caster may evoke four beams of light. When either the duration expires or the uses are exhausted, the glow of the card fades away.
Cost: 29,484 gp
Scribe: Dyne

Starter Decks Spoiler:
When you ask Xur how to get started with purchasing essence cards, and if there are any that work well together, Xur nods. "Assembling a decent deck is the goal of all card casters. There are a few combinations that young initiates to the art have found particularly useful and inexpensive. I'll even give you a discount if you buy these cards in groups. Here are a few you might be interested in..." Xur pulls out several wooden boxes from under the counter, and begins showing the cards inside to you...

Caretakers of the Pit
Cards: Hell's Hunters, Flame's Trio, Strengthen Minions, Flame's Wrath
Original Cost: +/- 29,000 gold pieces
Discounted Cost: 26,000 gold pieces
Celestial Storm
Cards: Brother's of Heaven, Chaos Lightning, Heaven's Thunder
Original Cost: +/- 25,000 gold pieces
Discounted Cost: 22,500 gold pieces
Swift Vengeance
Cards: Jungle Stalker, Lion's Pride, Quicken Minions, Strengthen Minions.
Original Cost: +/- 21,000 gold pieces
Discounted Cost: 19,000 gold pieces
Kobold_Ur_Priest

04-03-06, 03:40 PM
omg! someone make a cardcaster!
Lady Rolindin

04-04-06, 05:22 PM
The Dwarf Foundation

Ivory Dwarfs by fuzzy Logic
http://boards1.wizards.com/showthread.php?p=4639415

Mage Smith
http://boards1.wizards.com/showthread.php?t=324980

Silverbeard Knight
http://boards1.wizards.com/showthread.php?t=327641

The Stonemage
http://boards1.wizards.com/showthread.php?t=324312

Blood Axe By Shadowfoot
http://boards1.wizards.com/showthread.php?t=86575

by DMsDelight
Hammer of Flatlander's Doom (Minor Artifact):
A somewhat unbalanced dwarf priest named Mardiak crafted these +4 adamantine warhammers. Mardiak had strange fears that those who dwelt in the lowlands surrounding his precious mountains had plans to raze the mountains down and transform them into plains and rolling hills. He forged no less than two dozen hammers of flatlander's doom before being carried off by a roc. The story goes that Mardiak killed the roc, but himself died when the bird plummeted into the heart of a large region of grasslands. Some say that Mardiak's insane ghost haunts the crater this fall created.

A hammer of flatlander's doom deals +2d6 points of damage when used against creatures native to nonmountainous regions. Additionally, against such targets, the hammer's threat range for critical hits becomes 19-20. A nonmountain-dwelling creature who is critically hit by a hammer of flatlander's doom must make a successful DC 18 Fortitude saving throw or be stunned for 1d4 rounds. The Dungeon Master is free to decide what creatures are not mountain dwellers. At a minimum, a creature whose environment entry does not include mountains is not a mountain dweller.

If used against a creature that dwells in mountainous regions, though, the hammer loses all of its magic properties for 24 hours, right after it bestows a curse on the wielder. The wielder can resist this curse with a successful DC 20 Will save; otherwise he loses all of his weapon proficiencies (including those gained from feats) until the curse is lifted.

Strong transmutation; CL 20th; Weight 5 lb.

Yrthak Hunter's Cloak:
A dwarven wizard originally invented this pale green cloak to outfit a specialized strike force of warriors formed to clean out a particularly strong infestation of yrthaks in a secluded mountain range. While designed to aid specifically against an attack by an yrthak, the cloak has proven to be quite helpful when fighting any creature that uses sonic attacks or is particularly vulnerable to sonic damage.

A yrthak hunter's cloak grants the wearer a +4 resistance bonus on all saving throws against sonic attacks, as well as sonic resistance 20. More impressive, the cloak can absorb one sonic attack that specifically targets the wearer; the cloak cannot so absorb sonic attacks that affect areas or multiple targets. Absorbing a sonic attack requires no action on the part of the user if the cloak is worn at the time, and the cloak wearer can use this power even during another creature's turn. The next time the wearer takes damage from a physical melee attack, the stored sonic energy explodes outward, dealing an amount of sonic damage to the creature that made the melee attack equal to the amount of damage the original source would have dealt. If no melee attack successfully strikes the wearer within 1 minute of the sonic attack's absorption, the energy dissipates harmlessly. A yrthak hunter's cloak can absorb a sonic attack only once per day.

Strong abjuration; CL 12th; Craft Wondrous Item, protection from energy, resistance, shout; Price 40,000 gp; Weight 1 lb.

By Ouroboros
Jade Dwarves
Jade Dwarves are Dwarves from a Central/South American culture. As there more traditional bredderen they lived underground mining for obsidian and jade. There live was so secret that even the gods didn't knew of there existents. On there rampage to cleans the world they found the race trempeling in fear. By a miracle the gods decided to spear them. The thankful race are now known by there devotion to the gods and act as there messengers.
personality: Every Jade Dwarf gains some respect in human communities they are seen as a dedicated, courageous and magical race. They work for the community by managing build of a temple or working in the cord of the king often serving as there meseger or for entertainment. And always willing to step in for a priest.
Physical Description: A Jade Dwarf stants between 3 feet to 4 feet just as broad as normal dwarfs and a little lighter. A Jade Dwarf apears as a beard less dwarf with brown/grey skin, black blue eyes and black hair.. They are often scarred surprise lie by their own doing and often crippled or miss grown
A Jade dwarf wears his scars with pride as a sign to there devotion to the gods.
Jade Dwarf males often wear sandals and pants, And women often wear a manta. A Jade Dwarf is rarely seen without a obsidian mirror with is said the help enstabbeling contact with the K'uh (gods) but often in doesn't carry other juwels unless the work for the king of the community.
Relation: A marriage between two Jade Dwarves is a rarety seen by other races because love is a forbidden lore for the jade dwarf. And the other races see them rarely die. If Jade Dwarves fall in love or there time is near they make a trip to the underworld to spend the rest of there live and dead there.
A Jade Dwarf goes along fine with a human even better with the king. And see disfigured humans as people who deserve the same status as them what the often get with a jade dwarf in cord.
Jade Dwarfs are on good terms with Aarakocra's and often work as between persons for human en Aarakocra alike.
Jade Dwarven Lands: There are smaller kingdoms in the underworld where they have contact with the gods and are the only places where Jade Dwarfs are born and raised. Where some of the children are teached in the human way to strengthen the link between mortals and gods. When they are ready they leave there homes to go to the material plane and search for towns, cities or just a person who needs guides.
Religions: Jade Dwarves abandoned there fate for Moradin long ago as Moradin did abandon them.
They follow gods of kings, corn and Sun. When a Jade Dwarves leaves his home he chooses a god that he will represent. The link between him/her and the gods is broken with only a obsidian mirror with a connection to the underworld. They often scar themselves to show their devotion to his god, which often leads to, sterile when he returns home.
Language: Jade Dwarves speak a dialect of Dwarven with a Hieroglyph script. If a Western Dwarf wants to comunicate with a Jade Dwarf a inteligent check would be approved for both to understand. Jade Dwarfs speak to tong of man. And a few know Aarakocriaan, Giant, Gnome and Terran
Names: Jade Dwarves have to earn there names a Jade Dwarves earns there name only when they return home the more deeds done means that the name is longer.
At the world of humans Jade dwarves gladly except the short names that are given by them.
Male Names: K'awiil, Jol, Took, Ayiin, Chitam, Chaak, Joloom, Naab, Chiik, Kasper, Imix, Yoaat, Ix, Mo
Female Names: Balam, Way, K'inich, Nik, Chuwen, Pakal, Xook, Chan, Kinuw, K'uk', Ik'nal,
Adventurers: Not al Jade Dwarves are lucky in of to find a civilasasion to settle in. But there is always someone who needs spiritual guide's. Or the dwarf can't stand the way the temple is going and wil leave. Trying to raise the funds to build a new one.

Jade Dwarven
* +2 Constitution, -2 Dexterity: As there kin they are stout and tough but there often cripple body makes them a little slower.
* Medium Size: Not al Jade Dwarves are medium sized a quarter of them are small sized (and work in the cord of human kings
* Jade Dwarven base speed is 20 feet.
* Darkvision: 30 ft.
Stone cunning +2
* +2 racial bonus agaist posion
* +3 racial bonus agaist transmutation magic
* +1 bonus to Appraise and craft when things are made of stone or metal.
* Automatic Languages: Jade Dwarfs and (Cummon). Bonus Languages: Aarakocriaan, Giant, Gnome, Terran
* Favored Class: Cleric or Sjamaan

Dwarf, Jade 40 +3d6 +5d6 +6d6

Dwarf, Jade 40 100 150 200 7d20

Dwarf male 3'5" +2d8 90 lb. x (2d4)
Dwarf, female 3'3" +2d8 80 lb. x (2d4)
Demonfey

04-04-06, 05:40 PM
Crowley comes in, removes the plaque saying he's the IG leader, and tosses it over his shoudler before leaving.
Kobold_Ur_Priest

04-04-06, 06:24 PM
Who's taking over now?

I'm willing to step up as long as others come with me, im not great at GM'ing but im at least good with the flavor
Lady Rolindin

04-06-06, 03:18 AM
The Shadow's Breath and Blade
The Assassins' NurseryYou step through the door leading into "The Nursury" and are immediately assaulted by the smells of dozens upon dozens of flowering bushes. Looking around, you see quite an array of what are, presumably, extremely lethal plants.
Quote:

These are the poisons we have the ability to produce. These poisons have been deemed unbalanced by the Game Masters, and are currently being re-worked. But, go ahead and browse, because the flavor of the plants will remain as they are.

Sunset Rose
Sunset Roses have blooms of Red, Yellow, and Orange. The leafs of the bloom are razor sharp, to provide the rose bush with the blood that it needs to thrive. Anyone who comes into contact with ground Sunset Rose blooms must make a Fortitude Saving Throw (DC 19) or pass out, with a secondary save which causes death.

Ruby Blush Rose
Ruby Blush Roses have blooms of dark red, and are slightly larger than regular roses. They grow in vines, and produce a pleasant, unique smell different from other roses in that it couldn't be called "sweet." Anyone who inhales the scent from a bouquet of these roses, or imbibes a drink with crushed petals, must make a Fortitude saving throw (DC 18) or suffer initial damage of 1d6 Constitution and 1d6 Wisdom, with a secondary saving throw or suffer 2d6 Wisdom.

Love Rose
Love Roses have small, bulbous blooms that give off an intoxicatingly sweet smell. When the blooms are dried, crushed, and dissolved into a liquid, the result is an Elixer of Love.

Black Lotus
Black Lotuses are found near tropical rivers, and a create a nectur that, when mixed properly, can be turned into an extremely lethal poison. Anyone that comes into contact with this extract must make a Fortitude saving throw (DC 20) or take 3d6 Constitution damage, with a secondary save or take another 3d6 Constitution damage.

Hooded Monk
Hooded Monk is a flower similar in appearance to a tulip, but white instead. It commonly grows on prairies. Inside of the bowl of the flower resides a gas that is used to kill approaching insects, which then fertilize the ground around the flower. When refined and bottled, one dose is enough to cover an area with 15ft radius. Anyone who inhales this gas must make a Fortitude saving throw (DC 18) or be nauseated for 1d4 hours. A secondary save must also be made, or the character becomes nauseated for one hour, with death occuring at the end of tha hour.

Spirit Moss
Spirit Moss is a long, grassy material that grow to be about half an inch in length and is gray in coloration. When touched or ingested, the victim must make a Fortitude saving throw, or become paralyzed for 1d4 hours. A secondary save must also be made, or the victim dies. Anyone killed by Spirit Moss has their skin turned a deep, black color.

Joker's Kiss
Joker's Kiss is a shrub that usually grows in highland moors. It grows leaves in groupings of four, each life at a right angle to those next to it. Each life is a deep red, heart shaped, and gives off a pleasant aroma. Anyone who touches a leaf, however, must make a Fortitude save (DC 18) or contract a high temperature for 1d4 hours and suffer the effects of exhaustion. A secondary save must also be made, the result of a failure being death.

Blood Berry Bush
The Blood Berry Bush is a round bush with green, heart-shape leaves and maroon berries. When any material from the bush is burned, the resulting smoke will blind anyone who fails a Fortitude save (DC 20). When the berries are crushed and brewed into a poison and drunk, the victim must make a Fortitude saving throw (DC 20) or become nauseated for 1d12 hours, with a secondary save against death.

Goblin Berry Bush
The Goblin Berry Bush has narrow, angular leaves, green on the top and silver on the bottom, with purple berries. When the berries are crushed a prepared properly, they can be made into a poison. When the victim ingests the poison, he must make a Fortitude saving throw (DC 17) or his throat swells, closing off his air passage for 2d6 rounds and becoming nauseated for 1 hour. A secondary save must be made as well, or the character becomes nauseated for 1d8 hours more.
Sphendule Jackinock ponders about this contest while humming an entrancing song composed by Gimble.
"Indeed, this is an interesting contest. How about this? Let's say we're in a 20 ft by 20 ft room, guarding a hard oaken door with a metal handle in the south-west corner and you come in a similar door from the north-east. The handle of the south-west door is coated in Dragon Bile when touched. If someone touches the door handle, Summon Monster III is cast in the room, summoning a fiendish constrictor snake that constantly tries to grapple the person who touched the door. Unfortunately, it only works one time and is rather easy to disable, but it is relatively hard to find. I hope you like it!"
Jackinock walks into the center of the room and starts singing his heart out, appearing to either ignore or actually be unaware of the fighting that's been going on.

Total Cost: 4750 gp (Base cost: 1000 gp +200 gp (Search DC), -500 gp (Disable Device DC), -500 gp (non-resetable) = 200 gp, total for poison trap = 200 gp X 5 CR + 1500 gp (poison cost) = 2500 gp; Total cost (spell trap): 750 gp (Summon Monster III, CL 5, 1 fiendish constrictor snake) X 3 CR = 2250 gp), 60 XP (costs for a lvl 15 Wizard of our guild). Search: DC 21; Disable Device: DC 15; Fortitude save against poison: DC 26 (3d6 Str damage/0, Dragon Bile).
Dyne
This is a particularly nasty trap. First, alarm is cast on whatever part that is going to be the touch trigger. In this example, we'll assume it's the doorknob that leads into our guild house. When the doorknob is touched without the proper password being given, a Phantasmal Killer spell is cast, with the person touching the doorknob to be the target. If the Phantasmal Killer doesn't kill him, it'll probably scare them enough to not come back.

It's a one-shot, but it only costs 1,400 gp. To make it be an automatic reset, it would cost 14,000 gp.

Inverted Dice
Shadow Blade of the Jester
Cost: 24,147 gp

This stiletto has a blackish metal blade which possesses several properties useful for an assassin. In essence, it is acts as a dagger of venom, a wounding weapon, a sword of subtlety, and an assassin's dagger rolled into one neat little package. Douse liberally with Black Lotus Extract and insert into brainpan. If not dead, poke liberally until Con or HP = zero. Serves one.

turalisj
jesters staff.
cost: 25k gp.
this staff is decorated with flashy colors, bells, and a wooden jesters head. the staff has 50 charges and has several potent powers. it can grant invisibility 2/day and also grants detect poison 3/day. it can be used to cast silent image (1 charge), polymorph (3 charges), or obscuring mist (1 charge).
the saves are each 15dc.
alaron
A sleek unadorned piece of black leather tapers to a point, as you feel the end of the leather it feels soft to the touch.
When you crack the whip a lengthy needle appears out of the tip.
When used in this mannor against an enemy, and a comand word is spoken the whip gains the ability to force a will save (DC Variable) or the person immeditly becomed friendly.

Whip of enthralment:

+1 eager migthy (+4) whipdagger

Will save is 2* the amount of dammage inflicted, or whatever the DC of the spell I can afford to add
TwinSwordStyle
The "Entertainer's" Pipes
For those who just love to enterain...

This weapon is one for those who wish to be able to give a blow to an unsuspecting opponent or simply get themselves out of a sticky situation. This +2 Blowgun of Distance is made out of Ashenwood and shaped like pipes (an instrument). The instrument is also enchanted with "Undetectable Magic" to add to it's disguise as normal wooden pipes. Though is appears as just normal pipes, inside each of the differently sized tubes is a Blunt Blowgun Dart. There are five pipes, and each dart holds a different contact poison. The darts are blunt so that nothing sticks from the victim when the dart strikes them, and since each poison (with the exception of the last one) holds a contact poision, the player just needs to hit their target on the skin somewhere. When accused of an attack, simply bluff saying that something was caught in the pipes and you did not mean to hit them with it. They probably won't get a chance to react, though, for each poison is quite potent.
The first tube has a Blunt Blowgun Dart with the contact poison "Dragon Bile" on it.
The second tube has a Blunt Blowgun Dart with the contact poison "Black Lotus Extract" on it.
The third tube has a Blunt Blowgun Dart with the contact poison "Carrion Crawler Brain Juice" on it.
The fourth tube has a Blunt Blowgun Dart with the contact poison "Sassone leaf Residue" on it.
The fifth tube has a Blowgun Needle with the contact poison "Drow Poison" on it.
The pipes also are able to cast Hypnotize (level 1 bard spell) 3/day, which is activated by a trigger word set by the player (probably should be something like "play" or "tune" or something that wouldn't hint off to the target that your doing something suspicious). The pipes play normally if the darts are not within the tubes.

"Entertainer's" Pipes
Medium-Size Magic Weapon (+2)
Dmg: 1 (Subduel when using blunt darts)
Critical: x2
Range: 20ft. (10ft. x 2 due to Distance enhantment)
Wieght: 2lb.
Type: Piercing/Bludeoning
Special Properties:
Hypnotism 3/day
Poisons:
"Dragon Bile" - Contact DC 26 (Initial Damage 3d6 Str/ Secondary Damage 0)
"Black Lotus Extract" - Contact DC 20 (Initial Damage 3d6 Con/ Secondary Damage 3d6 Con)
"Carrion Crawler Brain Juice" - Contact DC 13 (Initial Damage Paralysis/ Secondary Damage 0)
"Sassone Leaf Residue" - Contact DC 16 (Initial Damage 2d12 hp/ Secondary Damage 1d6 Con)
"Drow Poison" - Injury DC 13 (Initial Damage Unconciousness/ Secondary Damage Unconciousness for 2d4 hours)

Costs:
Pipes = 1gp
Needles = 25 sp
Enchantments = 8,000gp
Poison "Dragon Bile" = 1,500gp
Poison "Black Lotus Extract" = 4,500gp
Poison "Carrion Crawler Brain Juice" = 200gp
Poison "Sassone Leaf Residue" = 300gp
Poison "Drow Poison" = 75 gp
Magic Nondetection = 2,000gp
Hypnotism 3/day = 2160gp

Total Cost: 18,736gp 25 sp
Cazic

Meme’s Hour Glass

A small hour glass 3” tall and 1” wide at the top and bottom. The sand in the glass is dull and grey, doesn’t fall, and is said to be from the moon. When holding the hour glass the possessor gains the affects of the Haste spell. The hour glass has 50 charges and once every other day the user can cast the time stop spell.

The Boy’s Ocarina

The Ocarina is the size of an apple and similar in shape. It holds 50 charges. When played it can cast Discern Location 2/day, Find the Path 3/day, and it can also deal 5D6 sonic damage 2/day.


When the two items are brought together the sand in the hour glass starts to fall and takes one week for all the sand to fall. Once all the sand has fallen who ever possess the hour glass is teleported to The Castle on The Lost Planet Moon of Arona. The planet moon has an environment of a desert constantly having a sand storm. The planet moon has one ocean and in the middle in a large island were the Castle stands. The Castle has three levels. On the first level there is the Dinning hall and eight rooms. The dinning table always has a feast worth of food on it. The food is never seen at first since it is all on metal trays and covered by metal lids. Once the lids are lifted any food the being wishes will be on the tray. The rooms are four on each side of the hall and are all the same. Each one containing one bed, a candle that will never burn out, and a window that sees outside. At the back of the hall is a stair well to the second level. On the second level there are five rooms and a stair well to the third level. The second level is circular with a fire burning in the center that never goes out. One room has several tools for scrying. These items can be used only by who ever possess the hour glass. Another room is an armory containing several weapons, shields, and armors all of which are non-magical +3 items of their type. The third room is a large library containing any books on history, cultures, and stories the being wants. The forth room is a laboratory containing anything needed. The fifth room is the master bedroom. It is 20’ ft by 20’ ft. It has one Queen sized bed covered in silks, a large closet, four empty chests, and a desk with ink and quill that never runs out or spills and in the top right juror five pieces of clean parchment can always be found. The third level contains one room. In this room there is a throne and a window.
Looking throw the window the viewer can see anywhere he/she wants and hear what is going on. Once sitting upon the throne the being falls to sleep and the hour glass and ocarina are sent back into the world they came from. Once the two are brought together and the new being is brought to the tower and touches the sleeping being on the throne the sleeping being will awake and never need to sleep again.

The hour glass and ocarina can never be possessed by the same person and can never be possessed by two beings of the same gender and different race.

Anyone inside the Castle never ages and never needs to relieve ones self. A maximum of nine beings can be in the castle at one time and if a being leaves the castle they are transported to a safe location on the plane they were teleported from, if no safe place exists the being is sent to a safe place on a plane that the most of their race’s population lives. If still no place exists then the being is sent to a random safe place.

No life is known to exist anywhere on the planet moon except maybe the Castle.



Demonfey
.
Thinaun link:
causes ammunition fired to capture the soul of the target and put it in a small thinaun item that can be removed later; cost 20,000 gp (10,000 for thinaun, 10,000 for enchantment)
Sniper crossbow:
built by assassins, this bow is special in that the death blow power of an assassin can be used at a distance of 60 feet, due to special crafting to allow the assassin to get better accuracy at farther lengths (a snipers spell is worked into the construction, so it is a special magical item). The user also gets a +1 to hit if given time to set up and line up the shot, which takes three rounds of concentration undisturbed. If using the death blow ability, the assassin still has to study the opponent for three rounds. It is always masterwork and is an exotic weapon. A rogue or similar class that can deal more damage when the opponent is denied a dexterity bonus can also use this from 60 feet away rather than 30, due to an increase in accuracy from the crossbow, but it takes a round of studying the opponent undisturbed to use the ability with a sniper crossbow. It comes in the standard light and heavy designs, and does the same damage as each.
Price: 4350 gp.
Total price: 24,350 gp
Big toy of mine:
Blade gun: Using spring loaded firing systems, you launch saw blades at your opponents like skeets at a target practice site. Can be configured for rapid fire, launching up to three blades per round. Due to the nature of the weapon, it is suitable only as a fortress defense weapon because it is meant to target large groups without much protection from above (in other words, it is a weapon that is too inaccurate to be fired at singular entities and hit, but is great for large groups where you can't help but hit something). One round equals twenty circular blades.
Cost: 1000 gp
Damage: 2d6
Size of weapon: Huge
Size of ammo/what ammo effectively is: large; greatswords
Shears through wooden equipment due to design of ammo

Wand gatling gun:
This contraption holds up to four wands and begins making them spin rapidly. This weapon activates the wands when it is at a certain point, shooting a charge of magic at the targets. Each round, up to two wands can let loose a charge each, although they must both be aimed at the same spot. Reloading a wand gatling gun takes three rounds. Wands of different spells can be used, and the user of the device only has to make a use magic device check once with each wand in the device, and gains a +5 to the check. No two wands have to be the same.
Cost: 1000 gp, plus the price of the four wands
NOTE: IT IS MAGICAL.



Sphendule
Ghastly Blown Kiss
Necromancy
Level: Clr 4, Wiz/Sor 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./two levels)
Target: One creature
Duration: Permanent or 1 min. (see text)
Saving Throw: Fortitude negates, Will partial (see text)
Spell Resistance: Yes

This spell acts as though a Ghast had spread its disease through the air except that the incubation period is only 2 rounds. After the 2 rounds, the target makes its Fortitude and Will saves. If the target fails that save, it takes 1d3 + 1 per three levels (max. +6) Constitution damage and 1d3 + 1 per three levels (max. +6) Dexterity damage. If the target makes its Will save, the duration of this spell is only 1 min., otherwise it's permanent.
A break enchantment, limited wish, miracle, or wish spell can restore the damage dealt by this spell even if the duration is only 1 minute.


alaron
watery demise

Necromancy / transmutation
Level: Drd 7 water 7
Components: V, S, M
Casting Time: 1 standard action
Range: special (non living item Touched)
Target: objects attacked during the duration
Duration:1 min/level
Saving Throw: Fortitude negates
Spell Resistance: Yes (See text)

The item touched sprouts thorns of the same material it was made. for the duration of the spell the item has a doubled critical range, and when it deals a critical hit the target must make a fortitude save to avoid having there cells explode in a ball of water and other cell components.

This effect only works on living objects with water based cells.

spell resistance check is made with each attack and uses the casters modifier instead of the wielder of said item.

material components: 1 Thorn from any bramble/pound of the item enchanted. If a magical thorn is used it grants a +1 effect to the weapon.


note that the doubled critical range does not stack with keen, or the version ther of for bludgeoning weapons.

by Turalisj
Gender Shift
transmutation
level:wiz/sorc 1, bard 1, assasin 1
components:V, S, M
casting time:1 standard action
Range: Personal
Area:Self
Duration: 1min/per level.
Saving throw: No
Spell resistance: No
this spell transforms the caster into the opposit gender. The caster looks and seems like the opposite gender. This provides a +10 on disgues checks, and +5 on diplomacy/bluff checks made to fool the gender that the caster normally is.

Dyne
sniper eye spell
Level: Assassin 4
Components: V,S,F
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level (D)

+10 competence bonus to spot
Darkvision out to 60 ft.
Ability to sneak attack to 60 ft.
Ability to make a death attack with a ranged weapon


rogue feats
by redhase
from dragon magizine #310
aug 2003
mercurial strike
with a single moyion, you draw your weapon and slash at an opponent.
prerequisites: quickdraw, base attack +5
Benfit:
Any time an opponent provokes an attack of opportunity from you, but you are unarmed, you may draw a melee weaponand make your attack of opportunity with it. the target of your attack of opportunity is caught flat footed for that attack.

Precise Strike
you are skilled in finding your opponebt's weakness and striking where it hurt's the most.
Prerequists: Dex 13, Ability to sneak attack.
Benfit:
When making an attack that would qualify as a sneak attack, you may take any number of dicefrom your sneak attack damage and add =2 circumstance bonus to your attack for each reduction you make. youmay convert as many of your sneak attack damage as you wish in this manner. however, if you make more than one snaek attack durung a round and are using this feat, you must convert the same number of dice for each one.


Tutor
you have a talent for instructing others in the of your expertise, allowing them to temporarily improve their performance.
Prerequisite; int 13
benfit;
you can grant an ally a +2 competence bonus to any skill that you have trained in, including cross-class skills. intructing an ally requires four days of work, and the ally loses this bonus if you do not spend one hour each day refreshing her training. you may tutoor a total number of allies equal to your intelligence bonus, and each ally may only receive the bonus to one skill.

by Rurik "the Silent"
Dragon magazine issue 316 page 43-44
Amulet of Dramatic Death:
This powerful item activated when the wearer sustains enough damage to nearly kill her (reduced to -1 hit points or less). When activated, the amulet negates enough of the damage from the attack to bring the wearer to 0 hit points. In addition, the wearer instantly gains the benefit of the mislead spell, except the illusionary double appears in place of the wearer, falling prone in a convincing display fo death. The wearer is instantly teleported 30 feet away in a random direction, invisible (per mislead) and now able to limp away to safety. The teleport effect never places the wearer in danger, so if she reaches -1 hit points in an environment with no safe area within 30 feet, the mislead effect begins but with the wearer occupying the same space as her illusionary double. Any ability that would normally penetrate mislead automatically pierces the illusionary effects of the amulet. An amulet of dramatic death is built with three charges. An amulet found as part of treasure generally has 1d2 charges remaining.
Moderate Illusion; CL 11th; Craft Wonderous Item, Mislead, teleport; Price 70,000gp;
by demonfey
Sniper crossbow: built by assassins, this bow is special in that the death blow power of an assassin can be used at a distance of 60 feet, due to special crafting to allow the assassin to get better accuracy at farther lengths (a snipers spell is worked into the construction, so it is a special magical item). The user also gets a +1 to hit if given time to set up and line up the shot, which takes three rounds of concentration undisturbed. If using the death blow ability, the assassin still has to study the opponent for three rounds. It is always masterwork and is an exotic weapon. A rogue or similar class that can deal more damage when the opponent is denied a dexterity bonus can also use this from 60 feet away rather than 30, due to an increase in accuracy from the crossbow, but it takes a round of studying the opponent undisturbed to use the ability with a sniper crossbow. It comes in the standard light and heavy designs, and does the same damage as each.
Price: 4350 gp.
Total price: 24,350 gp

droga
While appearing to be no more than a +1 arrow, this item is far more sinister in nature. When fired from a bow the arrow's true strike spell is activated, giving the weidler a +20 bonus to the attack roll when using this arrow. If this attack is successful the target must make a fortitude save DC 20. If failed, the arrow digs into their body as the shaft disappears, activating a string of spells. The first modifies the targets memory, causing them to forget ever being hit by the arrow. Then, as long as the arrow head remains within the target, the one who fired the arrow may concentrate, gaining sight through the victim and other senses, allowing them to hear, smell, see and feel as if they were actually there. After the concentration is ended (or 24 hours pass whichever comes first) the next effect is set off. Cuasing the victim's heart to stop, the victim falls to the ground with incredible pains in their chest, dropping to -9 hit points. Immediately after this effect, an inflict minor wounds spell is set off to finish the target off. Finally, a charnel fire effect is set off, burning the corpse completely and leaving behind no evidence, the arrow head being destroyed in the process.
Market Cost: 12,000gp

Gabrion
Corsack’s Hand
This curved +1 dagger with a ruby encrusted in the hilt is made for the assassin who needs to get close to his target without anyone knowing he is armed. Since getting close can entail both interaction with others and stealthy operations, the dagger has several abilities that help the wielder accomplish his goal. Most importantly, once per day, the user of the dagger can cause it to meld into his body, as per the absorb weapon spell. When Corsack’s hand is hidden inside the user’s body in this way, a detect magic spell does not reveal its presence. Also, while it is melded with the user, he gains a +10 competence bonus to his Bluff, Diplomacy, Disguise, Hide, and Move Silently checks.

Cost: 60,502
+1 Dagger base Weapon-2,302
+10 competence bonus to Bluff, Diplomacy, Disguise, Hide and Move Silently-(10^2*100+10^2*100*.75+10^2*100*(3/2))*1.5=48,750
Absorb Weapon-CL5*SL3*2000 (Use Activated)*1/5 (1 use per day)*1.5=9,000
Nystal’s Magical Aura-CL1*SP1*2000 (Use Activated)*1/5 (1 use per day)*.75=450


History:
Corsack H’Linor is the legendary assassin from whom this dagger receives its name. Corsack earned a great deal of respect as an assassin because of the great deal of thought he put into each job. While others were content to take out their mark by simply shooting him from a rooftop or luring him into a back ally, Corsack knew that the sign of a great assassin was there ability to plan a perfect hit.

The way he planned for each job paid off, as customer who had more difficult marks in mind knew they would need an assassin with the skills to carry out a perfectly implemented plan. For those who did business in the dark, the name Corsack H’Linor became well known.

After many years of working his dark profession with amazing proficiency, Corsack was offered the most difficult commission he had every seen. Already old age was creeping up on him, so he decided that if he could complete this last mission, he would be satisfied to stop. The difficulty here was that the mark he was to pursue was none other than the Emperor of the neighboring kingdom.

Having three months to complete the job, he traveled to the kingdom next door and gained employment as a castle servant. From his vantage point he learned that the Emperor himself only allowed very few guests an audience, and when he did, they were checked in every possible way to be sure it was safe to allow them in his presence. Anyone who met with the emperor would have need a personal summons, they would be stripped before entering, and a group of castle wizards would test them to see if any magic was operating on their person before they were allowed entrance. He would have one benefit though. The emperor only met with people alone-so if he could get past the security, the job could be done.

Corsack contacted an old wizard friend of his, who often helped him when it came to creating useful magical items, and he gave the wizards the specifications for the dagger that has come to be known as Corsack’s hand. Once it was complete, the weapon offered him all he needed in order to infiltrate the castle and assassinate the emperor. He thanked his old friend for the help, and returned to the castle town and searched for information on what nobles might be visiting the castle the following day. Finding the name of one who was meant to gain audience with the emperor, he moved to the next stage of his plan.

At midnight, Corsack-quite as a shadow and as just as hard to see-snuck past the guards and inside the first castle wall. He knew the outer guards would know the nobleman coming to the castle that day, and so he let the man enter on his own. As the man walked through the gardens toward the inner wall of the castle, a shadow pulled him aside and took the breath from body. Wiping his dagger clean, he held it before him and spoke a word, to have it meld into his hand, leaving nothing but a small red mark the shape of a knife on his palm. He took the nobleman’s clothes, put them on, and proceeded to the inner wall. Upon reaching the castle, he presented his papers and played the role of the man he was meant to be. His clothes were removed, he was thoroughly searched, and finally, a wizard came and cast a few spells on him to be sure that he was no threat to the emperor. He was sent to the private hall of the man who very few were able to meet.

A short while into their meeting, the Emperor was suprised to see a friendly gesture by Corsack turn into a flick of the wrist that planted a dagger (which had mysteriously appeared) directly in his heart.

Corsack escaped, and when he returned home he lived up to the promise he had made. His life as an assassin was done. He gave all the tools he had used throughout the years back to the man who had made them…a wizened mage who knew the value these tools held for an assassin. Maybe he sold them, maybe he was robbed, truthfully the story has been lost, but it is known that Corsack’s Hand, as the mage decided to call his last creating for his friend, has been used by many men throughout the ages. It has traveled the planes and done the work for many assassins, until it found a home with a group of these men in a demi-plane called Tyranor. Now the "Hand" sits in the vault of the Shadow’s Breath and Blade, waiting to do its next bit of work.
Lady Rolindin

04-06-06, 03:26 AM
The Shadow's Breath and Blade (2nd Generation)

by Master of Flames
ring of shadow form.
this black iron ring allows you to use shadow form as a move action 3 times perday.
cl10th. cost: 60,000gp for a 3/day ring, 100,000gp for an unlimited use ring.

powsted by Rurik "The Silent"
Landlord [Special]
by knowing the right nobles, making contacts with masons and artisians, or performing great deeds for a liege-lord, you have resourses to help you build and expand your stronghold.
Prequisites: 9th lvl
Benifits: basically you get free gold to spend on a stronghold. This gold cannot be spent on anything but the stonghold and the ammount of gold you get increases at each level. So you basically are given a stronghold then when you level up you can build on to it. Also as a second note if you use any of your own funds from adventuring on the stronghold the feat will match that number. So lets say you have 20k left over from crafting a magic weapon and you used it on your stronghold, then you get another bonus 20k that you can spend only on your stronghold. The amount of gold you get to use on your stronghold is based on this fancy table.


lvl Stronghold funds Additional funds gained
9 25,000gp n/a
10 50,000gp 25,000gp
11 75,000gp 25,000gp
12 100,000gp 25,000gp
13 150,000gp 50,000gp
14 200,000gp 50,000gp
15 250,000gp 50,000gp
16 300,000gp 50,000gp
17 400,000gp 100,000gp
18 500,000gp 100,000gp
19 600,000gp 100,000gp
20 800,000gp 200,000gp

by wilds
Midnight
+ 2 Distance composite longbow. Range of 220 ft. Silence and Darkness on strike of arrow. Feeblemind three times per day. Silence lasts for 4 minutes. Darkness lasts for 20 minutes. Silence caster level of 4. Darkness caster level of 2. Feeblemind caster level of 9 Will save of 20, -4 penatly to arcane casters.
CL 9. Moderate evocation, illusion and enchantment Price: 96630gp

Midnight is the creation of a sect of elves that choose to shun the normal view of life that high elves shared. They choose to worship death instead of life. For this they were cast out from their homes. Still being creatures of the surface world they delved further into the deep forests than their kin ever had. Their they found ruins of a civilization that was wiped out. Scars from a colossal battle were every where. Marks left from fireball and lightening bolts littered the ground. Skeletal remains could be found every where, most were humanoid the others were draconic in nature. Though the out casts did not know what had truly happened or why they settled down in the ruins. Being a place of great death they served as a perfect home for the outcasts. Since that time, they have been lost to history. A few high elves remember who they are and what they did but they don’t speak of the outcasts. The outcasts calling them selves “The Fallen” started to venture out of their retreat after centuries had pasted. Where they went they were met with cautiousness and watched. They eventually became renowned for their expertise at assassinations and espionage. Midnight is one of several versions of its self that served the Fallen in their jobs. The Fallen sold several weapons of their own creation to fellow assassins and collects at a price. Despite the price, many were to pay for a weapon of such renowned creators. A few of the weapons ended up in the hands of the high elves were examined and then destroyed for the corrupting influence they seemed to spread among those who looked upon them for too long. The amount of weapons made and then sold by the Fallen has never been counted and likely never will. No one knows where their dark home resides but they know when and where the Fallen come to sell their goods. Always arriving by shadows and leaving by the same shadows

by sphendule
Vortex
+3 clouting scimitar, AL N, Int 10, Wis 17, Cha 17, Speech, Telepathy, 120 ft. darkvision and hearing, Ego score: 19.
Lesser Powers: hold person 3/day, daze monster 3/day, 10 ranks in Knowledge (Nature) [total bonus +13].
Greater Powers: gust of wind 3/day.
Moderate abjuration; CL 15th; Craft Magic Arms and Armor, repulsion; Price 100,000 gp.
Lady Rolindin

04-06-06, 03:30 AM
Shadow's Breath and Blade Reincarnated

Sargatanas
Drow House insignia:
...An insignia has a single minor magical ability that can be used once per day, usually a 1st, 2nd, or 3rd level spell... ...Each insignia is slightly different, even those of the same noble house, so it is possible that a person aware of the unique shape of a person's insignia can magicall locate that person.
Caster Level: 5th, Market Price: 360gp (1st level spell), 2,160 (2nd level spell), or 5,400gp (3rd level spell) 1lb.
I'm personally getting a mask that does a silence spell.
Price: 2160 gp

Lady Rolindin
Turlina’s Lock Picks of the Master Thief

The Legend:
Tales from decades ago still occasionally surface about a small town and a strange elven wanderer. Found on the outskirts of town, she appeared dazed, with her clothes in tatters. Her blonde hair whipped in the wind, as she stared straight ahead through the men attempting to talk to her. Taking her to the local inn, she partook in nothing more then hot tea and a bowl of stew. After a hot bath, the elf was given a room for the night. The next day she was gone. The cash box behind the bar was also found to be empty of coin, although a small note was left inside.

I’ll return. T. L.

Petty theft was not unheard of in this region. However, after granting some kind-heartedness to this stranger, it was a bit of a shock. The owner of the inn shook his head in disgust, and completely wrote off the loss as a learning experience. He notified the militia to keep an eye out for the stranger. She was not seen leaving during the night.

Six months later, when everyone thought this minor incident was behind them, the elf returned. This time, she was not dressed in the rags from before, but rather finely crafted leathers and silk dyed the deepest black. Her blond hair, now clean, whipped in the wind behind her. The militia approached her, a bit perplexed by her reappearance. She started past them with her deep green eyes, ignoring all of their questions, and simply asked them to stand aside.

Before they could respond, screams started to come from second story windows. A war band of orcs was raiding the town! As the militia ran to help fight off the attack, the elf casually walked down the street, toward the inn she stayed at six months ago.

Orcs ran down the streets, throwing torches at thatched rooftops, catching them ablaze. Smoke drifted heavily through the air, and through all of this, the elf walked. Upon reaching the inn, she found the door locked. Whipping out a beautiful set of engraved lock picks, she opened the door in a manner of seconds.

The innkeeper was terrified. This elf, who had robbed him six months ago, had now returned, and with marauding orcs to boot! She looked quietly at him, reached to her belt. The innkeeper flinched, as a small pouch was untied and then placed on the counter. Perplexed, he opened it. Inside, he found coins… what appeared to be the exact coins, based on their local stamping, that were taken from his cash box. He looked up with a tear to elven woman, and somehow managed to smile.

It was then that torches landed on the roof of the inn. It was then that an orc kicked open the front door that was left unlocked, knocking the innkeeper to the ground. A clatter was heard as a key skidded across the floor and fell between the floorboards. It was then the screaming started. The innkeeper had locked his children in an upstairs room to keep them safe, and now it would be the death of them.

With a whip of her hand, the lock picks flew out into the air, and floated up the stairs. The elf ducked behind a table, only to reappear behind an orc, severing it’s spinal column with a single strike to the back. The elf disappeared out the door, where thunderous claps of lightning filled the air, along with muffled yelps of orcs falling to their death.

The lock picks had done their job. The children ran down the stairs into their father’s arms. Flames started to lick the ceiling of the main room. He grabbed his two children and ran outside to behold a stench of ozone, and a site of orcs blasted by lightning. The orc raid was stopped, but at what cost? The inn was destroyed. The innkeeper could do nothing but hold his two children and weep. There was no way he could recover from this. It was then he noticed a set of lock picks floating toward him in the air. They dropped at his feet.

The innkeeper held onto those lock picks for a year before deciding to sell them. Living with his sister’s family was starting to be a bit much. After word got out about the item in his possession, an officer from the nearby city’s rogues guild approached him with a very lucrative offer.

Today, the innkeeper has rebuilt his inn. His children are now parents themselves. He often wonders what happened to the lock picks he sold. Rumors tell of previously impenetrable vaults falling prey to thieves in record numbers. Tales tell of rogues battling in the streets, guild versus guild, but to what ends? All he knows is that no one seems to remember what he did to rebuild his family. He hopes it stays that way.

Design:
Masterwork Mithril Lock Picks
Pick Locks +5 (5^2 = 25 x 100 = 2,500)
Disable Device +5 (5^2 = 25 x 100 = 2,500)
Dancing 3/Day (+4 Bonus) (4^2 = 16 x 2,000 = 32,000 / (5/3) = 19,200)
Speed (+3 Bonus) (3^2 = 9 x 2,000 = 18,000)
Nondetection (3^2 = 9 x 2,000 = 18,000 + 50 = 18,050)
Knock 1/Day (2^2 = 4 x 2,000 = 8,000 / (5/1) = 1,600)

No Aura; CL 15th; Craft Wondrous Item, Animate Objects, Haste, Knock, Nondetection
Total Cost: 61,850gp

maybe this could give some of your members ideals.

The Sash of Many Uses

This item appears as a well-made, although common, crimson sash with golden linings along the edges designed to be worn around the waist by both men and women. On one end it has the image of a dragon on flight and on the other a coiled snake rearing to attack. Both designs are made with the same golden thread used for the lining. It will expand and retract in order to fit any humanoid wearer regardless of size or girth. Finally, the sash always seems pleasantly warm to the touch regardless of surrounding conditions.

The sash has the following abilities:
1. The sash has an ability that allows the wearer to hide it at will by making it blend with his clothing so at to make it inconspicuous (wearer rolls Hide with +10 situation modifiers). The ability is activated by the silent will of the wearer will but can be used only 3/day lasting 1 hour each time.

2. With the utterance of a command word the sash transforms into silk rope under the effects of an Animate Rope spell (CL10) with 100ft and will offer a +4 competence bonus on Climb or Use Rope checks for anyone using it. The sash can stay in this form for a total of 10 consecutive rounds. Once this time has elapsed the sash reverts back to its true form and will not revert into rope form again for the next 10 rounds. When reverting back to sash form it always becomes untied.

3. If the wearer lashes with the sash while uttering another command word the sash transforms into a flaming scimitar +1. If the wielder is killed or looses conscience while the sash is into scimitar form then it reverts back to sash form.

While in a form other than a sash, it weights as a normal item of its kind. The sash resists attempts to discover its magical nature using a permanent misdirection effect (Will save DC 18) when scanned for magic either with detect spells or analyze dwemer spells.

Finally it offers its wearer the protection of an Endure Elements (in regard to cold only) while worn.

On the other hand, the sash seems to be affected with a curse. The curse seems to be randomly activated since there is a standard 10% chance every time any of the above mentioned abilities (except the permanent ones) are used that the wearer will be affected with a Hideous Laughter effect for 5 rounds (Will save with DC 18 negates). If the effect takes hold then the sash looses all its powers while the effect lasts reverting to its true form.

Normally Moderate Evocation (but see above); CL 10; Craft Wondrous Item, Craft Magic Arms And Armor, Animate Rope, Misdirection, Endure
Elements, Fireball; Price: 17,700gp; Weight: Negligible

History:
Although the original creator of the sash is unknown, the first famous person to wear it was the rogue known as the "Merchant" (a nickname attributed to his favourite guise). The "Merchant" was active about a century ago and while wearing it he managed to infiltrate into many estates and escape from numerous attempts to arrest him including a couple of assassination attempts by rivals. Unfortunately, it seems that his luck abandoned him or he miscalculated and he fell from 80 feet high while trying to escape from his latest victim’s house. His body was found at the base of the 120 foot drop still clutching his sash in his hand. The sash was taken as a souvenir by a guard on the scene. The guard did not have much luck with it either though. He was soon arrested after he kept weaving the sash and laughing uncontrollably while the king was attacked right in front of his eyes. The guard was accused of being drunk on duty (the judge could decide whether he was drunk or stupid but drunk sounded more serious) and was executed. For the next few years the sash's fate is unknown but it resurfaced in the hands of various owners all of whom either disappeared or met an unlucky end sooner or later. It is unknown whether there is only one sash or more, or whether the recorded appearances concern the same sash or different ones. Because of its permanent misdirection effect it is difficult for someone who does not know what he is looking at to realize that it is magical or how to use it. As a result there could be more of the items lying around in various wardrobes or discarded among other loot without the owners realizing its worth.

Campaign Usage Notes:
Despite the apparently low or mid level powers of the sash, it may be lethal to low level characters since its Will save DC of 18 for the curse will be hard to resist. The Hideous Laughter effect can bring a low level character into a tight spot, either when using the sash in the rope form (hoping to pass unnoticed) or when trying to defend him self with the scimitar form. In addition its rather small duration as a rope (10 rounds) severely limits its use as a climbing tool.

Ideally the sash can find its way into PC hands inconspicuously as part of a larger hoard without the characters realizing what they have. The only clue of its magical nature should be that it is warm to the touch. Trial and error in order to determine its properties and limitations is the best way to go about it and it offers some good roleplaying opportunities.

Calculations:
Competence Bonus on Climb: Bonus Squared x 100gp = 4 x 4 x 100 = 1600gp
Competence Bonus on Use Rope: Bonus Squared x 100gp = 4 x 4 x 100 = 1600gp
Animate Rope Effect: Spell Level x CL X 50gp = 1 x 10 x 50pg = 500gp
Misdirection Effect: Spell Level x 2000gp = 2 x 2000gp = 4000gp
Endure Elements (Cold Only): Spell Level x 2000gp = 1 x 2000gp = 2000gp
Flaming Sword, +1: 8000gp

Instead of calculating the cost of additional abilities beyond the first at +50% I left as is, thinking that the curse offsets any additional benefits.

My Entry by CuCulain42
Lady Rolindin

04-06-06, 03:37 AM
Norse World Foundation
by haldrik
Trollborn (similar to a half-ogre, less similar to half-orc)

Trollborn are the offspring of a Human and a Norse Troll (similar to ogre). They tend to be unusually tall, but rarely exceeding 10' (Creature Size Large).

Abilities Adjustment: Str +2, Int +2, Wis -4

Trollborn tend to toward superhuman strength. Trollborn like Trolls tend toward high intelligence with extraordinary memory. However they tend toward low wisdom, being gullable to the point of comedy and prone to wicked rage for silly reasons.

Trollborn tend to be ugly by human standards. However Trollborn are NOT uncharismatic. What humans find ugly, Trollborn find extremely beautiful. And viceversa! Trollborn cherish sloppiness and lack of grooming. Trollborn Charisma often (but not always) translates into intimidating and terrifying humans.

Favored Classes: Illusionist and Barbarian

Bonus Racial Features:

Dark Vision 60'
Spell Master [Metamagic Feat], if Illusionist
Extra Rage [Combat Feat], if Barbarian
Healing [Skill]
Intimidate [Skill]

Bonus Racial Languages:
* Literacy in the runic alphabet.
Norse Mythology originated the concept of Dwarves. (Old Norse Dverg > Modern English Dwarf ). In Norse Mythology, the Norse Dwarves are vastly powerful Wizards. Even the gods must go to the Dwarves for help with magic, especially for the creation of magic items!

Below are two sketches for two kinds of Dwarves in Norse Mythology, the Norse Dwarf and the Hill Dwarf. The quick sketches are meant for flavor, and do not yet intend a well thought out balanced race for a player characters.


Norse Dwarves

The "Norse Dwarves" are the Wizards! They live deep down in the underworld. Norse Dwarves are purebred, and the most ancient of dwarvenkind. They have almost no contact with humans, but do keep contacts with the Norse Dark Elves. They live in extreme luxury, overflowing with elegance and oppulence. Gold, gems, silks, and artifacts appear limitless.

Norse Dwarves are not especially stout, but are small and cunning. They have "sooty" greyish black skin, unkempt thick straight jet black hair. They can be bearded like humans. They tend to be ugly by human standards, but are not uncharismatic. Distinctively, their feet look like a crow's claws. They are small about 2', give or take, but walk rapidly for their size.

POWERFUL WIZARDS! Norse Dwarves are the artificers for the gods. Equal to the Norse Dark Elves in their magic! They craft any kind of enchanted item .. made from any kind of material: metal, stone, wood, fabric, walrus ivory, human hair, and so on. They are brilliant inventors, always on the cutting edge of arcane technology.

They tend to hide to avoid physical combat. When threatened they unleash vicious magic spells and terrible devices. They are generally good natured, but can get vindictive and spiteful if they feel wronged. They also tend to be miserly hoarding their own treasures, and xenophobic keeping to their own kind.

Notably, they are unusually honorable and tend to keep their oaths. In the sense of their oaths, some may be of lawful alignment. Some maintain the spirit of their oaths in good faith, while others use their remarkable intelligence to exploit the loopholes in their wording to cheat the recipients of the oaths.

Most Norse Dwarves are ancient and extremely powerful. It is rarely possible to "help" a Dwarf. However on occasion, a Dwarf can get stranded. A young baby may get lost, or a powerful enemy may capture an adult Dwarf. If rescued in some way, Dwarves feel painfully obligated. They will always try to return the good deed with some even more valuable gift. Perhaps, they will cast a spell to transform the helper in some beneficial way or grant a powerful magic item.

Some try to extract these gifts against the Dwarf's will. All eventually regret it.


Size: Small 2'
Move: 30' (Small but quick, as humans)

Abilities: -2 Str (small), +2 Int (extremely intelligent).
I am uncertain about the role of Con for Dwarves in Norse stories.

Favored Class: Wizard.

Feats:
Any feat that can help craft powerful magic items.
Spell Mastery (Norse Dwarves do not use spellbooks. They know all spells by heart. Spells known are treated as if learned by Spell Mastery. Norse Dwarves still prepare their spells each day as Wizards do).

Spelllike Feats:
Invisiblity at will (for 1 round per level throughout each day)?
Nondetection.


Hill Dwarves

There are different kinds of Dwarves in Norse Mythology. The "Hill" Dwarves are surface dwellers who live in luxurious houses or artful caves. They somewhat resemble DnD Dwarves. Yet unlike DnD Dwarves, Hill Dwarves encourage crossbreeding with humans. "Half-Dwarves" are the norm, even to the point that Hill Dwarves will kidnap human children to raise them in Dwarven society. They replace the kidnapped children with Dwarven children so that Dwarves will grow up in human society! They also crossbreed with Hill Elves, and some communities form a seemless blend from Hill Dwarf to Hill Elf. Hill Dwarves look "dwarfy" but are not at all ugly. They are Medium but short in size. As opposed to Norse Dwarves, all Hill Dwarves have feet like human feet.

Despite the campaign of crossbreeding, the Hill Dwarven population remains small. It is uncommon to actually meet a Dwarf, especially one that grew up in a Dwarven society. Actually catching sight of a Dwarf grants great luck to the beholder. Hill Dwarves personify luck. Luck brings success, magical power, good health, and good luck in general.

Many Hill Dwarves are master Bards, called "Skalds" among the Norse. Their voices and instruments deliver irresistable enchantments. Some of the most famous human musicians are in fact apprentices of Hill Dwarves.


Abilities: -2 Strength, +2 Cha (sorcerous luck).
Speed: 20'
Size: Medium but short.
Favored class: Skald (Norse Bard)

Spelllikes:
Luck.

The Berserk (The Norse Barbarian)
by Stein Atle Vere


The Berserk Becomes the Animal Spirit

The notion that a Viking is a fur-wearing barbarian howling into battle ... is not a Viking. But it does exist. Among the highly civilized Vikings, there is a certain kind of warrior called a berserk. The English phrase to go “berserk” rightly comes from here!

The name in Old Norse is ber-serk-r. The name is a contraction of the Old Norse words for “bear-shirt” (bjor-sark). The group gets this nickname from the strange custom of wearing a shirt made out of bear fur.

They also wear the skins of other animals. They wear bear fur to spiritually become the strength of a bear. They wear wolf fur to become the ferocity of a wolf. There is even a story connecting to a dragon. It is appropriate to don dragon leather to become the terrorism of a dragon.

The Chronicles of the Kings of Norway (Heim’s-Kringla) reports King Harald III of Norway has an elite fighting unit of berserks. King Harald’s Saga calls these berserks the “wolf-coats”. Grettir’s Saga calls them the “wolf-skins”. This nickname the “wolf-coats” is ironic because they wear the furs of a “wolf” INSTEAD OF the “coats” of chainmail that the other warriors wear! Ynglinga’ Saga says the berserks especially worship Odin, the Norse god of inspiration. The god possesses them with beastly fury. They fly into battle “without coats of chainmail, and act like rabid wolves”. These wolf-wrapped shock troops become the ferocity of the wolf spirit.


The Berserk Can Shapechage into the Animal

The berserks have the power to shapechange into animals. A shapechanger is literally called a “shape-leaper” (ham-laup-r), leaping into the shape of the animal almost instantaneously. Egil’s Saga mentions a berserk called Ulf is a shapechanger who turns into a wolf every evening.

“But every day, as it came towards evening, he would get so ill-tempered no one could speak to him. It was not long before he would go to bed. Then there came the talk about him being a shapechanger, and people called him Kveld-Ulf”.

They rename him Kveld-Ulf (“evening-wolf”) because he becomes a “wolf” every “evening”.

The power to shapechange into an animal comes from the “spirit” (hamingja). The human spirit is so powerful it has the power to transform the physical body. It even spiritually soaks personal belongs. The more people feel attached to something the more their spirit unites with it. The berserks become one with their animal skin. So much so, their spirit’s power to shapechange into that animal actually saturates that skin. There is even a story in Volsunga’ Saga how Sigmund and Sinfjolti steal a couple of wolf furs from a pair of berserkers. They use their furs so they too can shapechange into wolves and go “berserking”!


The Berserk Can Astral Project in the Shape of the Animal

Spirit of the Berserks becomes the animal spirit. As their spirit, shapechangers can even exit their own bodies in animal form. Landnama’ Bok mentions Storolf and Dufthak who are both “shapestrong” and get into an argument. They challenge each other to a duel to the death. Each one goes into astral projection and combats the other in the spirit world while in animal form.

“One evening about sunset, a man with the gift of second sight saw a great bear go out from Hval. And a bull from Dufthak's-Farm. They met at Storolf-Vell-r and fought furiously. The bear had the best of it”.

The spirits duel. Only the psychic with “second sight” can see them. Yet their spirits also have physical power!

“In the morning, a hollow could be seen in the place where they met, as though the earth had been turned over. This is now called Oldugrof”.

The more powerful the spirit is the more it can influence the physical world. Hrolf's Saga recounts the time Bodvar Bjarki sends out his spirit in bear form. Bodvar is a warrior of King Hrolf. When King Hrolf goes to war against King Hjorvard, Bodvar retreats back to the camp to hide his body and propels his spirit out as a bear. His spirit is so strong, his bear form fully materializes to rip apart King Hjorvard’s army.

“Men saw that a great bear went before King Hrolf's men, keeping always near the king. It slew more men with its forepaws than any five of the king's champions. Blades and weapons glanced off it, and he brought down both men and horses in King Hjorvard's forces. Everything which came in its path it crushed to death with its teeth, so that panic and terror swept through King Hjorvard's army”.

Bodvar’s bear form even manifests the berserks’ immunity to weapons.



The Berserk Can Summon the Animal Spirit as an Animal Familiar

Not only can the berserk’s spirit cause the body to shapechange into an animal. Not only can it physicalize outside the body as an animal. It can even manifest as an independent animal with a life of its own.

This is the meaning of the concept of an animal “familiar” (fylgja). The familiar is a physicalization of the berserk’s own spirit. This animal is BOTH a normal animal AND a form of astral projection. Sometimes the berserk goes about not really aware of the animal. Sometimes the berserk meditates and then can see through the familiar’s eyes and direct it as an extension of self. It is a familiar in every way. Before the berserk actually summons the familiar, it may appear in dreams, visions, and even physically.

The form of the animal spirit may be especially: bear, wolf, bore, cow/bull. Also possible is: badger, otter, falcon, swan, elk, moose, reindeer, goat, salmon, narwhale, snake, and so on. Any animal that resonates culturally with Norse is possible. The same animal spirit forms the shapechange, the astral projection, and the familiar. The familiar can dematerialize back into spirit and rematerialize again.

THE NAMES OF THE NORSE RACES USING RUNES


Runes Norse English Related DnD
Name Alphabet Word Name

ALFR Alf-r Alf (Elf) Alf
LIOSALFR Ljos-Alf-r Ljos Alf (Light) Light Alf
HUITALFR Hvit-Alf-r Hvit Alf (White)
MIRKALFR Merk-Alf-r Merk Alf (Murk) Dark Alf
SVARTALFR Svart-Alf-r Svart Alf (Swarthy)
HAUGALFR Haug-Alf-r Haug Alf (High) Mound Alf
UAN Van-n Van (Vanir) Van
UANIR Van-ir Vanir (Vanir) Vanir (plural)
UALKUR Val-Kyr-r Val Kyr (Valkyrie) Valkyr
UALKURIA Val-Kyr-ja Val Kyrja (Valkyrie) Valkyrja (f.)
UITR Vet-t-r Vet (Fairy) Vet
IÅTUN Jotun-n Jotun (Etin) Jotun
ÞURS Þurs Thurs Thurs
ÅS Ås-s As (Aesir) As
ASIR Æs-ir Aesir (Aesir) Aesir (plural)
DUIRGR Dverg-r Dverg (Dwarf) Dverg
TRÅL Troll Troll (Troll) Troll



The Literal Meaning of the Races

Norse Related Literally Other Related Words
Name Word Means

Alf (Elf) “translucence” (Alf’s incorporeal form)
Ljos Alf (Light) “bright-light”
Hvit Alf (White) “white”
Merk Alf (Murk) “darkness”
Svart Alf (Swarthy) “black”
Haug Alf (High) “mound”
Van (Vanir) “winner” Van: win, Ven(us), wi’(sh)
Val Kyr (Valkyrie) “slain chooser” Val: val(iant), Kyr: choose
Jotun (Etin) “eater” Jot(un): eat
As (Aesir) “spirit”
Dverg (Dwarf) “dwarf”
Troll (Troll) “plodder”
Vet (Fairy) “fate” Vet: fate > fa’e > fae(rie)



THE NAMES OF THE NORSE GODS USING RUNES

Runes Norse English Literally Related
Name Alphabet Means Words

BALÞR Balð-r Bald “daylight” bl(aze)
TUR Ty-r Ty “divinity” div(ine) Tue(sday)
ÅÞIN Oðin-n Odin “inspirer” vat(ic) Wedn(esday)
ÞÅR Þor-r Thor “thunder” thu(nd)er Thur(sday)
FRIUR Frey-r Frey “lord” fri(end)
FRIUIA Frey-ja Freyja “lord” (f.) fri(end) Fri(day)
FRIG Frig-g Frigg “spouse” (f.) fri(end)

by Sertimon
TROLL
Large Giant (Darkborn)
Hit Dice: 4d8+19 (37 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 size, +1 Dex, +6 natural, +3 hide armor) touch 10, flat-footed 19
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6)
Full Attack: 2 claws +8 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., scent, unique weakness
Saves: Fort +8, Ref +2, Will +0
Abilities: Str 23, Dex 13, Con 19, Int 6, Wis 8, Cha 12
Skills: Climb +7, Listen +3, Spot +1, Survival +2
Feats: Alertness, Toughness

Environment: Any forest or mountains
Organization: Solitary or company (2-5)
Challenge Rating: 4
Treasure: Double coins; standard goods (gems only); no items
Alignment: Usually chaotic neutral
Advancement: 5-8 HD (large); 9-12 HD (huge)
Level Adjustment: --

Troll appearance can vary a lot, but they tend to be ugly, malicious and unpredictable creatures. They are very dangerous since they are much bigger and stronger than humans. A troll is easy to recognize because they have tails, pointed ears and a very broad nose.

Unlike the woodnymph that lives alone, trolls like company and often live together in small groups. Trolls often live deep within the forests, perhaps under a huge rock or underground or even under an uprooted tree. They can also be found inside the deepest mountains.

It's very unlikely that one would actually meet at troll, since they make themselves invisible. They use this ability to steal food and even swap their own children for a human child. Not that trolls do not appreciate their own kind, only that they really want their children to be raised as humans.

Trolls are very greedy and take all the gold and silver that they can find. A common phrase in Sweden is "rich like a troll", referring to the fact that trolls hoard treasures and often used to describe a wealthy person. Finding such as treasure is very hard since trolls can make it appear as something else.

Trolls also tend do dislike the sun and often hunt when it's dark. Others must never be exposed to sunlight or they will instantly turn to stone.

COMBAT
Trolls fight with sharp claws and tend to attack the strongest foe first, potentially scarring of other intruders. Trolls generally flee when outmatched by humans, either by running or using magic. They will, however, struggle to death in order to protect their hoard of coins and gems.
Spell-like Abilities (Sp): 3/day—invisibility (self only); 1/day—curse of ill fortune (DC 13), detect magic, magic fang, meld into stone, scare (DC 13), silent image. Caster level 5th. The save DCs are Charisma-based.
Unique Weakness (Ex): A troll has one of the following unique weaknesses described below:
Vulnerable to Church Bells: A troll that is caught within 500 feet from a church and clearly hears the sound of church bells instantly turns into a Large rock.
Vulnerable to Holy Places
: A troll hates anything that has to do with Christianity and tries to avoid it at all cost. Therefore, the troll cannot enter holy placers, such as a Christian church.
Light Blindness
: A troll exposed to bright light (such as sunlight or a daylight spell) blinds the troll for 1 round. On subsequent rounds, they are dazzled while operating in bright light.
Stone Curse
: A troll exposed to direct sunlight for one round turns instantly into stone.
True Name
: If a troll’s true name is ever pronounced by a Christian he instantly turns to stone.
Lady Rolindin

04-06-06, 05:39 AM
Tauric Races Foundation
By ebaatezu
Snake Fiend
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice:17d8 + 144
Initiative: +8
speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
A.C.:40 (-1 size, +8 Dex, +23 natural) touch 17, flat-footed 32
Base attack/Grapple: +17/+34
Attack: Claw +29 melee (2d8+13)
Full attack: 2 claws +29 melee (2d8+13) and bite +27 melee (4d6+6 plus poison plus disease) and tail slap +27 melee (2d8+6)
Space/reach: 15 ft./10 ft.
Special attack: Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon snake.
Special qualities: [/b]Scent,Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft.
Saves: Fort +20, Ref +19, Will +19
Abilities: Str 37, Dex 27, Con 29, Int 26, Wis 26, Cha 26
Skills: Balance +11, Bluff +27, Climb +34, Concentration +27, Diplomacy +10, Disguise +28 (+30 acting), Hide +24, Intimidate +30, Jump +38, Knowledge (arcana) +28, Knowledge (nature)
+10, Knowledge (the planes) +28, Knowledge (religion) +28, Listen +28, Move Silently +28, Search +28, Spellcraft +30, Spot +28, swim-+16,Survival +8 (+10 on other planes, +10 when tracking), Tumble +31
Feats: Alertness,Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)
Environment: A lawful evil-aligned plane
organization: Solitary, pair,
Challenge rating: 20
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 19-36 HD (Large); 37-54 HD (Huge)
Level adjustment: -


A Snake Fiend is 10 feet tall,10 feet long, and weighs 2,400 pounds.
Combat
Snake Fiends are wily and resourceful fighters, using invisibility to gain the upper hand and biting at foes seemingly able to see them. They don’t hesitate to blanket an area with fireballs, and can call down the wrath of an inferno with meteor swarm.
A Snake Fiend's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): A Snake Fiend deals 2d8+26 points of damage with a successful grapple check with its tail.
Disease (Su): A creature struck by a Snake Fiend's bite attack must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.
Fear Aura (Su): A Snake Fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same Snake Fiend's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, a Snake Fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can constrict.
Poison (Ex): Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.
Spell-Like Abilities: At will-blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27),unholy aura (DC 26); 1/day-meteor swarm (DC 27). Caster level 18th. The save DCs are Charisma-based.
Once per year a Snake Fiend can use wish as the spell (caster level 20th).
Supernatural Abilities: can rebuke/command snakes as a cleric does undead at level equal to hit dice.
Summon Snake(Sp): Thrice per day a Snake Fiend can automatically summon 3 large fiendish dire constrictors snakes or 1 huge Fiendish dire constrictor snakes.. This ability is the equivalent of an 8th-level spell.
Regeneration (Ex): A Snake Fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.


The Ethereal Wickerman
WEMIA
Large Monstrous Humanoid
HD: 7d8+5 (40 hp)
Initiative: +1 (Dex)
Speed: 50 ft.
AC: 16 (-1 size, +2 Dex, +4 natural, +1 small wooden shield)
Attacks: Dagger +8 melee; 2 claws +3 melee
Damage: Dagger 1d4+4; claw 1d6+2 and 1 temporary Wisdom damage
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attack: Wisdom Drain
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 14, Dex 14, Con 12, Int 12, Wis 13, Cha 11
Skills: Hide +2, Jump +8, Listen +8, Move Silently +6, Spot +8, Wilderness Lore +4
Feats: Alertness, Mobility
Lady Rolindin

04-06-06, 05:41 AM
Drow Foundation: Races Chapter
NightScreamer
Half-Drow/Half-Orog (1st level Fighter)
Medium Humanoid (Elf, Orc)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +4 chain shirt, +2 natural)
Base Attack/Grapple: +3/+8
Attack: Greatsword +4 melee (2d6+3) or throwing axe +2 ranged (1d6+2)
Full Attack: Greatsword +4 melee (2d6+3) or throwing axe +2 ranged (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Darkvision 120 ft., elf traits, light blindness, low-light vision, orc traits
Saves: Fort +1, Ref +1, Will -1
Abilities: Str 14, Dex 12, Con 8, Int 12, Wis 8, Cha 12
Skills: Climb +5, Craft (armorsmithing) +6, Craft (weaponsmithing) +6, Intimidate +4
Feats: Daylight Adaptation, Weapon Focus (Greatsword)
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Level Adjustment: +2

Combat
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Half-Drow/Half-Orog for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Poison (Ex): An opponent hit by a Half-Drow/Half-Orog's poisoned weapon must succeed a DC 13 Fortitude save or fall unconcious. After 1 minute the subject must succeed at another DC 13 Fortitude save or remain onconcious for 2d4 hours. A typical Half-Drow/Half-Orog carries 1d4-1 doses of poison. Since this poison is not a magical affect Half-Drow/Half-Orog, drow, and other elves are susceptible to it.
Spell Resistance: 11 + class levels.
Spell-Like Abilities: Half-Drow/Half-Orog can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals Half-Drow/Half-Orog class levels.
Resistances: Half-Drow/Half-Orogs have fire and cold resistance 5.
Skills: Half-Drow/Half-Orog have a +2 racial bonus on Craft (armorsmithing), Craft (weaponsmithing), Listen, Search, and Spot checks. A Half-Drow/Half-Orog who merely passes within 5 feet of a secret ot concealed door is entitled to a search check to notice it as if they were actively looking for it.
Saves: A Half-Drow/Half-Orog receives a +2 racial bonus on Will saves against spells and spell-lke abilities.
Elf Blood: For all ablities and effects, an Half-Drow/Half-Orog is considered an elf. Half-Drow/Half-Orog for example, can use or create elven weapons and magic items with racially specific elf powers as if they were elves.
Orc Blood: For all ablities and effects, an Half-Drow/Half-Orog is considered an orc. Half-Drow/Half-Orog for example, can use or create orcish weapons and magic items with racially specific orc powers as if they were orcs.
Weapon Proficiency: A Half-Drow/Half-Orog is automatically proficient with the greatsword, the hand crossbow, the rapier, the short sword, and the throwing axe.
Languages: Half-Drow/Half-Orogs speak Common, Elven, Orc, and Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow sign language, Dwarven, Giant, Gnoll, Gnome, Goblin, Kuo-toan, and Sylvan.
Lady Rolindin

04-06-06, 05:46 AM
All Races Foundation
By Legions of the unknown
HALF-DROW RACIAL TRAITS

- Half-Drow are medium-sized
- Half-Drow base speed is 30 ft.
- Half-Drow get 60 ft. darkvision
- Half-Drow get low light vision
- Half-Drow if raised by the drow parent know drow sign
- Half-Drow get drow spell like abilities 1/per week (instead of 1/per day)
- +2 dex
- -2 con
- +2 int
- +2cha if female
- Half-Drow have Drow weapon prof.
- Half-Drow have spell resistance 6 + char lvl
- Half-Drow have +2 racial bonus to will saves vs. spells and spell like abilities.
- Languages
Automatic languages=Elven, Undercommon, and Common
Bonus languages=any
- favored class=any
- ECL adjust +1

they have no light sensitivity due to their human parentage
racial features are human eye color and silver/white hair, black tan skin

female half-drow would fallalong the same line a male Drow, maybe a little lower. I guess some of it could depend on who the Drow parent was. Male half-drow would be lower on the social scale, probably just above slaves.

humans would see drow as they see "black" humans and elves would generally hate them.
by Odari
Lemigaron
Medium Outsider (Good, Lawful, Native)

Lemigaron characters possess the following racial traits.
—+4 Strength, +2 Dexterity, +2 Constitution, +4 Intelligence, +2 Wisdom, +2 Charisma.
—Medium size.
—A lemigaron’s base land speed is 40 feet.
—Low-light vision and Darkvision out to 60 feet.
—Racial Hit Dice: A lemigaron begins with four levels of outsider, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +4.
—+4 racial bonus on saves against the school of enchantment.
—Racial Skills: A lemigaron’s outsider levels give it skill points equal to 7 x (8 + Int modifier+1*). Its class skills are Concentration, Craft, Knowledge (arcana), (religion), (the planes), Listen, Perform, Profession, Search, Sense Motive, Spellcraft, Spot and Speak Language. A lemigaron has a +4 racial bonus on Sense Motive checks. * Lemigaron get 4 extra skill points for their first Hit Die and 1 extra skill point for each additional HD (also for class HD).
—Racial Feats: A lemigaron’s outsider levels give it three feats (one bonus feat)
—As outsiders, lemigarons are proficient with all Simple and Martial weapons.
—Shield and light armor proficiency
—+1 natural armor bonus.
—Grace (Su): Lemigaron add their charisma modifier (if any) as a deflection bonus to AC.
—Detect Evil (Sp): A Lemigaron can cast Detect Evil (as the spell) at will.
—Spells: A lemigaron character casts spells as a 4th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the lemigaron’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A lemigaron character likewise uses the sum of its
racial spellcasting levels and class levels to determine the abilities
of its familiar. A Lemigaron without sorcerer levels does not have a familiar.
—Efficient Rest: Lemigaron needs only to sleep for four hours a day. Also they only need these four hours of rest to renew their spells.
—Timeless Body: A Lemigaron takes no penalty for aging and cannot be magically aged. Bonuses still accrue, and the Lemigar dies normally of old age.
—Other Special Qualities: Resistance to Acid 10, Cold 10 and Electricity 10,
DR 5/magic, Spell Resistance equal to 14 + class levels.
—Automatic Languages: Celestial, Common. Bonus Languages: any
—Favored Class: any
—Level adjustment +5.

Lemigaron have size, shape and looks similar to humans.
Lemigaron typically stand from 5 1/2 to 7 feet tall and weigh from 135 to 335 pounds, with men noticeabely taller and heavier than women.
They mature at about 90 years, middle-age 320, old 600, venerable 800 (max age +4d%).


by Ouroboros
Humans

Dwarf Raised

Hill/moutan Dwarf:

Bonus:

* A human raised by dwarfs get a +1 to craft and Appraise checks that are related to stone and metal.
* And get a +1 dwarf raised bonus on saving throws against poison and magic
* Automatic Language: Common and Dwarven. Bonus Language: Gaint, Gnome, Goblin, Orc, Terran and Undercummon

Penalty:

* Dwarf Raised humans don’t get there racial extra Feat.
* Favored Class: Arcane casters don’t count as a favored class of dwarf raised humans.

Elf Raised

High/Grey/Wild/Wood Elf:

Bonus:

* A Human Raised by elves get a +1 raised bonus against enchantment spells or effects.
* Weapon proficiency: A Human Raised by elves learns to use the bow and get to use them as a bonus feat
* A Human Raised by Elves know how to spot and hear things better the other humans +1 to spot and listen checks.
* Automatic Language: Common and Elven. Bonus Language: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan

Penalty:

* Elf Raised humans don’t get there racial extra Feat.

Gnome Raised

Rock/Wood Gnome:

Bonus:

* A Human Raised by gnomes get a +1 bonus agaist illusions.
And a +1 Difficulty class for saving throws agaist illusions.
* A Gnome Raised Human also has a +1 when fighting agaist kolbolds or goblinoids
* Automatic Language: Common and Gnome. Bonus Language: Draconic, Dwarven, Elven, Giant, Gnome, Goblin and Orc.

Penalty:

* A Gnome Raised Human will lose it’s racial skill bonus.

Orc Raised

Orc:

Bonus:

* Weapon proficiency: A Human Raised by orcs learns to use the Orc Double Axe and Dire Fail as a Martial weapon.
* A Orc Raised Human gets a free Diehart feat.
* And a +1 bonus to Intimidate rolls.
* Automatic Language: Common and Orc. Bonus Language: Dwarven, Giant, Gnoll, Goblin and Undercummon
* Favored Class: Barbarian, Druid or Ranger.

Penalty:

* A Orc Raised Human will lose it’s racial skill bonus.

Halfling Raised

Lightfoot:

Bonus:
* A Human Raised by Halflings get a +1 bonus to fear effects.
* And a +1 bonus to climb, jump and move silent checks.
* Throwing rocks is a universal sport among Halflings so a Halfling raised Human gets a +1 for throwing or using sling stones.
* Automatic Language: Common and Halfling. Bonus Language: Dwarven, Elven, Gnome, Goblin and Orc.
* Favored Class: Rouge

Penalty:

* A Halfling Raised Human will lose it’s racial bonus feat.


Dwarf

Humans Raised

Human:

Bonus:

* A Human Raised Dwarf gets a +2 bonus on every craft check
Dwarves that are raised by humans often find there place as craftsman.
* Lore: choose a subject (orcs, constructs, trees ect) The chosen lore of a human raised dwarf will give it a +1 to attack, dodge and skills involving the subject.
Without a dwarven community a dwarf has to much free time the lore composites this a little.
* Automatic Language: Common. Bonus Language: Any.
* Favored Class: Rouge

Penalties:

* The Stone cunning, Appraise and saves against poison and magic drop to +1
* The +4 dodge against giants, the +1 attack rolls ageists ocs and goblinoids, Weapon Familiarity and the +2 racial craft checks related to stone and metal are dropped.

Elf Raised

High/Grey/Wild/Wood Elf:

Bonus:

* A Elven Raised Dwarf get a +1 bonus on attack rolls against Orcs and Gnolls.
* Soil cunning: As a child of the earth is it easer to look under a tree then to the tree. A Elven Raised Dwarf can use it’s Soilcunning as it’s racial stone cunning ability.
+2 bonus on its search checks involving stone and earth.
To see if the trees that grow in the soil are natural or not, dangerous or friendly or to find a trappers hole as a rouge does.
* Automatic Language: Common and Elven. Bonus Language: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan
* Favored Class: Druid

Penalty:

* A Elven Raised Dwarf looses his normal stone cunning, weapon familitary, it’s dodge bonus against giants and attack rolls agaist goblins.
* It’s saves against poison and magic Appraise and craft skills bonus drop to +1.

Gnome Raised

Rock/Wood Gnome:

Bonus:

* A Gnome Raised Dwarf get a +1 bonus on attack rolls against Kolbolds and Goblinoids.
* +1 on difficulty Class for al saving throws against illusion spells cast.
* Automatic Language: Common and Gnome. Bonus Language: Draconic, Dwarven, Elven, Giant, Gnome, Goblin and Orc.
* Favored Class: Wizard

Penalty:

* A Gnome Raised Dwarf doesn’t have it’s attack rolls against orcs and its dwarven weapon familiarity.
* A Gnome Raised Dwarf racial poison save drops to +1 so does it’s craft and appraise
* A Gnome Raised Dwarf magic save is +1 but +2 when involving illusions.

Orc Raised

Orc:

Bonus:

* A Orc Raised Dwarf (Rare) orcs learns to use the Orc Double Axe and Dire Fail as a Martial weapon.
* A Orc Raised Dwarf gets a +2 on intimidate checks.
* Automatic Language: Common and Orc. Bonus Language: Dwarven, Giant, Gnoll, Goblin and Undercummon
* Favored Class: Barbarian.

Penalty:

* A Orc Raised Dwarf will lose it’s dwarven weapon familiarity, attack rolls against orcs, dodge against giants, appraise and craft checks
* A orc raised dwarf magic stonecunning and poison bonus drop to +1.

Halfling Raised

Lightfoot:

Bonus:

* A Halfling Raised Dwarf as any other Halfling he/she grows up with are trained in hurling little rocks. a +1 for throwing or using sling stones.
* A Dwarf that has been raised by Halflings is just as fearless as his little brothers and sisters a +2 against fear effects
* Automatic Language: Common and Halfling. Bonus Language: * * Dwarven, Elven, Gnome, Goblin and Orc.
* Favored Class: Rouge

Penalty:

* A Halfling Raised dwarf lose it’s dwarven weapon familiarity, attack rolls against orcs and goblinoids, dodge against giants
* A Halfling Raised Dwarf his/her stonecunning and resistance against magic and poison drops to +1


Elf

Human Raised

Human:

Bonus:

* A Elf Raised by Humans get a free Feat.
* Automatic Language: Common. Bonus Language: Any
* Favored Class: Bard

Penalty:
* Elves that are raised by humans lose there racial weapon proficiency.
* There racial bonus against enchantments, listen, spot and search checks drop with 1 point.

Dwarf Raised

Hill/moutan Dwarf:

Bonus:

* A Elf Raised by Dwarves get a weapon proficiency in the use of crossbows and axes (non dwarven)
The dwarven parents train there adopted children in the use of non elven weapons.
* Saving throw against magic +2
* Saving throw against poison +1
* Automatic Language: Common and Dwarven. Bonus Language: Gaint, Gnome, Goblin, Orc, Terran and Undercummon
* Favored Class: Fighter

Penalty:

* A Dwarven Raised Elf doesn’t have it’s racial save against enchantments or it’s elven weapon proficiency.
* It’s racial bonus of spot, search and listen checks are +1.

Gnome Raised

Rock/Wood Gnome:

Bonus:

* A Gnome Raised Elf can use a few cantrips once a day prestidigiton, Daze and Ghost sound.
* Automatic Language: Common and Gnome. Bonus Language: Draconic, Dwarven, Elven, Giant, Gnome, Goblin and Orc.

Penalty:

* A Gnome Raised Elf doesn’t have it’s racial weapon proficiency.

Orc Raised

Orc:

Bonus:

* A Orc Raised Elf (rare) learns to use the Orc Double Axe and Dire Fail as a Martial weapon
* Automatic Language: Common and Orc. Bonus Language: Dwarven, Giant, Gnoll, Goblin and Undercummon
* Favored Class: Barbarian.

Penalty:

* A Orc Raised elf does’t have it’s racial weapon proficiency.

Halfling Raised

Lightfoot:

Bonus:

* A Halfling Raised Elf get a +1 bonus to climb, jump and move silent checks.
* A Elf raised by Halflings is bolder then other elfs an so get a +1 raised bonus against fear effects.
* A Halfling Raised Elf as any other Halfling he/she grows up with are trained in hurling little rocks. a +1 for throwing or using sling stones.
* Automatic Language: Common and Halfling. Bonus Language: Dwarven, Elven, Gnome, Goblin and Orc.
* Favored Class: Rouge

Penalty:

* Halfling Raised Elfs lose there racial weapon proficiency
* A Halfling Raised Elf it’s enchanment save, spot en search bonus drop to +1

Gnomes

Human Raised

Human:

Bonus:

* A Gnomes Raised by Humans get a raised bonus feat.
* A human raised gnome replaces one of his/her spell-like abilities dancing lights with mending.
* Automatic Language: Common. Bonus Language: Any

Penalty:

* A Human Raised Gnome doesn’t have it’s racial + difficult bonus in the use of illusion spells
* Nor does it posses it’s racial attack and dodge bonuses or it’s racial weapon familiarity.
* The racial save against illusions drop to +1.

Dwarf Raised

Hill/moutan Dwarf:

Bonus:

* A Gnome Raised by Dwarves get a raised bonus of +1 against poison.
* A Dwarf Raised Gnome gets a +1 bonus on attack rolls against Orcs and Goblinoids.
* A Dwarf Raised Gnome can use the dwarven battle axe and dwarven urgosh as a martial weapon just as a dwarf.
* A Dwarf Raised Gnome learns to use stonecunning with only a +1 bonus to it’s search checks.
* Automatic Language: Common and Dwarven. Bonus Language: Gaint, Gnome, Goblin, Orc, Terran and Undercummon

Penalty:

* a dwarf raised gnome looses it’s cantrip ability.
* A Gnome Raised by Dwarves can’t use it’s normal weapon proficiency as a normal raised gnome.
* A Gnome raised by dwarves only as a +1 bonus against illusions.

Elf Raised

High/Grey/Wild/Wood Elf:

Bonus:

* An Elf raised Gnome gains elven weapon proficiency.
* A +1 bonus against enchantments
* And a +1 bonus to spot and search checks.
* An Elf Raised Gnome gets a +1 bonus on attack rolls against Orcs and Gnolls
* Automatic Language: Common and Elven. Bonus Language: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan
* Favored Class: Wizard

Penalty:

* A Elf raised Gnome has only a +1 save against illusion effects
* A Gnome Raised by Elves looses it’s weapon proficiency.
It’s +4 dodge agaist giants.
* A Elf raised gnome casn’t specialize and declines it’s +1 difulty class for illusion spells.



Jade Dwarves
Jade Dwarves are Dwarves from a Central/South American culture. As there more traditional brethren they lived underground mining for obsidian and jade. There live was so secret that not even the gods knew of there existents. On there rampage to cleans the world they found the race trempeling in fear. By a miracle the gods decided to spear them. The thankful race are now known by there devotion to the gods and act as there messengers.
Personality: Every Jade Dwarf gains some respect in human communities they are seen as a dedicated, courageous and magical race. They work for the community by managing build of a temple or working in the cord of the king often serving as there messenger or for entertainment. And always willing to step in for or as a priest.
Physical Description: A Jade Dwarf stans between 3 feet to 4 feet just as broad as normal dwarfs and a little lighter. A Jade Dwarf apears as a beard less dwarf with brown/grey skin, black blue eyes and black hair.. They are often scarred surprise lie by their own doing and often crippled or miss grown. Albino¡¦s are a cumon side under jade dwarfs.
A Jade dwarf wears his scars with pride as a sign to there devotion to the gods.
Jade Dwarf males often wear sandals and pants, And women often wear a manta. A Jade Dwarf is really seen without a obsidian mirror with is said the help enstabbeling contact with the K'uh (gods) but often in doesn't carrie much other juwelie unless the work for the king of the community.
Relation: A marriage between two Jade Dwarves is rarely seen by other races because love is a forbidden lore for the jade dwarf. And the other races see them really die. If Jade Dwarves fall in love or there time is near they make a trip to the underworld to spend the rest of there live and dead there.
A Jade Dwarf goes along fine with a human even better with the king. And see disfigured humans as people who deserve the same status as them what the often get with a jade dwarf in cord.
Jade Dwarfs are on good terms with Aarakocra's and often work as between persons for human en Aarakocra alike.
Jade Dwarven Lands: There are smaller kingdoms in the underworld where they have contact with the gods and are the only places where Jade Dwarfs are born and raised. Where some of the children are teached in the human way to strengthen the link between mortals and gods. When they are ready they leave there homes to go to the material plane and search for towns, cities or just a person who needs guides.
Religions: Jade Dwarves abandoned there fate for Moradin long ago as Moradin did abandon them.
They follow gods of kings, corn and Sun. When a Jade Dwarves leaves his home he chooses a god that he will represent. The link between him/her and the gods is broken with only a obsidian mirror with a connection to the underworld. They often scar themselves to show their devotion to his god, which often leads to, sterile when he returns home.
Language: Jade Dwarves speak a dialect of Dwarven with a Hieroglyph script. If a Western Dwarf wants to comunicate with a Jade Dwarf a inteligent check would be approved for both to understand. Jade Dwarfs speak to tong of man. And a few know Aarakocriaan, Giant, Pipintu and Terran
Names: Jade Dwarves have to earn there names a Jade Dwarves earns there name only when they return home the more deeds done means that the name is longer.
At the world of humans Jade dwarves gladly except the short names that are given by them.
Male Names: K'awiil, Jol, Took, Ayiin, Chitam, Chaak, Joloom, Naab, Chiik, Kasper, Imix, Yoaat, Ix, Mo
Female Names: Balam, Way, K'inich, Nik, Chuwen, Pakal, Xook, Chan, Kinuw, K'uk', Ik'nal,
Adventurers: Not al Jade Dwarves are lucky in of to find a civilasasion to settle in. But there is always someone who needs spiritual guide's. Or the dwarf can't stand the way the temple is going and wil leave. Trying to raise the funds to build a new one.

Jade Dwarven
* +2 Constitution, -2 Dexterity: As there kin they are stout and tough but there often cripple body makes them a little slower.
* Medium Size:
„h Jade Dwarven base speed is 20 feet.
* Darkvision: 30 ft.
Stone cunning +2
* +2 racial bonus against poison
* +3 racial bonus against transmutation magic
* +1 bonus to Appraise and craft when things are made of stone or metal.
* Automatic Languages: Jade Dwarfs and (Cummon). Bonus Languages: Aarakocriaan, Giant, Gnome, Terran
* Favored Class: Priest (cleric)

http://www.angelfire.com/bug/ourobo...arves_color.jpg

Labalam Jaguahare
" Only evil toughs makes your Ihilia grow stronger"
The Labalam are known as the jaguhares small evil creatures that turn into spoted hares. The Labalam are long at war with the pipintu
Personality: A Labalam is a cruel, Selfish but imagetive creature. The mindset of the labalam is solely focused on its Ihila spirit in its liver. So its no shame to carry envy, passion and anger with you. A Labalam could be the worst friend you can ever have because the labalam cares only for its own wellbeing and sees it almost as a duty to spoil the good living of others to make its own grow more worthwhile not even your happiness is save. By the labalams doing you and a other friend or family member could start to despise each other by it doing. The few labalam that are not that way have a hart time to prove they¡¦re innocent to early victims.
Physical Description: In its natural form the Labalam is a small humanoid with long pointy ears with a grey or black tone. Cat Jaguare eyes with often green pupils. They have a yellow furry skin al over there body with jaguare spots al over it. Bigger feet then the have hands. Both sexes have wiskers and a grey rabbit like nose but only the males can grow beards and longer brown lion like hair on its head. A Labalam wears clothing made out of snake, bear or lizard skin with pride. The tree animal spirits that where killed by the labalam god. The magical form of a Labalam is a small sized hare with the teeth, claws and skin patron as a jaguar. Its the form they use when they flee for danger and often other cowardice acts. In it¡¦s natural form a labalams size is between the 3¡¦2¡¨ and 4¡¦2¡¨. And weights app. 43 lbs. It¡¦s Jaguahare forms is always 4¡¦ and weights 60 lbs.
Relation: As a Labalam you got to love human¡¦s that believe anything you say because you are a magical creature. Labalams get along fine with tabaxi the only race they don¡¦t cheat. And try to evade pipintu, Oxlaku, Jade Dwarves and humans with the totem bear, snake and lizard what ever posible.
Alignment: The Labalam is evil there is no denying it. They enjoy seeing others die misrable and try to confince others to act in there own intrest. Only rarely a Labalam leaves discusted with there races idea of honor often to be killed by it¡¦s own race or there enemies.
Jaguahare Lands: The Labalam have no lands of there own. Not anymore, once they lived in peace with the pipintu in there pocket planes. But the war forced them to flee it. Now they live near the roads the Pipintu manage trying to force them away with lies and deceit.
Religions: A Labalam worships only one god. The great hare known as Tochtpan the one god that made them the creatures they are now. He teaches his followers to deny every living being a pleasant death and live.
Language: The Labalam claim to have there own language but it is really Pipintu. So a Labalam speaks Pipintu and marchant tongue. Smart members of there race can also speak Tabaxi, Jade Dwarven, Halfling and any other human language.
Adventures: The Labalam have plenty reasons to take a adventuring career but often even there fellow companion aren¡¦t save for the labalam¡¦s deceit.

Labalam Racial Traits
* -4 str, +4 Dex, -2 Con +2 Cha
The Labalam relies on stealth and a quick tongue to get what it needs not brute strenght and hart work.
* Small Size
* A lablam can shapeshift into a jaguehare 1 time a day and back +1 extra time each 2 levels. The Jaguhare is a small hare whit a bite attack of 1d6 and rake damage of 1d4 attack follows the base attack of the labalams class.
*Labalam base speed 20 ft.
Jaguehare base speed 40 ft. climb speed 20 ft.
* +2 Racial Bonus to Listen, Sense Motive, Bluff and Diplomacy checks a Labalam doesn¡¦t have a hart way to figure out what anybody wants and give it to them.
*+2 Racial Bonus to Perform skills.
*+2 Racial bonus to Jumb checks as hares the bonus is +4.
*+4 Racial bonus to Climb checks as a hare it can always take 10
*+2 Racial bonus to hide and move silent checks a Labalam learns early in live a enemy that can¡¦t hear or see you isn¡¦t the enemy that day.
*Evil Aura: A Labalam what ever it¡¦s alignment is (even good) will always been magical seen as evil. It can¡¦t use good aligment weap[ons not even is it good (but using evil weapons for a good labalam is just as bad as it would be for a other good aligment creature.
*Curse of the 3 Totems: A Labalam has a ¡V10 penalty on charismatic skill checks if they are agaist creature with the snake, bear or lizard totem. When the Labalam is attacked by one of this creatures or once who ber one of those totems they al have a +1 to there attack bonus to hit the Labalam
*Automatic Language: Pipintu and Merchant tongue. Bonus Language: Tabaxi, Jade Dwarven, Halfling and regional human tongue.
*Favored Class: Rouge. The Labalam disire to steal comes natural to them a rouge/shaman is very common among them.

http://www.angelfire.com/bug/ouroboros/lebalam.jpg

Oxlaku WarOwl
" Does who fear death and pain should run for there lives."
Oxlakus is a bird like creature that seems to live onlt to spill blood. For a long time this flightless owls were part of legends until the man came from a other world that cared only for gold. The onse that went to far into the rainforrest found there blood covering the priceless methal they so greatlt desired. The Oxlaku is a strong race that could win the war against the from a other world but till they learn that it is imposible on there oiwn there world could be doomed.
Personality: The hoot of a Oxlaku could start the blood of a warrior crawling with fear. If there could be a creature that can truly understand pain and fear then it would be the Oxlaku. Oxlaku mating rituals are not very complex but forced with instinct male and female can only be regain there freewill after a successful mating. A hatchling often exists out of 5 eggs the eggs are kept warm with blood so that if they hatch the born females go on a killing rampage only 10% of the entire hatching of the city survives the first day. Male are there to teach the children and to protected male students often male eggs are taken out of the breeding ground just before the hatching does are special males teaches into the way of magic and priesthood.
Females have the body and mind of warriors. While the male is much weaker in body. The females love to believe the males are weak in mind to.
Physical Description: A Oxlaku is a big humanoid bird with green or/and blue feather patron. A Oxlaku has wings but aren¡¦t there for flying they are to short and are placed were there shoulder blades are. They have yellow bird like legs and are long especially by a female. A long neck with the face of a owl yellow beak and orange, red, white or yellow markings around the eyes. They have two arms to grap a weapon or religious equipment. A female Oxlaku is note worthy bigger then a male thanks mostly to her long legs Males have a far more beautiful colour patron then a female aspecialy the tale feathers are far better looking then with females. The biggest female chooses often a male with the biggest and colourful tail feathers. A Oxlaku male is between the 6 and 6 and 6¡¦8¡¨ feet and weight approachability 80 pounds. Females are note worthy bigger between the 7¡¦7¡¨ and 8¡¦4¡¨ and weight approachability 116 pounds.
Relation: If a Oxlaku could choose she wouldn¡¦t bother with other races as all. They kill any Tabaxi and Jaguahare on side. Distrusts Humans, Chac and Aarakocriaan. But are on good terms with the pipintu doing for there work on there roads and with the jade dwarfs.
Alignment: As a Oxlaku you don¡¦t care if someone is good or evil. It is a duty to kill as many humanoids as bloody as possible and to inspire others to protect there children and community just as they do. Many Oxlaku¡¦s are Lawful but since females lose there temper often it looks more that a Oxlaku community is chaotic but female Oxlaku are often more natural then chaotic.
Oxlaku Lands: The Oxlaku live deep in the rainforest. Although it is against there believe to hurt a strong tree (they respect that a tree apart from al its dangers still stands strong) they do not allow new young trees to grow on Oxlaku roads and cities. A Oxlaku city is connected with a other Oxlaku city by a road system. Many of them cared for by the pipintu folk. A human with the right mind would approach parts in a forest where the hoots of owls grow louder with every step you take.
Religions: The Oxlaku has a ritch patheon that strongly rebesents that of man. Once they believed that there gods needed blood and bravery of there devoted followers to survive. Not many believe it now and a new believe has herrised in its place. The gods are full and the Oxlaku have the change to turn into deities as well when a tribe shows in of Honour, Diternemasion and Compassion. In the Oxlaku mind it is more like this Allowing both allies and nemeses to grow as strong as you are, Bleed till you and your enemy can¡¦t bleed no more and kill cowards to spear them a worst suffering in the afterlife. The ascension could take hundreds of generations to undertake.
Language: A Oxlaku speaks it own language and jade dwarven only the males can read and write both scripts. For a female to read and write she has to buy a other slot females don¡¦t bother to learn to write it is saved for the weakest members of there race the man. Intelligent Oxlaku both male and female can learn Merchant tong, Pipintu, Aarakocriaan and knot script.
Adventures: Numerous are the male adventures sick of there treatment in there soseity they head into the realm of man where they enjoy the killer reputation of there own race. Females leave doing lost power struggles to seek fortune elsewhere.

Oxlaku Female Racial Traits
* +4 str, +2 Dex, -2 Con, -2 Int, -2 Wis
A Oxlaku is strong and fast. But lacking in study and common-sense. As a bird it¡¦s a little more fragile.
* Large Size: As a Large creature a Oxlaku female get¡¦s a size penalty ¡V1 to armor class and ¡V1 to attack rolls. And has a reach of 10 ft.
* Medium Jump: A Female Oxlaku has the carriecabsibilty of a medium character and in use of weapon it uses weapons that are for medium warriors. (The Oxlaku is still a Large size creature so it uses large armor and counts as a large creature versus spells ect.)
*The speed of a Oxlaku female is 50 ft.
* Low-light Vision: Oxlaku can see twice as far as humans in starlight ect.
* Quick Stop: By spreading it¡¦s wings on it¡¦s back a Oxlaku can stop abruptly so any attack of opportunity against the Oxlaku doesn¡¦t a cur.
* Blood Rush: Any time a Oxlaku smells blood it can reroll for it¡¦s damage.
* Oxlaku Screech: A Oxlaku has a fearful reputation appart from that the screech of a Oxlaku can be frightful 3 times a day a oxlaku can screech every one who hears it must make a will check (fear) DC 10 + oxlaku¡¦s charisma bonus + her total class level. The one who fails with less then 6 points has a ¡V1 penalty to hit against a oxlaku the next 1d6 rounds, with 7 to 15 the penalty goes to ¡V5 for the whole encounter if the score was lower then 15 they flee. If the save was made it takes an hour to be affected again.
*Automatic Language: Oxlaku and Jade Dwarven. Bonus Language: Merchant tongue, Pipintu, Aarakocriaan and Knot script. Females are Illiteracy and must spend 2 skill points to read and write any language she can speak.
* Favored Class: Feather Warrior (Fighter) A female can be a ferocious aponment.
ECL +1



Oxlaku Male Racial Traits
* +2 Dex, +2 Wis, -2 Con
A Oxlaku is quick and it¡¦s study gave him some needed common sense. Just as with the females, a Oxlaku is more fragile then most races.
* Medium Size: As a medium size creature a male oxlaku has no special bonus or penalty due there size.
* The speed of a Oxlaku male is 40 ft.
* Low-light Vision: Oxlaku can see twice as far as humans in starlight ect.
Quick Stop: By spreading it¡¦s wings on it¡¦s back a Oxlaku can stop abruptly so any attack of opportunity against the Oxlaku doesn¡¦t a cur.
* Oxlaku Screech: A Oxlaku has a fearful reputation apart from that the screech of a Oxlaku can be frightful 3 times a day a oxlaku can screech every one who hears it must make a will check (fear) DC 5 + oxlaku¡¦s charisma bonus + his total class level. The one who fails with less then 9 points has a ¡V1 penalty to hit against a oxlaku the next 1d6 rounds, with 10 to 20 the penalty goes to ¡V5 for the whole encounter if the score was lower then 20 they flee. If the save was made it takes an hour to be affected again.
*Automatic Language: Oxlaku and Jade Dwarven. Bonus Language: Merchant tongue, Pipintu, Aarakocriaan and Knot script.
* Favored Class: Priest (Cleric) a male Oxlaku is better in social work then in battle process.
ECL +1

http://www.angelfire.com/bug/ouroboros/oxlaku.gif

Pipintu
" Long ears betray a evil nature "
The pipintu are creatures of legends. It is believed that they orignal came from a other plane of excistence a other teorie by natives is that they are cousons of the gnomes of the old world.
Personality: Pipintus are a shy folk they love nature and distrust anything that are out of the norm.
A Pipintu doesn't eat a habbit that strikes strange in the eyes of a outsiders. They have to cook or bake there meal and have to snif at it for a few rounds. Solid food could be deadly to them
Physical Description: A Pipintu appears as a brown patatoe like creature whit thin limbs thick lips and big eyes. Even the males under them can't grow beards. A shaven body is a sign of innocence so it is a cumon side under Pipintu to see clean shaven childeren and priests. Grown ups often let the hair on there head grow with is strange to look at cause hair grows only at the back of there head. Only when a Pipintu grows old he or she is premited to let the hair on there back grow. A Pipintu neutral size is between the 1,5 feet and 2 but has the magical ability to grow to 3 or 4 feet. And weight app. 10 lb there size. A pipintu is often a hunter so they where bearly anything.
Relation: The Pipintu are at war with a Were Juguar-hares thanks to this enimity they distrust every creature with long ears. So there relation with native or halflings from the oldworld would be distrust at best. They see elfs as intruders. They hide for every other race but show themself when there only priest has died preferably to Jade Dwarfs or Humans.
Pipintu Lands: Pipintu don't consider themselves to have any land. They live around a pocket demesion Witch is also to home of there enemy the were juguar-hare. A Pipintu really goes father then 10 miles from the pocket dimension. They sleep in the pocket dimension and hunt on the martial plane.
Religions: Pipintu's aren't very religues so it is very supering to see them treat there priest with more respect then the village elders. There priest follow the god of kings or corn gods. But the most importend thing the priest does is performing operation to deliver the children of woman. (the mother and child won't survive other wise) or remove solid food from a pipintu's stomach.
Language: Pipintu speak there own language. And a few know Cumon, Oxlaku, Sylivan and Jade Dwarven
Adventures: Sometimes a Pipintu grows curious and leaves his home with no other reason then to see what is behind there rainforests.

Pipintu Racial Traits
* Tiny size: -8 str, +4 Dex, -2 Con +2 Cha
Small size: -4 str, +4 Dex, -2 Con +2 Cha
Pipintu are weak charismic creature no matter how big they are.
* Tiny Size
* A pipintu has the magical ability to grow to small size use the small size atribuuts above.
The abiltie works 3 times a day 10 round long +1 round a level. This gives the Pipintu to use medium weapons with 2 hands
* Pipintu don't eat they smell. To smell they have to cook or bake a human meal and start sniffing at it for 6 rounds this is 1 day eating. A Pipintu can never over smell.
* +4 Racial bonus to Craft (roads and bridges)
* Base speed 20 ft.
Favorite Class: Hunter (Ranger)

http://www.angelfire.com/bug/ourobo...pintu_color.jpg

Dwarf, Jade 40 +3d6 +5d6 +6d6
Labalam 20 +2d4 +3d4 +5d4
Oxlaku 20 +1d4 + 1d8 + 3d4
Pipintu 25 +2d6 +3d6 +7d4

Dwarf, Jade 40 100 150 200 7d20
Labalam 20 70 120 180 6d20
Oxlaku 20 50 100 3d20
Pipintu 25 105 180 240 2d%

Dwarf, Jade male 3'5" +2d8 90 lb. x (2d4)
Dwarf, Jade female 3'3" +2d8 80 lb. x (2d4)
Labalam, male 3'2" +2d6 36 lb. x (1)
Labalam, female 3'" +2d6 30 lb. x (1)
Oxlaku, male 6¡¦ + 2d4 70 lb. x (1d4)
Oxlaku , female 7¡¦4¡¨ +3d4 100 lb. x (1d4)
Pipintu, male 1'5" +2d3 8 lb. x (1)
Small size = tiny size x2
Pipintu, female 1'4" +2d3 7 lb. x (1)
by The ethereal wickerman
MUSOJEN
Musojen are known for their charming personalities, grace and feminity. They have an innate understanding of young children and a mastery of the healing arts. It is also well known that Musojen have a fear of the living dead, more so then any other race. It is rumored that Musojen are somehow related to Fey due to their mildly magical nature and almost boundless beauty.
Personality: Musojen are very friendly and charming creatures. They are good at settling arguments and patiently listening to those who need someones shoulder to cry on. Despite their diplomatic natures they care little for politics. They prefer a life of artistic expression and creative practice. Their patient friendly natures also allow them to be at one with the sometimes inexplicable innocent nature of children. One of their most intresting features however is their inherent feminity regardless of gender. They can be sensitive and over emotional, but they are forgiving and respectful of others lifestyle choice. They seem to have an unusually potent fear of death, either of their own or of those they know. This is probably linked to their unusual phobia of undead beings.
Physical Description: Musojen stand around 4 1/2 feet tall, standing a head taller than dwarves but a head shorter than elves. They weigh around 75 to 95 pounds. They have slim feminine bodies and hairless exotic yellow skin and black bands going around their arms, neck and legs. They have no nose and their head is like that of a female deer. Their feet are somewhat hoof-like, but they have 3 toes on the front of its circumfrence like a rhino or an elephant would have. The only hair they have is on their head so either gender like to keep it long, luxurious and well-kept. They have two small blunt horns on each of their temples that are black in color with bands of yellow going around them. Regardless of gender they all look feminine. Infact male and female Musojen have identical larynxs and voice-boxes, so men speak at the same picth and tone as women in their society. Those who are not familiar with Musojen may have to take a few minutes to figure out who in a group of Musojen is male. Musojen have feathery tails that get bigger and longer due to their age. Babies dont have any but as the child grows so do their feathers, which are small and fluffy to begin with. As the grow older they become longer and stiffer. The oldest Musojen have massive peacock-like plumage, and all though the color has faded by then they far from unimpressive. Their feathers are at their best during the age of 20 to 30 years. The feathers are always black with blue, magenta, violet, cyan or purple patterning. The movements of these feathers also work as a sort of sign language that only other Musojen understand. They reach adulthood at 18 and live around 90 years.
Relations: Musojen find it hard not to get along with other races. Their curious patient natures allow them accept others for what they are. Musojen love the care-free friendly natures of gnomes and halflings. They appreciate the elves subtley and artistic nature. They find the varied cultures of humanity fascinating, as well as the fact they are another race who has learnt to fear mortality. They cant understand the gruffness and tough natures of dwarves and rarely like the bestial approach of half-orcs.
Alignment: Musojen are almost always neutral good. Adventuring Musojen however perhaps lead a somewhat different lease of life, but rarely straying from the path of good. Adventurers are often the minority of Musojen who choose to face their fear of death rather than turn away from it. Those few Musojen who are evil are lusty, manipulative and deceitful monsters.
Musojen Lands: Musojen often live in lush forests, often those that are enchanted in some way. They like to have plentiful supplies of water, medicine and herbs. Infact their isn't much that a Musojen forest does'nt supply. Musojen in human lands are generally child-minders or medicinal alchemists, sometimes working as traders to-and-from human and Musojen lands.
Religion: Musojen will worship any god who is benevolant and cares for his or her worshippers. They have an adoring respect for gods like Ehlonna, Pelor and the like. The godess who created the Musojen race is named Tensh'iri. She looks like a tall four armed Musojen with large butter-fly like wings that shift with eldricth colors. She teachs to comfort the innocent and traumatized. Hence her clerics tend to aid the injured in times of strife. She grants the Charm, Good, Healing and Protection domains.
Language: Muso is the language of the Musojen, it is a gregarious tounge that sounds like a cross between elven and gnome with a slight oriental hint. In truth however their language is actually a sub-text of Sylvan, perhaps something to do with their rumored Fey ancestry.
Names: Musojen children are given the first part of their name, which has to be only one syllable long that has significance with an event on the day they were born. When they reach the age of 10 however they must pick the other part of their name of something that is personally significant to them. When translated, a Musojen's name might be 'Snowrose' or 'Suneagle'.
Adventurers: Musojen adventure out of wanderlust and innate curiosity. A few adventure to face their fear of death and confront it head on. They probably gain this innate adventurous spirit from their supposed faerie ancestry.

MUSOJEN RACIAL TRAITS
+2 Charisma, +2 Wisdom, -2 Strength, -2 Constitution: Musojen are charming, friendly and understanding beings, but they have feminine and gentle physiques.
Medium-size: As Medium-size creatures, Musojen have no special bonuses or penalties due to their size.
Musojen base speed is 30 ft.
Low-light vision: Musojen can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinquish color and detail in these conditions.
+2 racial bonus on Diplomacy, Gather Information and Heal checks: Musojen are easy to get along with, and have gentle caring personality.
+1 racial bonus on Spot checks; Musojen have sensitive eyes.
+1 innate bonus on Diplomacy (stacking with their racial bonus) checks when dealing with humanoid children who are of adolescent age or under: Musojen adore children and have an innate understanding of their somewhat incoherent natures.
+2 racial bonus on Appraise checks that are related to healing potions or medicinal items: Musojen grow up among a hospitable and medically well-stocked culture.
-2 morale penalty to attack rolls against undead, due to their innate anxiety of death and a phobia of the living dead. However they may make a Will save (DC 10 + undead opponents Cha modifier) to overcome the phobia for 2d4 rounds.
Because of their charm and grace a Musojen if it so desires can attempt to make itself seem as non-threatening and submissive as possible. If they choose to do this, their opponents must must make a Will save (DC 10 + Cha modifier). If they fail they become one level friendlier towards the Musojen, for example a hostile NPC will become unfriendly. If they suceed their Will save they suffer no penalty and gain an attack of opportunity against the Musojen. If there is more than one Musojen, the DC gains a +2 circumstance bonus, up to a maximum of +6. Constructs, oozes, plants, undead, vermin and other Musojen are unaffected by this.
Once per day, a Musojen can cast cure light wounds as a 5th level Druid. If a child of adolescent age or under is touched by a Musojen, the Musojen at will can cure each child of 1 wound per day as though casting cure minor wounds. A Musojen cannot use its healing ability on itself, but it can heal and be healed by other Musojen.
Automatic Languages: Common and Muso. Bonus Languages: Dwarven, Elven, Gnome, Halfling and Sylvan.
Favored Class: Sorceror. A multiclass Musojen sorceror class does not count when determining whether she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56). Musojen are friendly and creative, the ways of sorcerory come naturally to them.


Azer Firelord
the Buteo
The other unusual race to come through from the Goblinsk Plane is a very different sort. The Buteo were once a proud republic of equal beings in the skies above, but the Goblinsks invaded their cloudy dwellings and enslaved them. A Buteo can easily be mistaken for an elf at a distance, and indeed scholars think they have elven ancestry, for they are as frail as elves, but closer to they have an air of tragic beauty which is very poignant- and a less poetic witness might note their vestigial wings. They are great musicians and have composed long laments on their loss of freedom and the various disasters which have happened to them- and the music is so beautiful that the listener normally doesn't reflect that this is basically a drawn out whinge. They are generally humble individuals, and they try to avoid Goblinsks where possible- they wander the world composing fresh dirges.

Buteo can also be played as Pcs in the Illuvatade (some are with the other bards). Favoured class is Bard, tend loosely towards CG but adventurers can be any alignment.
Stats: -2 Con, +2 Cha
Size M
Vestigial wings- these have no effect
Low Light vision
Like Elves, Buteo enter Trance rather than sleeping.
Great musicians: +4 on Perform checks, +2 Listen +2 Bonus on checks against spells cast by playing a musical instrument for peaceful purposes.
Languages: Common, Buteo, Goblinsk, Bonus Languages, Elvish, Dwarven, Mermish
Lady Rolindin

04-06-06, 05:49 AM
THe Prismatic Foundation
by DarkestofAngles

Prismatic Golem
Large Construct
HD: 120d10 + 30 (690 HP)
Initiative: +5
Speed: 40ft. (Can't Run)
AC: 64 (-1 Size +5 Dexterity +50 Natural)
BAB/Grapple +90/+110
Attacks: 2 Slams +110 Melee
Damage: Slam 10d10 + 20 + Prismatic Slam
Face/Reach: 10ft/10ft
Special Attacks: Prismatic Slam
Special Qualities: Construct Traits, Magic Immunity, DR 20/Epic and Adamantine, Prismatic Aura
Saves: Fort: +40 Reflex: +45 Will: +40
Abilities: Str: 51 (+35) Dex: 20 (+5) Con: - Int: - Wis: 11 Cha: 1
CR: 48
Advancement: 121-180 (Huge); 181 - 240 (Gargantuan)

Magic Immunity (Ex): The Prismatic Golem is immune to all magical and supernatural effects with the exception of the following spells, which negate a color from the golem's prismatic aura and its prismatic slam attacks for 1d4 rounds and have different effects on the golem depending on the spell: cone of cold negates red effects and deals 5d6 points of damage to the golem. Gust of Wind negates any orange effects and gives the golem a -10 penelty to its attack and damage for 1d4 rounds. Disintegrate negates yellow effects and slows the golem as per the spell slow with no save for 1d4 rounds. Passwall negates any green effects and stuns the golem for one round. Magic missile negates any blue effects and the golem recieves a -10 penelty to its strength and dexterity for 1d3 rounds. Daylight negates any indigo effects and the golem can only move at half speed for 1d4 rounds. Dispel Magic negates any violet effects and the golem's prismatic aura is suspended for one round. Prismatic spray heals the golem 150 points of damage and grants the golem fast healing 20 special quality for 1d4 rounds. If all of the golem's colors are negated simultaneously, the golem is destroyed, as if having reached 0 hitpoints and all its energy is dissapated.
Construct Traits: Low-light vision. Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects. Cannot heal damage on their own. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected. It gains a bonus 30 hit points based on its size. Constructs do not eat, sleep, or breathe.
Prismatic Slam (Su): Every successful slam attack, in addition to the damage from the slam itself, can bring about one of the following effects, based on the color of the golem's fists at the time of the attack, determined by a d8 roll:

1. Red 20 Points of Fire Damage
2. Orange 40 Points of Acid Damage
3. Yellow 80 Points of Electricity Damage
4. Green Poison (Kills; Fort Partial for 1d6 Con damage)
5. Blue Turned to Stone (Fort Negates)
6. Indigo Insane, as per Insanity Spell (Will Negates)
7. Violet Sent to another Plane (Will Negates)
8. Struck by two colors; reroll twice more, ignoring any "8" results

DCs are based off of 10 + half the golem's HD. (DC = 70)
Prismatic Aura (Su): Whenever a creature enters the golem's threatened area, the creature subjects itself to the prismatic aura of the golem for each round it is in the threatened area. For each round the creature is in the threatened area, it suffers one of the above effects, based on the roll of a d8. Except that the orange, red, and yellow effecets can be avoided by a reflex save for half damage. DCs are based off of DC 10 + 1/2 the golem's HD (DC = 70).
Lady Rolindin

04-06-06, 07:43 AM
Swordpoint Military Academy

posted by rurik the silent
Great Bow
: You need at least two hands to use a bow, regardless of its size. A greatbow sized for a medium character is 6 ft or more in length when strung. A greatbow is too unwieldy to use while mounted. Like other bows, if you have a penalty for low Strength, apply it on damage rolls when using a greatbow. If you have a bonus on Strength, you can apply it to damage roll when you use a composite greatbow (see below) but not a regular great bow.

Composite Great Bow
:You need at least two hands to use a bow, regardless of its size.A composite greatbow is too unwieldy to use while mounted. A composite greatbow sized for a medium character is 6 ft or more in length when strung. Composite greatbows follow all the normal rules for composite bows, including strength ratings. Each point of Strength bonus granted by the bow adds 200 gp to the cost.

Complete Warrior p. 154 on the New Exotice weapons chart.


Ranged Weapons
Greatbow
cost: 150 gp Damage 1d10 x3 120ft. 6lbs. Piercing


Composite Greatbow
cost: 200 gp Damage 1d10 x3 130ft. 6lbs. Piercing


posted by Sssargoth
The Ranger Knight of Furyondy
by Charles Dunwoody Dragon 317

By the decree of his pious magesty, King Belvor IV, the Kingdom of Furyondy is in a "permanent and unalterable state of war" with the Empire of Iuz. Waging this war falls to the warriors of the realm, especially the Knights of the Heart.
Unfortunately, the northern reaches of Furyondy are in ruins. Villages in ruins, roads washed out and not maintained, and raids by bands of monsters make life dificult and dangerous. The weather is damp and harsh, rusting armor and spreading sickniss.
Although the standing army and the Knights of the Heart do much to bring war to Iuz, they have not been able to do it all. These warriors are ready to fight on the battlefield, but this new war calls for spying, assassination, and covert strikes against supply units and the leaders of Iuz's army. This war requires a new type of warrior: The Ranger Knights of Furyondy.
The ranger knights cocentrate on the northeastern boarder with Iuz. Because of the vast plains and distances involved, the ranger knights combine the skills of a hunter with the speed and power of a warhorse. This combination makes the ranger knights a force to be feared.
Only skilled warriors with proven battle success and nerves of steel can join the ranger knights. Membership is by invitation only and is usually offered only once.

HD: d10
Ranger Knight requirements:
To qualify to become a rager knight, a charicter must fulfill all the following criteria.
Alignment: Any good
Base Attack: +5
Handle Animal: 4 ranks
Hide: 2 ranks
Move Silently: 2 ranks
Ride: 8 ranks
Feats: Mounted Combat, Track, Trample, Two-Weapon Fighting

Ranger Knight class skills:
The ranger knight's class skills are: Bluff (Cha), Climb (Str), Craft (any), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Kowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill points at each level: 6 + Int modifier.

Class Features
All of the following are class features of the ranger knight prestige class.
Weapon and Armor Proficiency: A ranger knight gains no proficiency with any weapon or armor.
Mounted Track (Ex): At 1st level, the ranger knight can track while mounted on her special mount without additional penalty, using the special mount's speed for the purposes of determining what penalties are applied if moving at greater than half the special mount's speed.
Special Mount (Ex): At 1st level, the ranger knight gains a special mount as a 6th level paladin. The ranger knight's class levels count as paladin levels (with 1st level counting as 6th level) for the purposes of determining what special abilities the mount gains. For example, a 10th-level ranger knight would have a special mount that gains abilities as though the ranger knight were a 15th-level paladin.
The standard mount for a Medium ranger knight is a light warhorse, and the standard mount for a Small ranger knight is a wolf trained to take a rider into combat. If the ranger knight already has a special mount, she does not gain another special mount, but her ranger knight levels stack with the levels of her previous class for determining the special mount's abilities.
Favored Enemy (Ex): At 2nd, 6th, and 10th level, the ranger knight gains a favored enemy. This ability works exactly as the ranger class feature of the same name. Class levels in ranger knight stack with other class levels that provide favored enemies.
For example, a ranger knight that lacked ranger levels before gaining this class chooses his first favored enemy at 2nd level. When he chooses his next favored enemy at 6th level, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
A ranger knight that had 5 levels of ranger before gaining this class chooses his third favored enemy at 2nd level of the ranger knight prestige class. In addition, the bonus against any one favored enemy (including the one you just selected, if so desired) increases by +2. At 6th level, he chooses his fourth favored enemy and he may again choose to add +2 to any oe of his favored enemies.
Saddle Strike (Ex): At 2nd level, the ranger knight can attack with two weapons without having to make a Ride check to guid her mount with her knees. Her mount can attack as well if she maked a DC 5 Ride check.
Two Fight as One (Ex): At 3rd level, the ranger knigh may fight with her mount without the need for a Ride check, Any dodge bonuses to Armor Class the ranger knight has also applys to her mount.
Silent Hoof (Ex): At 4th level, if the ranger knight's mount is wearing light barding or no barding, the ranger knight can use her own Move Silently skil checks in place of her mount's when riding it.
Bonus Feat: At 4th, 7th, and 10th level, the ranger knight gains a bonus feat chosen from the list below. The ranger knight must qualify for the chosen bonus feat.
Ranger Knight Bonus Feat List: Animal Affinity, Athletic, Improved Two-Weapon Fighting, Mounted Archery, Quick Draw, Ride-By Attack, Self Sufficient, Spirited Charge, Stealthy, Two-Weapon Defense.
Horse Archer (Ex): At 5th level, the ranger knight reduces the penalties for mounted ranged attacks by half. If the ranger knight has the Mounted Archery feat, the penalties are halved to -1 if the mount makes a double move or -2 if the mount is running.
Double Stomp (Ex): At 6th level, if the ranger knight's mount is wearing light barding or no barding, and the ranger knight uses the Trample feat successfully, her mount may make two attacks instead of one.
Ranger Lord (Ex): At 7th level, the ranger knight can wear medium armor and use any abilities that require the charicter to be wearing light or no armor so long as the ranger knight uses the ability while mounted. In addition, the ranger knight's special mount suffers no discomfort from wearing light barding and can sleep in it without suffering fatigue.
Great Trample (Ex): At 8th level, if the ranger knight's mount is wearing light barding or no barding, and the ranger knight uses the Trampel feat successfully, her mount may make a full attack. Each attack is made with a-2 penalty.
The mount still gains the standard +4 to attack rolls against prone targets.
Overwhelming Charge (Ex): At 9th level, the ranger knight gains her most devastating attack. When a ranger knight is mounted on her special mount and charges, she does not suffer the -2 penalty to AC normally associated with a charge. Her mount still suffers the pealty. In addition, if the ranger knight wields two melee weapons, she can attack once with each (istead of being limited to a single attack when her mount oves more than 5 feet). If the charge is combined with the Spirited Charge feat, both melee weapons deal double damage. This ability can't be used with weapons that have reach (such as a lance).


The Ranger Knight of Furyondy

Level BaB Fort Ref Will Special
1st +1 +2 +2 +0 Mounted Track, special mount
2nd +2 +3 +3 +0 1st favored enemy, saddle strike
3rd +3 +3 +3 +1 Two fight as one
4th +4 +4 +4 +1 Silent hoof, bonus feat
5th +5 +4 +4 +1 Horse archer
6th +6 +5 +5 +2 Double stomp, 2nd favored enemy
7th +7 +5 +5 +2 Ranger lord, bonus feat
8th +8 +6 +6 +2 Great trampel
9th +9 +6 +6 +3 Overwhelming charge
10th +10 +7 +7 +3 3rd favored enemy, bonus feat


by dyne
Surcoat of Command
Counts as a shirt for magic item slots. Provides the same effect as a Breastplate of Command, minus to breastplate.
Strong enchantment; CL 15th; Craft Wonderous Item, mass charm monster; Price: 21,400 gp; Cost 8,625 gp + 690 XP.
Lady Rolindin

04-07-06, 06:01 PM
Elf Foundation Redux- 3rd Edition

by Azer Fire Lord
Elves are noble, frivolous, long-lived creatures, the best (and most arrogant) of races. They tend towards Chaotic Good, and, on Undar live in forests and seas. They love change in all its forms, and detest underground places, where very little happens. Elves were the upper classes of Altair, dedicated to leisure and intellectual pursuits. As such they acted as individuals, only occasionally making collective decisions.Even when Elves present an organised façade to the outside world, they are individuals internally. As befits nobles, they harbour a healthy disdain for the other creatures in the world, along with a flecibility that can be deceiving. Elves love the sea, for it is wild and vibrant, like them, and even in the deepest forest, an elf can hear the sea’s call. They detest machinery and underground places, as those were the scene of the lower classes. They will tolerate halflings, gnomes, lizardmen, giff and humans, although they do have a tendency to treat them as servants. Elves and Dwarves get along like a house on fire, but they will band together in times of nescessity. Elves reserve their worst feelings for orcoid races, but do not hate them as strongly as the dwarves do. Of course, individual Elves can make their own descisions. Elves are a dying race, their talents insufficient for survival without outside help, and yet they are also very powerful, so they can often compel it from others. Elves do not die of old age, but instead their spirits are placed in ‘arachla’, storage, in their home city, and can be roused in times of great need. There are five main types of elf, High, Grey, Wood, Sea & Drow. The High Elves, those who lived on Altair, are the most arrogant and organised, recognising that in unity is strength. The Grey Elves, those who chose to stay on Undar, are the most morose, thoughtul and kind. They constantly ponder their races tragic history, but are always willing to lend a hand. The Wood Elves are an aloof and mysterious people, tending towards neutrality, and willing to kill to prevent knowledge of their woodland lair
Lady Rolindin

04-07-06, 07:24 PM
Pyromantacs Anonymous

by Dyne
Lighter
Evocation [Fire]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: 1 hour or until discharged
Saving Throw: No
Spell Resistance: Yes
This spell lights a small fire with a touch. The spell can be used to light torches, or the flame can be held in hand without harm, providing light as a torch. If the caster wishes, the flame can be used as an attack. On a successful melee touch attack, the flame causes 1d4 points of fire damage. Attempting to attack with the flame discharges and extinguishes it, whether or not the attack succeeds.


by The vorpal Tribble
Matter Agitation

Psychokinesis
Level: Psion/wilder 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 2 sq. ft. of surface area of an object or creature
Duration: Concentration, up to 1 min./level
Saving Throw: None
Power Resistance: Yes
Power Points: 1

You can excite the structure of a nonpsionic, nonmagical object, heating it to the point of combustion over time. The agitation grows more intense in the second and third rounds after you manifest the power, as described below.

1st Round:
Readily flammable material (paper, dry grass, tinder, torches) ignites. Skin reddens (1 point of damage).

2nd Round:
Wood smolders and smokes, metal becomes hot to the touch, skin blisters (1d4 points of damage), hair smolders, paint shrivels, water boils.

3rd and Subsequent Rounds:
Wood ignites, metal scorches (1d4 points of damage for those holding metallic objects). Skin burns and hair ignites (1d6 points of damage), lead melts.

--

by Demonfey
Flame of Doom
SCDC: 1,000
This spell rains down unquenchable fire down from the sky in a 10,000 mile radius. All things in that area die from burning to death, with no save because it covers such a large area that you can't escape it. The storm lasts for all time.

by turalisj
apocolyptic stormrange: anywhere you can see
(epic spell)
this spell has 4 stages. each stage is even worse then the last.
stage 1: the spell acts as a summon monster X spell. it summons hundreds of balor and pit fiend armies into the selected area. the two armies attack each other and anyone nearby.
stage 2: the spell then summons the tarrasque to the spell target zone. the creature then begins attacking the strongest enemy first.
stage 3: billions of arrows infused with mummy rot rain down apoun anyone within 5 miles of the spell location, the mommy rot has been altered by spellcasters and has a save dc of 50.
stage 5: a portal to the underdark opens, sending millions of illithids, duerger, drow, and everyother evil creature that inhabits the underdark.
Lady Rolindin

04-07-06, 07:29 PM
The Shinobi Clan

by Shadowshinobi
Shinobi
http://boards1.wizards.com/showthread.php?%20s=&threadid=186240

Nyctomancer
http://boards1.wizards.com/showthread.php?s=&threadid=218657

Shinbi
http://boards1.wizards.com/showthread.php?s=&threadid=236142

The ronin
http://boards1.wizards.com/showthread.php?s=&threadid=182384

Assassin of azrael
http://boards1.wizards.com/showthread.php?s=&threadid=241311

Disciple od azazel
http://boards1.wizards.com/showthread.php?s=&threadid=241367

Lightbringer of Uriel
http://boards1.wizards.com/showthread.php?s=&threadid=242127

Yamabushi
http://boards1.wizards.com/showthread.php?s=&postid=3496984

by Nozz
http://boards1.wizards.com/showthread.php?s=&threadid=202140

by Gray Ninja
prc Gray Ninja
http://boards1.wizards.com/showthread.php?s=&threadid=225061

By NightSreamer
The Jounin
http://boards1.wizards.com/showthread.php?s=&threadid=208402

heretic888
Shinobi No Bushi
http://boards1.wizards.com/showthread.php?t=188379

ninja without Class
http://boards1.wizards.com/showthread.php?t=586072

by shadeshinobi
Chain Shuriken
A chain shuriken is two shuriken joined by a chain, similar to a chainshot from a cannon. The chain shuriken can be used to make ranged trip attacks

price damage range increment damage type
3gp 1d3 10 ft. piercing
Lady Rolindin

04-07-06, 10:26 PM
The Divine Magics Guild

by Dyne

Sword:
My sword, by far, is the most in-depth. It is an intelligent item with a special purpose and many unique points.

The sword is a +5 Axiomatic Holy Cold Iron Bastard Sword. It has Intelligence 10, Wisdom 19, and Charisma 19. It can communicate through speech and telepathy, and it can sense through 120 ft. darkvision, blindsense, and hearing (with the ability to read languages and read magic). It is of Lawful Good alignment, with Ego 32, and it has the special purpose of defeating Evil and Chaos.

It has the following minor powers:
Item can bless its allies 3/day
Item can activate zone of truth 3/day
Item can use cure moderate wounds (2d8+3) on wielder 3/day
Item has 10 ranks in Knowledge (Religion)

It also has the following major powers:
Item can create magic circle against evil and chaos at will
Item can create daylight 3/day

The sword has the following dedicated power:
Wielder gets +2 luck bonus on attacks, saves, and checks when fulfilling the purpose of defeating Evil and/or Chaos.

The sword requires 10 ranks in a skill to function (haven't really decided which skill yet)
The sword requires that the wielder be Lawful Good to function
The sword requires that the wielder be a Paladin to function
If the wielder does not meet any of the above 3 requirements, the weapon only functions as a mundane Cold Iron Bastard Sword.

When the sword accepts a new owner, that owner's hair grows 1 inch longer, turns white, and they bear an identifying mark (maybe a tattoo, or possibly a glow). The sword also requires that it have bless cast on it everyday, as well as be cleansed with holy water on a daily basis.

Lastly, the wielder must undertake a quest before the sword will function for him. Until then, it is just a +5 Bastard Sword. The sword also only functions for a person of a specific name (still working on that), so the wielder must change his name for it to work for him.

All this for the grand total Market Price of 99,070 gp. An item that would really only work for you, and that gives you awesome bonuses, for a rather cheap price.

Knight's Shield (14,870 gp):
+5 Blinding Bashing Heavy Steel Shield
Requires ranks in a certain skill (???)
Requires Lawful Good alignment
Requires Paladin class

Knight's Tunic (40,800 gp):
Spell Resistance 16
Damage Reduction 5/Evil
Requires ranks in a certain skill (???)
Requires Lawful Good alignment
Requires Paladin class

Knight's Bracers (18,900 gp):
+6 Strength
+3 Natural Armor
Requires ranks in a certain skill (???)
Requires Lawful Good alignment
Requires Paladin class

Knight's Gloves (19,800 gp):
+6 Dexterity
Same ability of Glove of Storing (on both gloves)
Requires ranks in a certain skill (???)
Requires Lawful Good alignment
Requires Paladin class

Knight's Belt (18,900 gp):
+6 Armor bonus
+3 Deflection bonus
Requires ranks in a certain skill (???)
Requires Lawful Good alignment
Requires Paladin class

Knight's Amulet (18,000 gp):
+6 Constitution
+4 on all Saves (as a Cloak of Resistance)
Requires ranks in a certain skill (???)
Requires Lawful Good alignment
Requires Paladin class

Knight's Boots (3,900 gp):
+10 ft. movement speed
+5 Climb, Jump, and Swim
Requires ranks in a certain skill (???)
Requires Lawful Good alignment
Requires Paladin class

Knight's Cloak (15,840 gp):
+6 Charisma
Charm Person 1/day (Will DC 16)
Require ranks in a certain skill (???)
Requires Lawful Good alignment
Requires Paladin class

Knight's Headband (16,200 gp):
+6 Wisdom
+4 LV for Turn Undead
Same ability as Phylactery of Faithfulness
Requires ranks in a certain skill
Requires Lawful Good alignment
Requires Paladin class


Aramar The Black

Song of Faith
Casting Time: 5 rounds-1 hour
Range: 50 ft. per Tier level
Targets: All creatures within range
Afterduration: 5d10 minutes + 2 minutes per Tier level
Saving Throw: Will negates

A song to grant power to divine casters, and possible bring divne effects upon others.
Tier One:
By making music for at least 6 rounds, the musician can cuase all divine casters within range to gain a +2 bonus on Concentration checks.
Level One; Perform DC 12

Tier Two
: By making music for at least 2 minutes, the musician may increase the effective caster level of a divine caster by +1, or grant a +3 bonus on Concentration checks.
Level 3; Perform DC 16

Tier Three:
By making music for at least 10 minutes, the musician may choose to cause one of the fllowing effects upon all divine casters within range:
+4 bonus on Concentration checks
+2 bonus to effective caster level
+2 bonus to Will and Fortitude saves
+2 bonus to attack rolls
Atonement as the spell
Level 6; Perform DC 23

Tier Four:
By making music for at least 30 minutes, the musician may to choose to effect all divine spellcasters within range in one of the following ways:
+5 bonus on Concentration Checks
+3 bonus to effective caster level
+2 bonus to attack rolls and armor class
Or, and this effects non-divine characters as well, the musician may create music which invokes feeling related to the portfolio of the diety or religion sung about.
For example, if a bard were to sing of Erythul might start feeling wild and agessive, while of song about Nerull might invoke feelings of fear or cruelty, while a song about Obad-Hai might bring fellings of wildness or naturistic peace.
Level 10; Perform DC 28

Tier Five:
By making music for at least 1 hour, the musician may choose to cause any of the following effects on divine casters:
+6 bonus on Concentration checks
+4 bonus on effective caster level
+3 bonus to Will and Fortitude saves
Also, and this effects non-divine characters as well, this Tier of the Song is so powerful that those who fail saving throws may even begin to move toward the alignment or outlook of the religion or diety sung of. The more one fails the saving throw by, the more that move toward that dogma.
Level 15; Perform DC 35


Now, there exist mechanical issues that must be fixed, and I'll go over the PHB when I have the chance. But what do you guys think of the Song itself, and general approach to Spell-Songs?

Lore
Roskar looked over the battle and shuddered again. The undead army of skeletons and zombies was marching ever closer, outnumbering the castle guard by incredible amounts. As he was unstrapping the warhammer from his back, a tall figure came to stand beside him.
The half-elf carried no weapon save a mandolin, but everyone knew that in a Bard's, or Cantor's, hands, this was a weapon enough.
"My my my" said the cantor, looking over the infested plains, "what an ugly army. And all mindless, too. What a shame. I fear I must get rid of them. The mindless can only be dead already, and I must say, the noise those undead are making is an affront to the spoken word."
As Roskar stared at the newcomer with increduality, the cantor strummed a few notes on the mandolin, and closed his eyes, as if remembering something.
Then he suddenly burst forth in song, fingers dancing gaily over the strings, and a stong tenor voice riding over cresendos and slurs.
The song was uplifting, but in more than the usual way. Roskar not only felt younger, but more vigorous, and it was as though his god was smiling upon him, and all was peaceful.
But as he looked around in his bliss, he was stuck by a most wondrous sight: The cantor was enveloped in faint winds of magic, power flowing from his song. And as these winds wafted down to the fields below, the first rows of undead started to wail and turn around, as though the powerful song was pain in thier ears.
And then the cantor reached the chilling apex of his song, in a mighty cresendo of ringing sound that would make even the most hardened of warriors drop thier weapons and look to the heavens. And the bard stopped his wild strumming, and lifted his instrument up like a blade after a victory. And light of the heavens burst forth from the mandolin and blasted the ranks of undead, sending all to the endless sleep or fleeing back to thier masters.
And that would have been all that day, but for an evil cantor who sat on the other side of the field, beside the mighty necromancer, conjurer of this undead army.
Smirking in a mix of smugness and anger, the dark cantor closed his eyes and muttered to the necromancer "Conjure a spell shield, Balcaan. And I shall show you the true might of the shadows of death."
With that, he placed a small, ebony amulet in front of him, and drew out a small pair of drums. Beating softly, he began to chant a dirge, one that, on a grander scale, might have sent weak men cowering under thier covers.
As he continued, in his own chilling harmony, the amulet lifted off the ground of its own accord the shone with a black light. The undead near them were covered with a dark mist, and, red eyes glowing with a new light, started off again for the castle.
Balcaan shuddered as the ground quaked and the dark winds of music drifted from the drums of the cantor and toward the light of the holy singer, fields away. It was as though a shadow filled the sky, seeking to strangle the light of the heavens. The shadow cantor broke his dirge for a moment, to mutter again.
"Conjure a spell-shield, you dolt. You are about to witness a battle between the forces of two cantors, the agents of the Divine Song. There is no greater power. Unless you wish to join the undead siege, I suggest you summon that shield, and quick." And he began the dirge once more.
Arrogant, but no incredible fool, Balcaan did as he was told.
Lady Rolindin

04-07-06, 10:28 PM
Foundation of the Orient

by Masamune
Kabuki Master
http://boards1.wizards.com/showthread.php?s=&postid=3869149
Lady Rolindin

04-07-06, 11:46 PM
The New Human Fondation

by Kevmann
The Tribes of Humans
Most humans live in towns, in cities, or rural areas connected to these towns, education is easy to come by as well as food and shelter. But some humans live far away from “civilization” and have to live on what they find, these humans are less educated city dwellers, but get special bonuses that are learned from living in hard places.

To qualify to be a tribal human, you must have lived in said environment for more then 75% of your life and must have had little or no contact with modern civilization. This human could have lived on his own or with a small group of people no larger then a hamlet.

Due to their lack of proper education, all tribal humans only get 2 extra skill points at first level and one extra at every odd level after that. And due to their lack of connection with other races, gain -2 to all diplomacy checks. And due to their individualness, get -2 to all fortitude saves vs. disease. Due to living in a harsh environment, all tribesmen get +4 to all intuit direction checks and may use it even if untrained.

Desert tribe:
These peoples are used to the sands of the desert. Such peoples are adept at finding and retaining water. They can go twice as long as a standard human being without water, and gets Fire Resistance 2. They also get a +4 bonus when hiding in hot or sandy areas, because they know how to use sand and heat waves to hide easily. And they get a +4 bonus to fortitude saving throws vs hot weather.

Jungle tribe:
The peoples are adept at being in the wild jungles and forests of the world. They get a +4 bonus to hide and move silently checks while in natural environments. They get poison use for free, and only suffer half the reduced movement rate for traveling through forests and jungles (This does not include traveling in the short term through bushes, briars, etc.).

Arctic Tribe:
These peoples are adept at being in the wild areas of the north were it is always cold. They get a +4 bonus when hiding in snowy areas, and get Cold Resistance 2, and gain a +4 bonus to fortitude saves vs. cold weather.

Swamp tribe:
These peoples are adept at moving and staying hidden even in the most deadly of bogs and swamps. These people know were to step, and only suffer half the reduced movement rate for movement in swamps. They get a +2 bonus to hide and move silently checks while in swamps, and they get poison use for free.

Wasteland tribe:
These people are used to living in wastelands such as steppes and other harsh environments. Due to high winds in such areas, they can see twice as far in windy conditions, get a +4 bonus to saving throws against the wind in such conditions, and can move at full speed.

Mountain Tribe:
The mountain tribes are those who know how to live on the mountains. They get +4 to balance and climb checks, and a +1 bonus to all reflex saves.

Subterranean Tribe:
These are peoples of the far removed underworld. They get low-light vision, light sensitivity 1, and the blind fight feat for free.

by OrigamiCommando
Diplomat of Legend
-------------------------
Humans have always been considered the neutral party between the races. Their extremely short lives also generally mean short lived ideals and short lived ambitions. But in this torrent of emotion and dying, there exists people who rise up and away from their human bretheren, using this trust to try and create peace between the races. They act as go betweens between dwarves and giants, elves and orcs, and gnomes and kobolds. In their hands, they manipulate war and peace, life and death, all with words that strike more true than any blade or bow could do.
------------------
Requirements
------------------
Race: Human
Alignment: Any Good
Diplomacy 12 ranks
Bluff 10 ranks
Innuendo 10 ranks
Sense Motive 10 ranks
Knowledge (Local) OR Knowledge (Royalty & Nobility) 8 ranks
Special: Acceptance in the Guild of Universal Peace: a human group who uses the races trust in the fledgling humanity to attempt world and, perhaps, interplanar peace.
--------------------
BAB: Same as druid
Saves: Same as druid
Skill Set: Same as Rogues
Skills: 4 + Intelligence Modifier
---------------------
1 - Quick Learner, Diplomatic Immunity
2 - Second Nature
3 - Peacekeeper
4 - Second Nature
5 - Honey Tongue
6 - Second Nature
7 - Strange Diplomacy
8 - Second Nature
9 - Strange Diplomacy
10 - Linguist, Universal Recognition
-----------------------
Quick Learner
: The DoL's intensive, unceasing study of the world around him means he knows, or can easily find out, about almost anything one could ask him. From now on, all Knowledge skill checks can be made, regardless of whether or not the DoL has ranks in that particular knowledge skill or not and they are all made at a +2 bonus.

Diplomatic Immunity
: The DoL gains a status of immunity from some of the more feral or dishonorable races. Though this causes no bonus to AC or anything overt, all semi-intelligent races realize that the Guild of Universal Peace has contacts throughout the planes and that openly attacking a member, unprovoked, could mean sanctions or worse. This is not to say it never happens, but most races, even the evil ones, realize that such an action would not be worth the trouble. There are situations that a DoL could find this protection revoked.

- Being kicked out of the Guild of Universal Peace
- Performing any action that is considered illegal in the current area
- Being caught in the act of lying, cheating, stealing, or any evil act around or towards a race that the Guild is currently having relations with or acting in direct opposition to the rules of the Guild in any way.
- Loss of control of mind or body through psionic, chemical, magical, psychological, or biological processes of ones self that present a clear danger to the race in question.

Once Diplomatic Immunity is revoked, generally by a court of 13 peers from the Guild following arrest, the DoL may not progress in levels any farther in this Prestige Class and depending on his crime, maybe executed.

Second Nature: Many of the Guild's Diplomats study intensely in the mannerisms and the ways of races outside of humanity. Whenever they gain the ability Second Nature they may choose 3 + Wisdom Modifier races to have already studied prior to gaining this ability. The DoL learns to be more like the race in question, putting themselves in the shoes of the race they study. It becomes like second nature to them. In order for any of the DoL's class abilities to work on an intelligent creature, he must choose it's base race using this ability. All Humanoids are already covered by all of the diplomats class abilities. As a bonus, he also learns all languages spoken by the race he is studying automatically when he chooses them. Members from the following races maybe chosen when selecting Second Nature:

Monsterous Humanoids (Goblins, Gnolls, Harpies, Etc)
Fey (Pixies, Nixies, Red Hats, Etc)
Dragons (Blue Dragons, Red Dragons, Gold Dragons, Etc)

Races who have subtypes, require that the diplomat chooses one of the different subtypes such as Silver Dragon. Only creatures whose basic intellect is 6 or higher maybe chosen by the DoL. If a race specifically states in the text in the Monsters Manual that it likes to eat humans or humanoids, dislikes humans, or something to that effect (such as the centaurs) the DoL has to take that race twice with Second Nature, instead of just once like everyone else.

Peace Keeper
: The DoL has become well attuned to calming down hot tempers and preventing the escalation of anger to bloodshed. The diplomat is now able to use diplomacy checks against foes in combat who understand what he is saying in order to raise their NPC reaction to him as listed in the core books and prevent combat.

Honey Tongue
: The DoL has learned that a quick wit and an intelligent word carry alot more wait when used in conjuction with a charming personality. From now on he may add his Intelligence modifier to his Diplomacy, Bluff, and Innuendo checks.

Strange Diplomacy
: The DoL has gotten to a point where he can speak with and for creatures most usually wouldn't consider civilized or worth speaking to. He may choose 3 + wisdom modifer races from the categories below. This is much like the second nature ability except the diplomat chooses from the following races instead:

Abberations (Beholders, Aboleths, Etc)
Magical Beasts (Sphinx, Talking Animals, Etc)
Elementals (Fire Elementals, Wind Elementals, Etc)
Outsiders (Celestials, Devils, Etc)

Races who have subtypes, such as Devils, require that the diplomat chooses one of the different subtypes. Only creatures whose basic intellect is 6 or higher maybe chosen by the DoL. If a race specifically states in the text in the Monsters Manual that it likes to eat humans or humanoids, dislikes humans, or something to that effect (such as the beholders) the DoL has to take that race twice with Strange Diplomacy, instead of just once like everyone else.

Warning:
Certain types of creatures, such as Slaad, may not recognize the guilds authority in the planes. Which races recognize this authority or don't is up to the DM but the diplomat should be warned before hand that if he wishes to work with these races, he will do so without the protection of Diplomatic Immunity and should use caution.

Linguist
: The diplomats study of all the different races has placed him among the greatest scholars in his knowledge of the planes and it's many languages. The DoL upon achieving 10th level of the PrC, knows all spoken languages, including that of abberations and other nearly incomprehensible spoken words of all living and unliving things in the planes he has visited. Further, he only has to visit a plane he hasn't been to for at least a week to learn all the languages there.

Universal Recognition
: With the achievement of this ability, the diplomat is now one of the leaders in relations across the planes among hundreds if not thousands of different species. He may now add his level to all Diplomacy, Knowledge, and Innuendo checks concerning any and all the races he chose using the Second Nature and Strange Diplomacy abilities..

Yellow Tribe Naga
----------------------
+2 Str, -2 Wis, -2 Int (Yellow Tribe Naga are very powerful but not very bright or perceptive, generally)
+4 Grapple Checks (Yellow Tribes constrictor bottoms allow them to nab unsuspecting prey easily)
+2 Wilderness Lore, +2 Diplomacy (Yellow tribe are extremely graceful and attractive by human standards and are survivalists by nature)
Speed: 20 feet (Yellow Tribe lumber about slowly, despite their size)
Smother: The yellow tribe gains the ability to suffocate unsuspecting prey in their lower halves. With this attack they can deal 1d6 subdual damage (plus an additional d6 every 6 levels thereafter; 1rst, 7th, 13th, 19th, and so on) to anyone they succsefully grapple in their coils. Though muscular, the workings of the naga's body make dealing actual damage with this attack impossible. Regardless of feats or class, the Yellow Tribe always deals subdual damage with Smother. Once grappled, prey may make a single attack with no penalty against the Naga every round or try to escape, via Escape Artist check against a DC set by the original attack roll. Creatures the naga eats are almost never actually dead when she begins her grisly feast on them.
Metabolism of Her Kin: The naga almost never has to eat. She can go 3 months plus 1 week for every point of positive constitution modifier after a meal. She requires one week to fully digest a meal, however, and counts as fatigued constantly during that time. She must eat at least 1/3 her weight in meat during that time. Her water needs are identical to that of humans.
Alignment: Chaotic Good (Almost all Yellow Tribe are generally good natured, despite being somewhat reckless, thanks to their integration into human society)
Favored Class: Barbarian (Despite their domestication into society, the average Yellow Tribe will always remain true to her warrior past, and the nature of the beserk, even for the civilized Yellow Tribe, is something that comes naturally to them)

The feat for humans is this:

Strange Ancestry (Yellow Tribe Naga) [Bloodgift]

Your ancestry includes the beautiful, but deadly Yellow Tribe Naga. Due to your races wildcard genetics, you carry some of your ancestors abilities with you today. Those descended from the yellow tribe generally have traits such as extremely muscular legs, dark eyes, a tendancy to lose their tempers alot, and they are somewhat plumpish.

Prerequisites: Human, Female

Benefits: +2 Grapple Checks and +1 Diplomacy and +1 Wilderness Lore

Special: Those descended from naga only have to eat once a week. When going off the rules for starving, add a week onto the time it takes them before they must start making fortitude checks against hunger. Unfortunatley, when they do eat (designate a day of the week) for a whole of 24 hours after eating, they are fatigued, regardless of rest.

Note: Before anyone cries about this being a sexist feat, I'd like to point out I have a tribe of patriarchal naga, directly opposed to this one, and to get benefits from the ancestry of that tribe, Male is a requirement.

The bad news is I use rules for my homebrew which don't include the book races, so I don't know how well my system will fit in normal ol' Greyhawk. Lesee if I can make it fit. I (or you) can work this out. Just make sure you use the feats from additional add-ons as seeds for them

by Silmarien Aldalome
Avatar Dweomer Master

Humans who have an excessive burning ambition and drive towards mastery occasionally create a Destiny for themselves that surpasses all knowledge, convention, expectation and known limits. This Journey of Emergence is a profound expression of human potential - and is neither straight-forward, easy, and certainly not without great risk, and pain.

All matter of the Universe is manufactured in stars. Stars begin the creation of matter with basic elements and by way of Fusion, create heavier elements - and so planetary matter, cosmic dust, and all the building blocks of life come from stars.

An Avatar Dweomer Master has discovered and learned mastery over the very forces of matter and nature. That is, you recognise how to "manifest the energy of stardust" that is locked deeply within every human body. This mastery resides in the space between Magical Energy and the Energy of Matter. Together, these two basic forces of life are unlocked by the Avatar Dweomer Master who has learned to control these wild forces of nature.

A human being of very high level, who is protected by the highest level Abjurations known to mages, and whose very body has collided with basic forces of nature - produces a Synergy Effect that results in the Annihilation of Body and the Immersion of Mind into the very Essence of the Universe. This is a collision of Law, Chaos, Evil, Good, Transformation, Transmutation, Evocation and Abjuration, results in a giant explosion that opens a trans-temporal portal - into the Space beyond Space, and Time Beyond Time.

This experience to the human cannot be characterised by word, voice, or phrase, but the expression "to be blasted into annihilation with Mind in-tact" partially describes the process.

In the No-Sphere of No-Time and No-Space, the Human is transformed. And if she chooses, she may re-corporate and return to the material plane, but she is forever irrevocably altered.

Prerequisites

1. Any spell caster who can cast at least 9thlevel Abjuration.
2. Wisdom of 22 or higher.
3. An outstanding experience which challenged a characters core beliefs about absolutism and black and white thinking. To even begin to glean the mysteries of the universe, a person must be able to think outside of all learned convention and learned knowledge. Thus, the Human must have had a very serious challenge to their existing belief system before they can access Avatar statsu.
4. Maturity. Characters must be out of their young adulthood.
5. At least two Wisdom based Feats.
6. At least four Metamagic Feats.

Class Skills
Knowledge (Nature), Knowledge (the Planes), Knowledge (Religion), Knowledge (Arcana), Concentration, Spellcraft, Alchemy.

Skill Points
4+Intelligence Modifier (i.e. as per Wizard)

Class Features
Weapon & Armour Proficiency as per parent Class

SpellsAt every level, the character gains spell slots as if she had gained a level in the spellcasting/ranger class she belonged to.

However, she does not gain any other benefits of the parent class that would have been gained with level advancement (feats, special abilities). If the character had more than one spellcasting class before becoming a Freewalker, she must decide which class to add the new Prestige Class to for the purposes of determining spells per day.

The following table applies, even though this is an Epic Level PrC.

Avatar Dweomer Master Statistics


Lvl BAB Fort Ref Will
1 +1 +2 +0 +2 Avatar Dweomer Adept
2 +2 +3 +0 +3 Avatar Dweomer Principle
3 +3 +3 +1 +3 Avatar Dweomer Kindler
4 +4 +4 +1 +4 Avatar Dweomer Ascendant
5 +5 +4 +2 +4 Avatar Dweomer Master


Avatar Dweomer Adept
1. At first level, you may Counter-Magic as a free action, and without need or recourse to spells. You are so in touch with Native Magical Energy that it is yours to command freely.
2. You also learn to command the basic forces of nature: air, fire, water and earth - but in Epic proportions. This enables you, for example, to create storms, deserts, hurricanes, earthquakes, tidal waves, create fires over vast areas of land, or alternatively, you may stop these same effects. Any force of nature is yours to command. There is a DC check associated with use of this function



Proportion of Event DC-Check
Small effect 15
Small-Moderate effect 20
Moderate effect 25
Moderate-large effect 30
Large effect 35


Your DM will moderate these effects, and she will determine what is "small" versus "large". But, this is a Wisdom Based ability - and involves the interaction of Existential Energy (created by the Mind) with the forces of Nature. The Avatar adds their Wisdom Bonus to dice roll, and adds 5 per PrC Level (so a Large Effect has a 50-50 chance of success at maximum PrC level on a D-20 roll unmodified by Wisdom).
3. Weaveless Casting. You may cast all your spells without drawing on the Weave.

Avatar Dweomer Principle
1. You may create a Weaveless Mythallar. These effects are to be moderated by your DM, but may include basic Mythallar functions, such as Float City.
2. Alter Season. You may actually shift the Plantary Axis (the Procession of the planetary orbit) to literally change the current season.
3. Deepen Seasonal Effects. You may add degrees or subtract degrees of tilt to the Planetary Axis. If 'more tilt' was introduced, you could make both summers and winters more severe. Days would lengthen and shorten between solstices and equinoxes appropriately.

Avatar Dweomer Kindler

Change Sun's Energy. This function may make change the actual colour of a sun. So, you might change a yellow sun to a hotter sun (a blue sun) or to a cooler sun (a red sun).

Avatar Dweomer Ascendent

1. Explode or Create Sun/Planet: Your power has increased to such an extent that you can actually destroy or create a sun. The former disperses the sun's elements into space, the latter coalesces matter (Hydrogen).
2. Rip Space: this is a rending of "space". The effect is to disrupt all things in the Prime Material Plane inside the area of effect. It is a rending of the actual substance of the prime material plane - and the creation of Dark Matter or Dark Energy from Space. Dark Matter cannot be seen, measured or felt and neither can Dark Energy. These "zones" are not noticed as one passes through them (after the effect). They are in Unspace or Non-Space. But this effect causes Shar to accummulate Power into the Shadow Weave and disrupts the balances between deities.
3. Create Life: You are so in tune with Life Force that you can reverse entropy and create Life from Lifelessness.
4. Shift Planetary Orbit: you learn how to shift the obit of a planet either more close to the sun, or further away.

Avatar Dweomer Master

1. Avatar Status: this spell is akin to Karsus' Avatar - it permits you to subsume another Deity into your "portfolio" thereby increasing your power. But, when you interfere with Deific boundary-space, you will attract the attention of several deities.
2. Life-Extension: you glean mastery over flesh to such extent that your body becomes Timeless.
The crystal weapons of the godless clerics - were crafted with naught but the Minds of the Matter Domain Clerics. These Humans - were an offshoot of the Formless Clerics - who themselves throw back to the Spiritual Ones.

When concentrated upon by the Human Cleric, these crystals resonate with strange energy that can be mastered and focussed into many amazing forms - all of which are the Tools of Matter Domain clerics. This Ritual is very difficult - only the highest level Clerics may attempt this Lore and it requires great concentration. Breathing assists the focus for this Ritual.

This contrasts with the Transcendence domain clerics who were birthed during the First Age of the Godless Clerics. After 1000 years of discovery, Transcendence Domain Psychometabolism was discovered. This was during the time of Great Pain - when all the World was at strife. Here, the Godless Clerics learned that Mastery over Body was an extension of Mastery over Matter. The only difference being that the body is more complex than earth, air and fire. So it was that spiritual Life was revealed in the Body itself. Thence, the Godless Clerics learned how to slow down or speed up metabolism - or to cause sleep, extend periods of waking, extend periods of hunger and thirst, extend bodily life, or to age the body prematurely. Digestion could be adjusted to allow the eating of foods not normally edible to humans. So the sphere of life of adaptation was widened by these humans - who were able to endure the Time of Pain by mastery over their bodies.

From psychometabolism, the Transcendence Domain clerics were provoked to learn meta-metabolism - which is the Spiritual Transcendence of Body over Body. This discovery was made by those clerics who were imprisoned in enemy lands, during the Second Age and when all the world grew to fear these stange humans. There were imprisonments and persecution - as fear possessed the people. The Godless Clerics were blamed for the woes of the world - and were forced into smaller lands. Many were killed and captured, but this was a resilient culture of human beings - who adapted and changed to survive. And from the pressure - the Spiritual Transcendence over Body was discovered. Through their Communion with Inner Divinity - and all of Life - they elevated the energies of their bodies, and walked through their bonds.

From this Sphere - godless clerics learned how to modify their bodies - to shapeshift, and to create bodies of pure energy. These tasks are demanding and require concentration. They can only be sustained for a short
Morphing Energy to intersect with Multiple Planes

One function at a time everyone - any ideas. Here are some of mine.

1. Open a meta-planar portal - that intersects with a certain number of planes. The number it intersects, depends on the power and level of the spell caster.
2. Once portal open, energy can be "morphed" into an item, object, form, or style - congruent with the plane you're targeting.

For example - an "ethereal effect" on the ethereal plane, a "shadow magic" effect on the demi-plane of shadow, a "material effect" on PMP (if you're casting into the PMP from another plane, a "Holy Energy" effect if into the Postive Material Plane.

Also.

This effect is reversible - so that you can Morph holy energy in the Negative material plane - and so on.

Trans-Dimensional Starburst

Evocation
Spellcraft DC: 67 (adjust by choice of Factors & Mitigating Factors at Casting Time)
Casting Time: 10 minutes
Range: 300 ft. or touched creature of object of 2000lb or less
Area: A bolt 5 ft. Wide to 300 ft. Long; or a 5-ft radius emanation; or a wall whose area is up to 200 ft. Square; or a sphere or hemisphere with a radius of up to 20 ft.
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
To Develop: 603,000 gp; 12 days; 24,120 XP;
Seed: Energy, Transform, Transport (DC: 67).
Factor: increase radius to 1000 ft. (+196 DC); increase range to 1,500 ft. (+8 DC); for every plane touched (+10 DC); increase damage (+2DC for each additional 1d6).
Mitigating Factors: increase casting time by 10 minutes (-20 DC), burn 5,000XP (-50 DC); For extra caster contributing a 9th Level Spell slot (-17 DC); Backlash 1d6 points of damage (-1 DC for each 1d6)

Godless Clerics are beings who consciously exist in multiple planes of existence in the one moment. In truth, all humans' essence straddles multiple planes, but the vast majority of people are unaware that this is the case. The Godless Cleric may use her or his "sense" of multiple planes to propel energy into multiple planes in one casting.

When this spell is cast, the Godless Cleric creates an aura of blue energy, that initially surrounds his hands and illuminates a 1,000 ft area with its brightness. To onlookers, this energy is like a miniature sun and it burns so fiercely that it can be seen and heard from a mile away. It is as bright as daylight and emits a deep roaring sound that also causes the ground to tremble. With the final utterance of the spell, the Energy is propelled as a searing Bolt (that moves at the speed of light and detonates with an explosive "boom" upon impact) or converted into a wall, or sphere or hemisphere.

For a DC of 67, the caster gets to propel the Energy into a second plane (as well as the PMP) simultaneously. For every +10 to the DC, the caster may add another Plane. Thus, for a DC of 77, the Caster could affect, for example, the PMP, the Demiplane of Shadow and the Negative Material Plane all at once. The extra-dimensional bolt thus is a searing force that straddles multiples planes of existence.

Upon impact, the damage to creatures affected is a base 10d6 + 1d6 for every additional 2 added to the DC to cast the spell. Thus, a 30d6 burst, would have a base DC of 107, and backlash of, say 10 d6 damage, DC of 97. Multiple Godless Clerics may combine to cast the spell, to lower the DC of the spell and improve its power.
Subsume Deity

Unlike Immobilise Deity, the Subsume Deity goes a step further. The radiant Divine Energy of a Deity is intrinsically bound to Weave. Divine Energy typically requires the Weave to express itself, being a transformation of Raw Magic. It is akin to the Karsus Avatar spell - but is a faculty available to Godless Clerics instead of Arcane casters.

The Rippling of Divine Meta-Energy through Realmspace can be reflected back upon the Deity of origin, and with immense Will and Focus, the strands of Radiant Divinity can be dislodged from the origin Deity and integrated into Self-hood.

This process does not come without risk. The Origin Deity has a particular "Divine Signature" that is a reflection of the unique characteristics of that Deity: their orientations, strengths, weaknesses, persona and shadow. The subsumption of a Deity brings you into contact with the all of the Deity - and the "goodness of fit" between you and the Deity will influence the relative risk of destroying yourself or going insane in the process.

Spell Mechanics

The Target Deity must first be "sensed" which requires a Spellcraft Check (DC=150). Whether or not you are successful, the Target Deity detects your attempt and you draw attention to yourself.

If you have been successful with this initial attempt - you must calculate a Goodness of Fit coefficient, based on the following parameters:

1. Number of overlapping Skills with Deity minus Number of non-overlapping Skills with Deity.
2. Number of overlapping Feats with Deity minus Number of non-overalapping Feats with Deity.
3. Number of shared Classes minus Number of non-shared Classes.
4. Degree of closeness in racial features. Assign a score of +10 through to -10 depending on the similarity versus dissimiliarity of you with the target.
5. Degree of Fit with Deity's Alignment (scored as +10, through to -10 calculated as follows):

+1 for identical alignment. 0 for 1 off, and -1 for diametrically opposed. Multiply result by 10.

Then: Modify this score by your Wisdom Modifier.
Then: Divide this score by the maximum score you could get for the theorectical "Perfect Fit" (not including Wisdom mod).

The result is a probability of success. A negative percentage is an automatic fail. A percentage of 100 or over is an automatic success.
Lady Rolindin

04-07-06, 11:54 PM
The New Human Foundation

by Asok
Weapon Master
Hit Die: d10.
Requirements
To qualify to become a weapon master, a character must fulfill all the following criteria.
Race: Human.
Base Attack Bonus: +6.
Skills: None (not decided yet).
Feats: Dodge, Mobility, Weapon Focus(chosen), Weapon Specialization(chosen)
Class Skills
The weapon master?s class skills: Not decided yet.
Skill Points at Each Level: 4 + Int modifier.

Table: The Weapon Master
Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Chosen Weapon Bonus
2nd +1 +0 +3 +0 Armor Bonus
3rd +2 +1 +3 +1 Greater Weapon Focus
4th +2 +1 +4 +1 Chosen Weapon Bonus
5th +3 +1 +4 +1 Chained Attacks, Touch Defense
6th +3 +2 +5 +2 Armor Bonus
7th +4 +2 +5 +2 Chosen Weapon Bonus
8th +4 +2 +6 +2 Armor Bonus
9th +5 +3 +6 +3 Greater Weapon Specialization
10th +5 +7 +7 +3 Chosen Weapon Bonus, Ray Deflection

Class Features:
Weapon and Armor Proficiency: The weapon master is proficient with all simple and martial weapons, but heavy armor or shield. At level 1, the character must pick a "Chosen Weapon". The chosen weapon must be a one-handed weapon and can not be ranged. Also, the character must have the feats "Weapon Focus" and "Weapon Specialization" for the particular weapon to choose it.

Chosen Weapon Bonus
(Ex): When not wearing heavy armor or using a shield, the weapon master a +2 hit and damage bonus with chosen weapon at level 1, +4 at level 4, +6 at level 7, and +8 at level 10. Add Chosen Weapon Bonus with BAB when determine attacks per round. All other weapons get the same number of attacks per round as the BAB indicates.

Armor Bonus
(Ex): At level 2, 6, and 8 the weapon master gets an AC bonus (deflection) of +2 while using her chosen weapon. The AC bonus is only good against a single attacker using a melee attack. The weapon master must be able to see the attacker and can not be flat-footed, stunned, etc.

Greater Weapon Focus
: As per the regular feat, but weapon master does not need to meet the minimum requirements. Weapon master gets this for her chosen weapon only.

Chained Attack
(Ex): At level 5 a weapon master a chained together a string of attacks into a single move. The weapon master loses her last attacks, but the remaining attacks? BAB are averaged together and average BAB is then used for all the remaining attacks. (Example ? weapon master has three attacks at +15/+10/+5. The +5 is dropped and the +15 and +10 are averaged at 12 [12.5 rounded down]. The weapon master then makes her two remaining attacks at +12 each)

Touch Defense
(Ex): At level 5, when targeted by a touch attack, the Weapon Master may use his weapon to deflect the touch attack whenever he's wielding his chosen weapon. The Weapon Master makes a reflex save, which replaces his touch attack AC for that attack only.

Greater Weapon Specialization
: As per the regular feat, but weapon master does not need to meet the minimum requirements. Weapon master gets this for her chosen weapon only.

Ray Deflection
(Ex): At level 10, as Touch Defense, but this ability is extended to ranged touch attacks.


by Gellion
Elder Sharn
Huge Aberration
Hit Dice: 52d8+260 (494 hp)
Initiative: +5 (Dex)
Speed: 10 ft., fly 40 ft. (perfect)
AC: 30 (+5 Dex, -2 Size, +13 natural, +4 haste)
Attacks: 3 claws +43 melee (or 3 Medium-size or smaller melee weapons +41 melee), 6 claws +43 melee (or 3 Medium-size or smaller melee weapons +41 melee), 3 bites +41 melee
Damage: Claw 1d8+2 (or weapon +4), claw 1d8+2 (or weapon +2), bite 2d8+2
Face Reach: 10 ft. by 10 ft. / 15 ft.
Special Attacks: Spellcasting levels, hex portals
Special Qualities: Damage reduction 20/+9, haste, improved evasion, immunities, fixed shape, archetypal shape, regeneration 10, SR 41
Saves: Fort +22, Ref +22, Will +40
Abilities: Str 18, Dex 20, Con 20, Int 18, Wis 24, Cha 26
Skills: Bluff +28, Concentration +25, Diplomacy +28, Knowledge (arcana) +54, Knowledge (religion) +54, Listen +29, Scry +24, Search +24, Sense Motive +27, Spellcraft +56, Spot +29
Feats: Alertness, Blind-Fight, Combat Reflexes, Empower Spell, Epic Spell Penetration, Epic Spellcasting, Great Fortitude, Greater Spell Penetration, Improved Spell Capacity (2x sorcerer, 1x cleric), Iron Will, Lightning Reflexes, Maximize Spell, Multiattack, Multidexterity, Multiweapon Fighting, Spell Penetration
-------------------------------------------------
Climate/Terrain: The planes, far realm,
Organization: Solitary, pair, or parliament (4-48)
Challenge Rating: 66
Treasure: Double coins, quadruple items
Alignment: Always chaotic neutral


COMBAT
Spellcasting Levels: An elder sharn casts spells as a 30th level sorcerer and as a 30th level cleric.
Sorcerer Spells per day: (0-11) 8/10/10/10/10/9/9/9/8/8/2/1
Cleric Spells per day: (0-10) 7/9/9/9/8/8/7/6/6/6/1
Epic Spells per day: 10

Improved Evasion
(Ex): Elder Sharns have the improved evasion ability of a 10th level rogue, taking no damage on a successful Reflex save against an attack that normally deals half damage on a successful save and in addition take only half damage on a failed save.

Regeneration:
Lawful weapons, spells, and outsiders inflict normal damage on elder sharns. Any other damage regenerates at a rate of 10 hit points per round even if the elder sharn has any of his hex portals open.

Rest: As Monsters of Faerun, page 77

posted by Kedi
godless Diving spell caster: cultist
http://boards1.wizards.com/showthread.php?s=&threadid=164461
Lady Rolindin

04-08-06, 01:47 AM
The Familiar Foundation

By Czahkiswashi
Classes
Adept (Dungeon Masters’ Guide)
Fist of God* (BlaineTog) [See the Divine Spellcasting Ability]
Hexblade (Complete Warrior)
Mage* (Thomar of Uointer) [Toward bottom of thread]
Sorcerer (Players’ Handbook)
Wizard (Players’ Handbook)
*indcates homebrew classes

Prestige Classes
Alienist (Tome and Blood) [Familiar gains Pseudonatural template]
The Arachne (Faiths and Pantheons) [Summon a Spider Familiar]
The Bufonid* (Shadezz0fHades) [PrC specializing in toad familiars]
Dancer of Sharess (Dragon Magazine #290) [Summon a Cat Familiar]
Demonologist (Book of Vile Darkness) [Summon a Quasit Familiar]
Diabolist (Book of Vile Darkness) [Summon an Imp Familiar]
Divine Wanderer (Magic of Faerun)
Familiarist* (Adrez Nesnsid)
Nar Demonbinder (Unaproachable East) [Summon an Imp or Quasit Familiar]
The Summoner* (Maraxus)
Vermin Lord (Book of Vile Darkness) [Summon a Vermin Familiar in addition to your normal Familiar]
*indcates homebrew prestige classes

Feats
Alertness [+2 bonus on Listen and Spot checks] (Players’ Handbook) {Granted by familiars when in arms reach of their masters}
Attuned Familiar* [Familiar gains elemental qualities] (SeanKReynolds.com )
Celestial Familiar [Allows master to obtain certain Celestials as Familiars] (Book of Exalted Deads)
Composite Familiar Fix* [Feat to gain a Familiar] (Haldrik)
Construct Familiar [Call a construct Familiar] (Dragon Magazine issue 280)
Dragon Familiar [Choose wyrmling dragon as new familiar] (Drconomicon)
Enspell Familiar [Increases range of Share Spells] (Dragon Magazine issue 280)
Extra Familiar [Gain a additional Familiar] (Dragon Magazine issue 280)
Familiar Spell [Familiar can use one of your spells as a spell-like ability] (Epic Level Handbook)
Familiar Spell [One extra spell per day stored in familiar's mind] (Underdark)
Improved Familiar [Allows master to obtain more powerful Familiars] (Dungeon Masters' Guide)
Token Familiar [Familiar can become a small token] (Dragon Magazine issue 280)
Undead Familiar [Call an Undead Familiar] (Dragon Magazine issue 280)
*indcates homebrew feats

Spells
Animate Dead Familiar [Raises slain familiar as an undead] (Spellbook)
Augment Familiar [Toughens an buffs-up Familiar] (Complete Warrior)
Elemental Familiar [Changes familiar into a tiny elemental] (Spellbook)
Planar Familiar [Aligns Familiar to your patron deity] (Spellbook)

Daemon feat
http://boards1.wizards.com/showthread.php?p=4522446

By elrana
Elrana’s Exploding Familiar
Evocation (Fire)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Up to one mile
Area: 30 ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Elrana’s Exploding Familiar is a spell for that last ditch attempt when the caster has no choice but to make a desperate act in a hopeless bid for survival.
Upon casting the caster’s familiar, if within one mile, immediately explodes dealing 1d10 points of fire damage per caster level (no maximum) to every creature within the area.
You simply instruct your familiar to make his way to a particular point and once he reaches it clap your hands together.
The force of the explosion is so great that it even deals damage to objects within the area and all creatures and loose objects are blown to the edge of the area of effect (a successful reflex save halves the damage and negates the involuntary travel).
The familiar suffers immediate death upon the casting of this spell and the caster suffers all the usual penalties connected with such an unhappy occurrence (see PHB page 54).
This spell is compatible with all Metamagic feat effects except Repeat Spell (aside from when two or more casters cast this spell in conjunction using the Cooperative Spell feat. Even in these circumstances a second familiar must be present for the repeated effect to occur).
Eschew Materials may not be applied to this spell.
Material Component: A familiar.

by Adrez Nesnsid
The Familiarist
http://boards1.wizards.com/showthread.php?s=&threadid=292334
Lady Rolindin

04-08-06, 01:49 AM
Citadel of the Hopeless

by dyne
Lord of the Dead
Basically, take the Wizard class and make the following changes:
Alignment: Any nongood.
Bonus Feats: A lord of the dead receives no bonus feats.
Summon Familiar: Only through use of the Stitched Flesh Familiar, which gives the spellcaster an undead familiar.
School Specialization: A lord of the dead specializes in the school of Necromancy at 1st-level. He must choose two prohibited schools as normal.
Rebuke Undead: A lord of the dead rebukes undead as a cleric according to his levels in lord of the dead.
Spells: A lord of the dead has the option of learning and adding the following spells to his spellbook:
0 level: Inflict minor wounds
1st-level: Hide from undead, inflict light wounds
2nd-level: Doom, inflict moderate wounds
3rd-level: Desecrate, inflict serious wounds, speak with dead
4th-level: Deeper darkness, inflict critical wounds
5th-level: Mass inflict light wounds
6th-level: Antilife shell, harm, mass inflict moderate wounds, undeath to death, unhallow
7th-level: Mass inflict serious wounds
8th-level: Create greater undead, destruction, mass inflict critical wounds
9th-level: Implosion
Lady Rolindin

04-08-06, 02:00 AM
The Foundation of Terrifying Abominations

by the Ethereal wickerman

APHERAXI
Large Aberration
Hit Dice: 9d8+36 (76 hp)
Initiative: +8 (+8 Dex)
Speed: 60 ft. (12 squares), climb 40 ft. (8 squares)
Armor Class: 19 (-1 size, +8 Dex, +2 natural), touch 17, flat-footed 11
Base Attack/Grapple: +6/+13
Attack: Bastard sword +8 melee (1d10 +3)
Full Attack: Bastard sword +8/+3 melee (1d10 +3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Frightful presence, crimson fountain, terrifying scream
Special Qualities: Darkvision 60ft., i see you, absorb colour, color bane
Saves: Fort +7, Ref +11, Will +9
Abilities: Str 17, Dex 26, Con 19, Int 13, Wis 16, Cha 13
Skills: Hide +4, Intimidate +11, Jump +15, Listen +5, Spot +5, Tumble +20
Feats: Acrobatic, Alertness, Cleave, Power Attack
Environment: Any land or underground
Organization: Solitary, Murder (2), Ambush (2-5), or Massacre (5-20 plus 5-10 Wulferexi)
________________________________________ ___________________
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

Dressed in ragged yet once formal clothing stands a being whose very presence seems to be draining the colour from the enviroment, including yourselves. It weilds a shining katana in one of its bony hands and has long, straight black hair obscuring its face. It suddenly looks up and its hair parts slightly without the creature even touching it. A single unblinking eye peers through at you as it raises its blade to your face. You just about dodge its unnaturally rapid attack and then the creature starts to retreat, yet still it manages to gaze at you. It has its back turned towards a wall and you assume it has no escape. However its arms and legs make painful snapping noises as they swivel all the way round in their sockets. It starts to climb the wall, even though its torso and head are still facing you, and lets out a scream that sounds like a girl being slaughtered...

Apheraxi are a force of destructive terror. They seem to understand nothing but death and see any being other than the Wulferexi as enemies. Age, gender or creed mean nothing to them, all in their path will be massacred.
Apheraxi (like their Wulferexi kin) have the ability to absorb the colour from their surroundings. Many sages believe they are from a universe of terror, perhaps inhabitants of a particulary vile layer of the Far Realms. It is widely believed that they can only exist in a black and white world, as colors appear to harm them. Those who have survived their attacks have claimed that magical colors harm them in the same way sunlight harms vampires. Unlike vampires however, the Apheraxi have far greater protection.
Perhaps one of their most terrifying aspects is the fact they never speak, infact the only sound they've ever been known to make are distorted breathing noises, and a terrifying scream that many compare to the sounds of their female victims. Their methods of escape are just as vile, if they want to scale and surface their arms and legs twist around in their sockets. That way an Apheraxi's knees and hands are behind itself whilst it's still facing and watching you.
The only colour the Aphereaxi seem to be able to tolerate (though thrive in seems more appropiate) is blood red, the crimson river that runs through us all. In their world it is the only natural color that shows. Their unnatural speed and precision in combat leave nothing but dismembered limbs and pools of gore in their wake.
They speak no languages that anyone knows of, nor seem to understand others.

COMBAT
Apheraxi have no tactics. They fuction as individuals even when in groups. They dont fight over spoils, they simply move onto the nearest living thing they can find. Even they can get hurt however, so they will retreat for a few moments by scaling surfaces in their own horrible way.
Frightful Presence (Ex): Whenever an opponent is within 30 foot of an Apheraxi, they must make a Will save (DC 18) or become panicked for the next 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the Apheraxi has. An opponent that succeeds on the saving throw is immune to that same Apheraxi's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Crimson Fountain (Su): When an Apheraxi makes a charge and sucessfully hits an opponent, the opponent must make a reflex save (DC 18) or suffer losing a limb and having their blood erupt from their wounds in a ferocious fountain of blood. Until the opponent is stabilized or healed he'll continue to lose 1d10 HP every round.
Terrifying Scream (Su): Once every 5 rounds an Apheraxi can realease a terrifying sonic attack. An opponent that succeeds on the saving throw is immune to that same Apheraxi's terrifying scream for 24 hours. This is a mind-affecting, sonic effect. It takes a while for the horror of the sound to leave ones mind, so those exposed to it become somewhat absent-minded out of fear.
I See You (Su): When an Apheraxi spots a single opponent, it may choose to concentrate its efforts on it. As a free-action it gains a temporary +20 spot and search bonus against that particular opponent. The effect can only end if the Apheraxi decides to stop (again a free-action) or is attacked, suffers and accident, or is otherwise distracted.
Absorb Color (Su): Everything within 100 foot of an Apheraxi loses its color, similar to how a Dwarve see's when using Darkvision. Other than making colors harder to discern, this affects nothing.
Color Bane (Su): If an opponent use's the spell colorspray through any means (eg. being a spellcaster, through a scroll or a supernatural ability) any Apheraxi within 30 feet suffers 2d10+ spellcasters level damage.


WULFEREXI
Huge Aberration
Hit Dice: 15d8+150 (217 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +11/+30
Attack: Huge Heavy Mace +20 melee (2d8 +11)
Full Attack: Huge club +20/+15/+10 melee (2d8 +11) or bite +20 melee (2d6 +5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Frightful presence, primal roar
Special Qualities: Darkvision 60ft., scent, smell your fear, absorb colour, color bane
Saves: Fort +15, Ref +6, Will +11
Abilities: Str 33, Dex 13, Con 30, Int 11, Wis 15, Cha 5
Skills: Concentration +20, Intimidate +7, Jump +15, Listen +12, Spot +2
Feats: Alertness, Awesome Blow, Endurance, Improved Bull Rush, Power Attack, Track
Environment: Any land or underground
Organization: Solitary, Murder (2), Ambush (2-5), or Massacre (5-10 plus 5-20 Apheraxi)
________________________________________ ___________________
Challenge Rating: 16
Treasure: None
Alignment: Always chaotic evil
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: -

Wearing torn and tattered clothes that may have once been formal, a truly huge humanoid stands before you. Its frame is lanky and lean and its extremities long. All of the colors of world surrounding it are rapidly fading away, including your skin and clothes. Its emiting a horrible noise like pack of wolves tearing apart its prey, as its head thrashes around so rapidly that the only feature you can make out is the occasional flash of teeth. This is made even worse by the fact its body doesn't match its alarmingly alacritic head, as it shambles lethargically towards you. It wields a huge rusty crowbar in its hands which it is dragging along the ground and making a horrible, metallic scraping noises. It suddenly stops in its tracks and its head instantly stops thrashing, revealing a head of rotting dog. It sniffs the air then lets out a bellowing roar. Then without warning the moment its face begins to thrash again it picks up pace, swinging its crowbar like an animal.

Wulferexi are the next level of horrific power that are the Apheraxi. Their behaviour is just as (if not more) imcomprehensible as their smaller brethren. If they aren't any more alien in nature, they are certainly more abominable.
Not only are they far bigger and stronger than the Apheraxi, but they seem to be able to track down their prey over huge distances. Very little except the whim of the beast itself or powerful enchantments will distract it enough to lose its scent.
Wulferexi (like their Apheraxi kin) have the ability to absorb the colour from their surroundings. Many sages believe they are from a universe of terror, perhaps inhabitants of a particulary vile layer of the Far Realms. It is widely believed that they can only exist in a black and white world, as colors appear to harm them. Those who have survived their attacks have claimed that magical colors harm them in the same way sunlight harms vampires. Unlike vampires however, the Wulferexi have far greater protection.
Perhaps one of their most terrifying aspects is the fact they never speak, infact the only sound they've ever been known to make are distorted animal noises like a pack of rabid dogs feeding of a still-living human, and a bellowing roar that many believe would burst the blood vessals of a normal being.
The only colour the Wulferexi seem to be able to tolerate (though thrive in seems more appropiate) is blood red, the crimson river that runs through us all. In their world it is the only natural color that shows. Their unnatural strength and wrath in combat leave nothing but crushed carcasse's and pools of gore in their wake.
They speak no languages that anyone knows of, nor seem to understand others.

COMBATWulferexi have no tactics. They fuction as individuals even when in groups. They dont fight over spoils, they simply move onto the nearest living thing they can find. They are very short-tempered, and an angry monster who understands nothing but violence is a truly terrible thing.
Frightful Presence (Ex): Whenever an opponent is within 30 foot of a Wulferexi, they must make a Will save (DC 20) or become panicked for the next 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the Wulferexi has. An opponent that succeeds on the saving throw is immune to that same Wulferexi's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Primal Roar (Su): A Wulferexi can realease a cacophonous roar that strains its feral mind and boils its blood. A Wulferexi can effectively rage as a level 15 Barbarian. It gains +6 bonus to Strength and Constitution, +3 morale bonus to will saves, but its AC suffers a penalty of -2 for 8 rounds. Unlike a normal barbarian however a Wulferexi is never fatigued after a rage and its speed increases to 80 foot (16 squares), but it cannot stop once until the end of the rages duration. It can do this 5 times day and because it constantly howling and screaming whilst in this state, any opponent within 30 foot of the Wulferexi suffers -2 penalty to Concentration and Listen checks.
Smell Your Fear (Su): When a Wulferexi uses its scent ability to locate a single opponent, it may choose to concentrate its efforts on it. As a free-action it gains a temporary +10 to any trail it's chosen victim leaves behind. The effect can only end if the Wulferexi decides to stop (again a free-action) or if an enchantment spell of level 8 or higher is sucessfully cast upon them.
Absorb Color (Su): Everything within 100 foot of an Wulferexi's loses its color, similar to how a Dwarve see's when using Darkvision. Other than making colors harder to discern, this affects nothing.
Color Bane (Su): If an opponent use's the spell colorspray through any means (eg. being a spellcaster, through a scroll or a supernatural ability) any Wulferexi within 30 feet suffers 2d10+ spellcasters level damage.




SHADOROXI
Medium Aberration
Hit Dice: 10d8+50 (95 hp)
Initiative: +6 (+6 Dex)
Speed: 40 ft. (8 squares), climb 40 ft. (8 squares)
Armor Class: 22 (+6 Dex, +6 natural), touch 16, flat-footed 16
Base Attack/Grapple: +7/+11
Attack: Shortsword +11 melee (1d6 +4)
Full Attack: Shortsword +11/+6/+1 melee (1d6 +4), Kama +11/+6/+1 melee (1d6 +4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful presence, psionics
Special Qualities: Darkvision 60ft., telepathy, unhindered by gravity, absorb colour, fear the spectrum, detect thoughts, guarded thoughts
Saves: Fort +8, Ref +9, Will +12
Abilities: Str 19, Dex 22, Con 20, Int 19, Wis 20, Cha 22
Skills: Balance +16, Bluff +16, Climb +14, Escape Artist +16, Intimidate +16, Jump +14, Listen +5, Sense Motive +15, Spot +5
Feats: Combat Expertise, Exotic Weapon Proficiency, Improved Unarmed Strike, Stunning Fist
Environment: Any land or underground
Organization: Solitary, Murder (1 plus 2 Apherexi) Ambush (1 plus 2-5 Apherexi), or Massacre (1-5 plus 5-20 Apherexi and 5-10 Wulferexi)

________________________________________ ___________________
Challenge Rating: 14
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium); 21-30 HD (Medium)
Level Adjustment: -

Emerging from shadows a humanoid who was hanging of the wall falls with unnatural and obscene slowness, its feet gently stepping down the vertical surface. As it descends all the colours around you fade into a disturbing shade of grey. It lands softly without a sound and its form is revealed. A man in very well-presented formal clothing stands before you, seemingly normal except for his highly shadowed face. Infact you cant see it behind the intense darkness, but then it opens its mouth which seems to conceal a dim, grey light that flare up its sharp fangs. It wields a small katana in one hand, and a curved exotic blade in the other. You then hear a voice inside your minds... "the rivers will run red with your mortality"...

If there is one species that are the undisputed leaders of the Apheraxi and Wulferexi then it is the Shadoroxi. Standing amongst a pack of those two monsters, they only look vaguely sinister. However the Shadoroxi show an intelligence and personality that the Apheraxi and Wulferexi wouldn't even be capable of.
Shadoroxi have the ability to absorb the colour from their surroundings. Many sages believe they are from a universe of terror, perhaps inhabitants of a particulary vile layer of the Far Realms. It is widely believed that they can only exist in a black and white world, as they hate colours just as much as their lesser brethren. Those who have survived their attacks have claimed that magical colors frighten and disorientate Shadoroxi, but unlike the Apheraxi and Wulferexi they dont sem to be harmed by them.
Another disturbing feature they posess are their abilities to speak, albeit through telepathic means. There are many reports of Shadoroxi pushing obscene images and words into their victims minds. Even those that survive find it difficult to destroy the memories they were burdened with. Shadoroxi seem to be far more calculating and manipulative than their relatives, but like them their main overriding goal is the destruction of all life they come across, it Shadoroxi are just crueler and more artistic in their methods of killing.
They are also paragons of scaling vertical or steep surfaces, running up walls but barely landing a single fingle or toe upon it. If they fall or jump of a wall, they descend as though they were sinking in water.
The only colour the Shadoroxi aren't frightened of is blood red, the crimson river that runs through us all. In their world it is the only natural color that shows. Their inhumanly ingenious minds and martial expertise leave nothing but a path of destruction, far worse than what the Apheraxi and Wulferexi could achieve alone.
Shadoroxi do not speak physically, though they understand Common and seem to be able to communicate with the Apheraxi and Wulferexi.

COMBAT
Shadoroxi prefer to invent diabolical shemes and truly horrific acts of holocaust through rigourous planning, if forced into a fight however they would never hesitate to utilize their psionic powers and vicous fighting skills. Frightful Presence (Ex): Whenever an opponent is within 30 foot of a Shadoroxi, they must make a Will save (DC 18) or become panicked for the next 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the Shadoroxi has. An opponent that succeeds on the saving throw is immune to that same Shadoroxi's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Psionics (Sp): At will- aversion, biofeedback, body adjustment, burst, combat precognition, demoralize, hammer and recall pain. These abilities are as the powers mannifested by a 10th level psion.
Attack/Defense modes (Sp): At will- Ego Whip, Mind Thrust/Mental Barrier, Thought Shield.
Telepathy (Su): Shadoroxi can communicate telepathically with any creature within a 100 feet that has a language. Infact this is the only way Shadoroxi can communicate with other intelligent beings.
Detect Thoughts (Su): A Shadoroxi can continuously detect thoughts as the spell cast by a 9th level sorceror (DC 15). This ability is always active.
Guarded Thoughts (Ex): Shadoroxi are immune to any form of mind reading.
Unhindered By Gravity (Su): Whenever a Shadoroxi use's its climb movement, it gains a temporary +10 bonus to dexterity. Also its body is under a constant feather fall effect with personal range, even whenit isn't climbing.
Absorb Color (Su): Everything within 100 foot of a Shadoroxi loses its color, similar to how a Dwarve see's when using Darkvision. Other than making colors harder to discern, this affects nothing.
Fear The Spectrum (Ex): If an opponent use's the spell colorspray through any means (eg. being a spellcaster, through a scroll or a supernatural ability) any Shadoroxi within 30 feet must make a will save (DC 22) or suffer a -2 morale penalty to all saving throws, attack rolls, and skill checks for the duration of the spell.


Sin Summons
These creatures are physical mannifestations of the seven deadly sins. There very existence is merely to propagate their base instincts. They're are many subraces amongst each sin, each specializing in various methods of debuachery and savagery.


Glutton Summons: These creatures live only to devour everything and everyone they find, to fill their lungs and blood with unhealthy conconctions, and generally live in feral excess. They tend to look like hulking only vaguely humanoid beings whose skin in pale and greasy. They're faces are red from a lifetime of devouring raw meat and their hands filthy from all the offal they partake in. Their eyes are wide unblinking and bloodshot, and their mouths ever twisted into a false smile until they open their unnaturally huge maws.


Wrath Summons: These creatures exist only to lash out at the world in spiteful anger, unjustified in their killing sprees other than their undying hatred of everything. They tend to look like feral humanoids with very animalistic features, though these features have clearly not come from any normal plane of existence. They might have fangs, tusks, digigrade legs, claws and wild red or white eyes. Some like carrying vicous weapons in battle, though the most rabid among them rarely bother.


Sloth Summons: These accidious creatures see no point to anything, they simply want everyone to wallow in the same self-pity and undeserved mourning of existence that they commit constantly. These creatures seem to have no color about their beings, hence they look like black and white surreal ghosts. They tend to keep their faces obscured with long hair, bizarre masks or even just their bleeding hands. They wear clothes that are alarmingly familiar to the fashions of the material plane.


Envy Summons: These almost fey-like beings exist only to spread their malicous spite and jealousy. They can be best described as solid shadows. Many look like children weaving in and out of their surroundings, though a few grow much larger. Physically they aren't the most diverse of the Sin Summons, and despite size differances they all have throbbing, glowing green eyes.


Lust Summons: The most beautiful of the Sin Summons, these creatures exist only to partake in acts of unrestrained carnality and ecstasy. They can be best described as a cross between demons and fey, they have the unnatural anatomical forms of fiends, but the unearthly beauty and sexuality of fey-beings. They all have ivory-white skin that may be tinted lilac, cyan or another pale, gentle colour. Though they look like unnaturally attractive humanoids, many have devil-like horns, very long elaborate hair, or are taurics with snake or insect-like lower bodies.

.


GLUTTON SUMMONS
Gormandi: These ogre-sized beings are as repulsive as they alarmingly strong. They have huge corpulent bodies that look as they're stump, blackened legs can barely carry their hulking frames. Their skin is jaundice, pale grey and covered in weeping sores, scabs and greasy sweat. Veins can be seen straining in their massive elephantine bellies as the reek of decomposing vegetables, rotting meat and acidity emanates from their presence. Their arms are long and wide, dragging along the floor until the creatures raise their filthy, huge hands that end with brittle and discoloured claws. Their head is by far the smallest part of their body, resting between its stooped shoulders poking out from many fat-filled chins. It is reddened and seemingly bloody, yet despite its over disgusting form its face is almost comical, but in an entirely unnatural and warped way. Its eyes and wide open, yellow and bloodshot. They never seem to blink as they swivel around slowly in their sockets, never directly looking at anything. Their most horrible feature however is their mouth which is fixed into a permanent toothy grin, until it wants to eat that is whereupon it seems to dislocate its jaws with pain allowing to shallow just about anything. For some bizarre reason they are missing a nose, some sages believe this is because of their horrific stench they and their homeland are permeated with. They tend to think of nothing other than eating as they are beings of relentless hunger, they don’t even drink or sleep. Despite their stupidity and lack of a real personality they are surprisingly alert, and quick to act whenever they think a food source is around. 'Food' sources basically include just about anything that isn't another Glutton Summons, but even they are prone to acts of cannibalism for no reason other than one noticed another of their kin could be eaten. Their voices sound like cacophonous noises from the bowels of their rancid stomachs, like a demonic digestive expulsion. They are said to be the elemental manifestation of relentless hunger and unnecessary amounts of physical consumption.


Smogmi: One of the smaller Gormandi, this skinny and bony creature has dried out dirty skin and a bent, atrophied body. Its legs dangle uselessly below it and it can only raise its overlong skeletal arms when forced to defend itself. It makes for this lack of mobility by having a huge smoke-filled bladder on top of its head and back. This bladder is basically a collection of veiny skin bubbles placed haphardzly above it. Trails of airy dead skin wave gently around this bladder. Like the Gormandi they have no nose, so their three mouths placed randomly over the lower half of their face open and close like a fish in out of water breathing its last breaths. They have one alarmingly human eye amongst the sinewy mess that is their face, placed randomly on the upper half of it. This thing desires to inhale smoke, so it enjoys setting fires in order to get this precious gas for its consumption. It can taste the difference of different materials being burnt, and it prefers the taste of charred organic flesh. If it badly losing a fight it can belch forth a smoking cloud of thick, black smoke that it stores in its bladder. Their voices sound like a humanoid choking and breathing their last smoke-filled breaths. They are said to be an elemental manifestation of the death-dealing drugs that a life of luxury brings.


Dipsomi: These creature just looks like a oozing, steaming pile of slimy flesh topped with a large skull-like head. Its body is by far the most disgusting of the Glutton Summons. Its skin is pink and pale, reflecting wet raw meat in appearance and texture. Veins throb and muscles flex and twist visibly under its skin. Though it head is described as skull like in shape, two weeping, blank opalescent orbs fill its eye sockets and its lipless mouth constantly drools acrid bile and syrupy, chunky liquids. When it opens its unnaturally wide mouth a set of fleshy worm-like tubes erupts from its mouth it slurp up any liquid it can find. Its body reeks of old dirty water, fermenting alcohol and sweaty, stinking flesh. Those who assume that this beast because of its form is a slow immobile beast are severely mistaken. If it so wishes 4 legs which vaguely resemble bloody, meat-covered ribs can erupt from its underside and lift its corpulent bulk from place to place. They're only desire is to drain everyone and everything around them of liquids be it water, alcohol or even blood. They are among the most animalistic of the Glutton Summons, and many Dipsomi are avoided even by they're own kind. Their voice sounds a throat full of fresh blood, gurgling their words in a disgusting dying din. They are the elemental manifestations of the over excessive pleasure of devouring liquids.


Retchi: Easily one of the more disturbing Glutton Summons, perhaps because are somewhat recognizable to dwellers of the material plane. These beings like beholders can fly and are naturally buoyant in the air, though these creatures are a lot bigger than those beings, and far more terrifying. It is basically a huge flying face of an unshaven, unhealthy and thoroughly evil Human. Its eyes are unblinking, dark and bloodshot and seem totally unfocused on anything. Its mouth forms an obscene wide grin showing of its sharp, rotting teeth. Their skin can range from tanned to deathly pale, though they always have a mild hint to their skin. They reek of vomit and bile, and the reason for this is clear when they open their mouths. They're eyes roll back into they're head whenever they are about to open their huge maw. Their jaws dislocate violently making a vile snapping noise as they do, and suddenly a torrent of black vomit, blood and a half-melted human limbs erupts from their mouth, a mass far to large for a creature of its apparent size to contain. These limbs thrash around as a huge steaming pseudopod washing in its own bile, attempting to absorb anyone and anything in its path. Then as quickly as it came out, a Rethchi can swallow this disgusting mass in a few moments. Their voices sound like a demonic titan vomiting out its words, this is even more disturbing by the fact that they never open they're mouths to talk. They are the elemental manifestation of the perverse pleasure of overeating purposefully to achieve states of sickness.



WRATH SUMMONS
Ravagak: These tall, muscular humanoids have pale, scarred skin and very animalistic features. They're legs are digigrade and canine in appearance, ending with 3-toed clawed feet. They're strong hands end with dirty blackened claws and their mouths are lipless, full of jagged sharp pin-like teeth. They tend to have long, straight dirty hair that ranges from white, grey, red and black. Elder males of their kind tend to have long scraggy beards, and reach troll-like like heights if they manage to survive that long in their harsh, feral society. They stand with a slight stoop, and deep red scars taper off under their eyes and mouths. These creatures have no nose, but they have pointed snake-like tongue that occasionally flickers in and out. Perhaps they're most disturbing features are their wide unblinking eyes, which start of opalescent and white. However whenever a Ravagak enters a fight (which they live for and love) their once empty eyeballs flush crimson as they prepare to let out their guttural battle cries. Being one of the more intelligent of the Wrath Summons, they favour the use of composite bows, elaborate swords and heavy bludgeoning weapons. Their voices are strangely eloquent, but an underlying gravely tone permeates it like a growling animal. They are said to be elemental manifestation of the sadistic power-hungry love of war, and the desire to propagate violence wherever one treads.


Despotak: Though these beings are humanoid, they seem to spend to whole life’s walking on all 4 limbs and have no difficulty doing so. Males are one of the larger and longer limbed of the Wrath Summons, elder males of their species can reach massive proportions. Their are surprisingly human in appearance, though their skin seems to be tinted red as though sunburnt. Their eyes like the Ravagak are white, though in the centre there is a pale red iris and pupil. These creatures have huge hands, ending with barbed long claws. Along their arms, legs, backs and necks are vicious bony spikes that all curve in the same direction giving the Despotak a sleek, bladed appearance. Perhaps their oddest feature though is they're somewhat large faces. The males foreheads are hard and horned like a dinosaurs crest, though the far smaller females only have small pair of antler-like horns. Both genders have a spiny bat-like nose. Females tend to live in constant fear and debasement in Despotak society, though there are a few females who completely shatter this preconception. These creatures attack anyone and raid anywhere, and love to see the terror on their victims faces before they kill them. These creatures are among the most cowardly, but in retrospect one of the smartest of the Wrath Summons They wear the most clothes and they tend to shave off the sides of their otherwise long, braided unwashed hair which ranges in colour from brown, grey and black. They prefer the use of crossbows, spears and other nasty implements that keep them and their opponents the furthest distance from themselves. However when a Despotak has a defenceless victim in their sight, they enjoy prolonging their suffering with smaller and less-deadly weapons like daggers. Their voices are sharp, loud and harsh like a cross between a huge snake, a hissing big cat and humanoid thug. They are elemental manifestation of the desire to sate ones basest, cruellest needs amongst a time of violence.
Endurak: These are one of the shorter-statured and more primitive of the Wrath Summons. Standing a head shorter than a Human and a head taller than a Dwarf, these creatures have a similar anthropomorphic disposition of the Ravagak. These creatures paint their hairless red-tinted hides blue, purple and other dark night-like colours. Erupting from the back of their heads, necks and backs is a mass of porcupine-like spines which range from orange, brown, red and even magenta. These creatures also have a thick, dark crocodilian tail that tapers off from the bottom of their spines. Their facial features are strangely elven, though it is slightly elongated like a canine. They have wide pink or red eyes and pointed dog-like nose. Among the Wrath Summons they tend to wear the least clothes, and very few Endurak have ever wore armour. They make for being unprotected by being very agile and quick on their 3-toed feet. Their level of technology is somewhat low, so they tend to use javelins, stone axes and blow darts in combat. Their voices sound like the feral yowling of pack animals underlined with a recognizably savage humanoid speech of some obscure, backwater tribe. They are the elemental manifestation of a primitive intelligence whose only desire is to kill of all that it considers a threat to its safety, despite the perfect balance of nature.


Havak: One of the most animalistic and violent of the Wrath Summons, it is ironically one of the most humanoid of the Wrath Summons. Unlike like many of the Wrath Summons it can stand up entirely straight. It is very tall and somewhat slim, and despite its huge humanoid physique it has digigrade legs. Its body tends to be dark grey or brown, though its hands and face are bright red. A long bony blade protrudes from the top of each wrist, reaching about the same length as an ogres height. Its red face is very bizarre, it can only really be explained as an alligators head whose mouth opens vertically (so that it has a left and right jaw opposed to a lower and upper jaw) revealing a set of writhing shark-like teeth. It has 6 dirty white eyes, 3 on each side of its elongated reptilian face. From the back of its head about 10 to 15 hairy tentacles writhe like worms. Unlike the other Wrath Summons it wears no clothes and doesn't have the intelligence to wield any weapon more complicated than a club, though having a weapon is rarely any concern to a creature that is twice the height of a Troll. Despite its lack of intelligence it has somewhat limited use of speech, and its voice sounds like a a dozen barbarians all screaming at once, accompanied by gurgling and violent snapping noises. They are the elemental manifestation of merciless destruction, the pure and simple desire to tear apart everything (living or otherwise) in ones sights.
Lady Rolindin

04-08-06, 02:03 AM
Arcane Deception: a Foundation for the Illusory Arts


by Cazic

Spell Master

http://boards1.wizards.com/showthread.php?p=5392278
Lady Rolindin

04-08-06, 02:06 AM
Gnome Foundation

by tenzhi

Asternamia (Star Gnomes)

These curious and introspective cousins of earthly gnomes are rarely encountered on planets. Rather, they are more often found exploring the vast reaches of space or inhabiting lonely moons and asteroids pondering the nature of the universe in search of enlightenment.

The origins of Asternamia are shrouded in mystery and rumour. Some idle speculators even suggest that they were originally tinker gnomes who destroyed their home world and have been wandering the universe ever since, their drive to invent annihlated along with their former home.

Asternamia are taller than the common gnome, averaging out at around 4' tall. They have no hair on their heads, though their facial hair and eyebrows may be ridiculously profuse. Their noses tend to be disproportionately large, and their brows jut forward overshadowing empty eyesockets. It's said that if you look into a star gnome's eye sockets you will see the stars of their homeworld glittering in the darkness therein.

- -2 Str, +2 Dex, +2 Wis, -2 Cha
- Small: As a Small creature, a star gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
- Star gnome base land speed is 20 ft.
- Star sight - anywhere starlight (and suns are stars) is shining, star gnomes are treated as having normal human vision on a clear sunlit day. They also posess Blindsight (90').
- Ignore Gravity (Su) - Star gnomes may walk on any surface or even on the air as if it were level ground.
- Breathless (Ex) - A star gnome does not breathe. This also means he is immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and may function even while underwater or in a vacuum.
- Automatic languages: Common and Gnome; Bonus languages: Auran, Draconic, Dwarven, Elven, Halfling, Sylvan, and Terran
- Favoured Class: Monk. A multiclass star gnome’s monk class does not count when determining whether he takes an experience point penalty. Furthermore, a star gnome monk may multiclass without losing the ability to continue advancing as a monk.
- Level Adjustment: +3

Star Gnome random starting age is 90 years +4d6 for Barbarians, Rogues, and Sorcerors; +6d6 for Bards, Fighters, Paladins, and Rangers; and +10d6 for Clerics, Druids, Monks, and Wizards.

A Star Gnome reaches Middle Age at 180 years, Old Age at 360 years, and becomes Venerable at 720 years. A star gnome's maximum age is always 1440 years - or a Grossennium.



Base Hgt Hgt Mod Base Wgt Wgt Mod
3' 6" +2d4 80 lb. x(1d6) lb
Lady Rolindin

04-08-06, 02:12 AM
Dragon Foundation

posted by Iason
Transformation Prestige class epic
http://www.wizards.com/default.asp?x=dnd/ei/20021208a

by Sssargoth
Half Psudodragon Template


+8 STR, +2 Con, +2 INT, +2 CHA

+4 Natural Armor

+4 to hide checks (Chameleon-like ability )

Bite attack is replaced with a sting, damage 1d3+STR, Fort save DC 10+1/2 level + CON modifier against sleep poison. Duration: Primary: 10 rounds, Secondary: 1d3 hours

SR 11+lvl

Telepathy 30 Ft

See Invisibility 20 Ft

by tenzhi
Chin Lung (Man Dragon)
Lung dragons are creatures of spirit made flesh. The larval form of the rare Zhi Lung dragon is a clear example of this trait at work.

Whereas other Lung dragons are born into flesh as a Yu Lung, the Zhi Lung is born as a spirit within a (1 HD) humanoid being. Such beings often do not know they are a dragon until late in their humanoid life, and many die before they can awaken their draconic nature.

Chin Lung possess the traits of whatever humanoid they are born as. As soon as they acquire 5 class levels, they gain the abilities of a wyrmling and become aware of their draconic nature.

Anytime after it achieves 20 class levels, the Chin Lung can choose to shed its humanoid form and become a full-fledged juvenile Zhi Lung. If the Chin Lung dies after it achieves 20 class levels, but before it chooses to become a Zhi Lung, the death of its humanoid form automatically (and immediately) triggers the transformation. A newly formed Zhi Lung has full hit points.

For some reason, the humanoid form of a Chin Lung is noticeably smaller or larger than a typical member of that humanoid race. They also often possess prodigious silver-white eyebrows (or eye ridges, scales, etc as appropriate). The life span of a Chin Lung is twice that of a normal member of the appropriate humanoid race.
Code:

AGE HD Str Dex Con Int Wis Cha Special Abilities
Wyrmling 5 +2 +2 +2 +4 +4 +2 Inferior Dragon Abilities
Very Young 10 +4 +2 +4 +4 +4 +2 Reincarnate
Young 15 +6 +2 +6 +4 +4 +2 Plane Shift

Inferior Dragon Abilities: A Chin Lung lacks the standard lung dragon abilities of invisibility, alternate form, and plane shift.

Reincarnate: When it is killed, a Chin Lung of very young or young age will reincarnate (as the spell) within a number of hours equal to its HD when it died. It will be reincarnated as a member of the same race with the minimum number of HD needed to be one age category less than when it was killed.

Plane Shift: A young Chin Lung regains the standard Lung dragon plane shift ability.
Zhi Lung
Dragon (Spirit)


AGE HD Str Dex Con Int Wis Cha Special Abilities
Juvenile 20 27 12 19 18 18 18 Breathless, fire and cold immunity,
immune to level drain
Young Adult 23 29 12 21 20 20 20 DR 5/rosewood
Adult 26 31 12 23 22 22 22 Deflecting Force
Mature Adult 29 33 12 25 24 24 24 DR 10/rosewood
Old 32 37 10 27 26 26 26 Adaptation
Very Old 35 39 10 29 28 28 28 DR 15/rosewood
Ancient 38 41 10 31 30 30 30
Wyrm 41 43 10 33 32 32 32 DR 20/rosewood
Great Wyrm 44 45 10 35 34 34 34

Fear Breath
AGE Size Speed* NA DC SR Weapon (DC)
Juvenile L 40'/100' +15 -- -- 6d10 (22)
Young Adult H 40'/100' +18 27 22 8d10 (25)
Adult H 40'/100' +21 29 24 10d10 (26)
Mature Adult H 40'/100' +24 31 26 12d10 (29)
Old G 40'/150' +27 34 28 14d10 (31)
Very Old G 40'/150' +30 37 30 16d10 (34)
Ancient G 40'/150' +33 39 32 18d10 (36)
Wyrm C 40'/150' +36 42 34 20d10 (39)
Great Wyrm C 40'/150' +39 44 36 22d10 (41)


* Speed before the slash is for normal movement, swim, and burrow. Speed after the slash is flying speed, average maneuverability.

NA: Natural Armor bonus. A Zhi Lung's natural armor is weaker than a typical dragon's.

Class abilities: A Zhi Lung retains the class abilities it acquired as a Chin Lung. In addition, a Zhi Lung may only advance in age categories by gaining further class levels. Its BAB and saving throws will vary depending on which classes it advances in, and it will have a variety of class abilities.

Breath Weapon (Su): A Zhi Lung has two types of breath weapons - a cone of fire and a cone of cold.

Breathless (Ex): A Zhi Lung does not need to breathe.

Fly (Su): Though wingless, a Zhi Lung can fly magically due to a magic clear pearl embedded in their brain. If removed from the dragon, this pearl loses its magic but is still worth 5,000 GP. The dragon can cease or resume flight as a free action.

Deflecting Force (Su): A Zhi Lung of adult age or older is surrounded by an invisible field of force that grants it a deflection bonus to AC equal to its Charisma bonus.

Adaptation (Ex): Once per round as a full-round action, a zhi lung of old age or older may adapt to an environment it is in and become immune to any harmful effects of that environment. Additionally, a zhi lung may use this ability to gain energy immunity against a specific type of energy
Lady Rolindin

04-08-06, 02:14 AM
Dragon Foundation Reloaded

jaggar

Dragon Born (less than half dragon)

http://boards1.wizards.com/showthread.php?t=522608
Lady Rolindin

04-08-06, 04:35 AM
Practicers of Necromantic Arts

by ShadowWwarrior

Orb of Disruption
Sor/Wiz 5 (V, S, F)
Range: Medium
Duration: Instantaneous
Effect: Energy Missle
Target: One undead
Description: This spell is a significant improvement over the mostly useless Disrupt Undead. Orb of Disruption deals 1d8/level (max 15d8) damage to a single undead creature as a ranged touch attack. This spell does not affect living beings, or non-living creatures that are not undead.
Focus: A holy symbol

(edit: I forgot the required focus, yes you read it right, the focus is a holy symbol (doesn't matter what one though, any will do) if you disagree you are free to change it for your games)
__________________

Infected (Template)
Can be added to any corporeal undead hereafter reffered (sp?) to as the base creature.
The base creature gains HD, feats and skill points at standard progression.
Special Attacks: Contaminate: If a melee attack peformed by the base creature is successful, the victim must make a DC 30 fortitude save or suffer infection, an infected creature takes 1d2 points of CON drain per minute and 1d4 WIS + 1d4 INT damage per round (INT & WIS can't go below 3). An infected creature rises as a zombie with the infected template upon death. This can not be prevented by any magical cures currently known.
LA:+2

Skull Servant
A 1st level necromancer can perform a special ritual that animates the skull of a medium or smaller creature at the cost of 100 gp in order to get the required ritual components. The ritual takes a day to complete and upon completion, instantaneously animates the skull used. A skull servant is two size categories smaller than the creature that the skull came from. No matter what kind of creature the skull belonged to, it has the following stats*.
Skull Servant
HD: Master's level
HP: 1/2 master's HP
AC: 12 (10+2 size bonus for being small)
Ability Scores:
STR: 10
DEX: 10
CON: n/a
INT: 10
WIS: 10
CHA: 10
Natural Armor Bonus: Every four levels of the master, the skull servant gets +2 natural armor (this effectively increases it's natural armor bonus)
Speed: 30 ft/round
Attacks: Bite that deals 1d3 points of damage and an additional 1 point/master level.
*these are stats for a skull servant that was created from a medium sized humanoid, a skull servant created from a small creature subtracts two points from each physical stat, use smaller die for bite attack and increases it's size bonus to AC, hide and attack rolls.
(if you don't like the name you can change it, I'm just using skull servant as a placeholder untill something better can be thought up)
Lady Rolindin

04-08-06, 04:43 AM
CASKET (A socerer colitation)

by TheDarkestofAngles

The Blade
"I know my way around the sword better than you think."
A Blade is essentially everything that a bard is, except specialized in flashy combat maneuvers and combat oriented fighting skills. They're tougher, more deadly, and more capable in melee than any bard, however, they're not as versitile or as generally knowledgable than their bardic bretheren.
Hit Dice:d8

Requirements
Base Attack Bonus: +4
Skills: Perform (Dancing): 8 Ranks or Tumble: 8 Ranks
Feats: Weapon Focus (Any Martial Weapon), Power Attack, Expertise
Spells: Able to spontaneously cast 2nd level spells.
Special: Must have bardic music or bardic lore special abilities.

Class Skills
The Blade's sorcerer's class skills (and the key ability for each skill) are are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex). See chapter 4 of the players handbook for skill descriptions.

Skill Points at Each Level: 4 + Intelligence Modifier

The Blade

Level BAB Fort Ref Will Special Spells/day
1st +0 +2 +2 +0 Offensive/Defensive Spin 1/day
2nd +1 +3 +3 +0 Faster Inspiration +1 Level of Existing Class
3rd +2 +3 +3 +1 Offensive/Defensive Spin 2/day
4th +3 +4 +4 +1 Bonus Feat +1 Level of Existing Class
5th +3 +4 +4 +1 Offensive/Defensive Spin 3/day
6th +4 +5 +5 +2 Whirl of Blades +1 Level of Existing Class
7th +5 +5 +5 +2 Offensive/Defensive Spin 4/day
8th +6 +6 +6 +2 Bonus Feat +1 Level of Existing Class
9th +6 +6 +6 +3 Offensive/Defensive Spin 5/day
10th +7 +7 +7 +3 Greater Whirl of Blades +1 Level of Existing Class


Class Features
All of the following are class features of the Blade prestige class.
Weapon and Armor Proficiency: Blades gain full martial weapon proficiency if they didn't already have it. However, they gain no new proficiency in armor or shields.
Bardic Music: Blade levels and Bard levels stack for purposes of aquiring bardic music and bardic musics/day.
Offensive/Defensive Spin: 1/day at level one and one additional time/day every two levels thereafter, the blade can immediately alter their swordplay and take up either a defensive play of melee or an offensive play. During an attack, the blade can choose to initiate the spin. An offensive spin allows the blade to increase his/her overall attack power. For every blade level, the Blade gains a +1 to attack and damage up to a maximum of +10, but the blade suffers a -1 to AC per two levels of blade to a minimum of -5. A Defensive Spin allows the blade to add a +1 dodge bonus to AC per blade level to a maximum of +10. However, the blade suffers a -1 to attack and damage per two blade levels to a minimum of -5. This ability is initiated as part of an attack or defensive action. Once invoked, one use of this ability lasts for 1 round/blade level.
Faster Inspiration: The Inspire Courage bardic music can be invoked as a move action instead of a standard action.
Bonus Feat: The Blade can select any fighter feat (except weapon specialization) as a bonus feat.
Whirl of Blades: As a free action, the blade can gain an additional attack at his/her highest attack bonus that lasts for 1 round/blade level, as per the haste spell, except that it provides no additional benifits, usable 1/day/2 blade levels to a maximum of 5 times/day.
Greater Whirl of Blades: As Whirl of Blades, except that the ability grants two additional attacks per use instead of just one.


The Draconic Sorcerer
"Excuse me, hey. My name is Kilyas the Bringer of Firy Death. Pleased to meet you. I heard that you were the famous thief and that you recently ransacked a rather large cache of moola. Well, that was my great-grandaddy's horde you took and I'd like to take it back. You see, bad tempers run in the family, so it might be better that you give it all back. Now."
The Draconic Sorcerer is a descendant of a powerful dragon and likewise has an intimidating reptillian aura of exoticness that constantly surrounds that sorcerer. The draconic sorcerer is a person who would dabble in the ancestrial line that made him or her who he or she is to this very day. Bringing out the heritage that surrounds that particular sorcerer and enhancing his/her overall sorcerous power through the blood that created it. These sorcerers can be of any alignment and of any draconic descent. Although some draconic sorcerers tend to be similarly aligned to thier ancestor, not nearly all of them follow their path. Many of these sorcerers do tend to spend their time around dragons in general and even with their ancestor, if that particular dragon or family of dragons is still around.
Sorcerers that choose this path often take on the characteristics of their ancester and many of their powers while furthering their sorcerous powers as far as they can bring them.
Hit Dice:d6

Requirements
Intimidate: 4 Ranks
Knowledge (Arcana): 8 Ranks
Language: Draconic
Feats: Great Fortitude and Lightning Reflexes or Improved Toughness and Magical Aptitude
Spells: Able to spontaneously cast 3rd level spells.
Special: The Sorcerer must be of dragon blood, that is, an actual descendant of a true dragon. The dragon doesn't need to be particularly close or distant in familial ties, but the two must share a family bond of some type.

Class Skills
The Draconic Sorcerer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha). See chapter 4 of the players handbook for skill descriptions.

Skill Points at Each Level: 2 + Intelligence Modifier

The Draconic Sorcerer

Level BAB Fort Ref Will Special Spells/day
1st +0 +0 +0 +2 Dragon Type, Dragon Empowerment
2nd +1 +0 +0 +2 Dragon Sense +1 Level of Existing Class
3rd +1 +1 +1 +3 Dragon Defense +1 Level of Existing Class
4th +2 +1 +1 +3 Dragon Attack +1 Level of Existing Class
5th +2 +1 +1 +4 Dragon Sense +1 Level of Existing Class
6th +3 +2 +2 +4 Dragon Defense +1 Level of Existing Class
7th +3 +2 +2 +5 Dragon Attack +1 Level of Existing Class
8th +4 +2 +2 +5 Dragon Sense +1 Level of Existing Class
9th +4 +3 +3 +6 Dragon Defense +1 Level of Existing Class
10th +5 +3 +3 +6 Dragon Attack, Dragon Apothesis +1 Level of Existing Class


Class Features
All of the following are class features of the Draconic Sorcerer prestige class.
Weapon and Armor Proficiency: The Draconic Sorcerer gains no further proficiency in any weapons or armor.
Dragon Type: The sorcerer selects a dragon type. The sorcerer gains a slight skin coloration and light scaling of the skin and other obvious physical features of the Sorcerer's ancestor dragon. As a result, the sorcerer gains a +4 racial bonus to intimidation checks.
Dragon Empowerment: The sorcerer's charisma increases by two points and strength increases by four points. The sorcerer also gains +1 bonus to natural armor (stacks with any perminant pre-existing natural armor,) and immunity to paralysis and sleep effects.
Dragon Sense: The sorcerer gains an ability from the following list:
Lowlight Vision (Ex): The sorcerer gains the ability to see twice as far as humans in less than optimal lighting conditions. The sorcerer can gain this ability multiple times, each time, the sorcerer's existing lowlight increases by 100%.
Darkvision (Ex): The sorcerer gains 30ft. Darkvision. The sorcerer can take this ability multiple times, each time, the sorcerer gains an additional 30ft. to the sorcerer's existing darkvision.
Blindsight (Ex): The sorcerer gains 10ft. Blindsight. The sorcerer can take this ability multiple times, each time, the sorcerer gains an additional 10ft. to the sorcerer's existing blindsight.
Scent (Ex): The sorcerer gains the ability to use scent.
Tremorsense (Ex): The sorcerer gains the ability to use tremorsense to a 20ft radius. The sorcerer can gain this ability multiple times, gaining an additional 20ft to the sorcerer's tremorsense each time.
Dragon Attack: The sorcerer gains an ability from the following list:
Breath Weapon (Su): The sorcerer gains the ability to use a breath weapon that deals damage according to its type. The sorcerer must choose a single element (Fire, Cold, Sonic, Acid, Electricity) or nonelement (such as negitive energy, destructive energy, or force damage) and the sorcerer will be able to deal 2d8 (element) or 2d4 (nonelement) points of damage in a 30ft. cone. Once the sorcerer uses his/her breath weapon, the sorcerer cannot use it again for another 1d4 rounds. The sorcerer can take this ability multiple times. Each time the sorcerer takes this ability, he/she may be able to either increase damage by the stated amount, increase the area by 30ft or reduce the delay of the use of this specific breath weapon by one round. The sorcerer cannot take this ability to gain another breath weapon. A "breath weapon" that doesn't deal energy damage (like energy drain breath weapons or single dragon bites that deal energy drain) translates into, in the case of energy drain, negitive energy, doing 2d4 negitive energy damage. Other forms of attacks translate into similar attacks that deal hitpoint damage. Attacks that "are" breath weapons, but don't form in the way of actual breath attacks (such as a bite that deals energy drain damage) might require other forms of attack. The save for this ability is 10 + 1/2 Caster Level + The sorcerer's Constitution Modifier.
Natural Weapons: The sorcerer gains a bite attack and two claw attacks that the sorcerer can use all of in one full attack action. The claw/bite damage varies on the sorcerer's size. This ability can only be gained once.


Size Bite Dmg Claw Dmg
Fine 1 -
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 3d6 2d6
Colossal 4d6 3d6

Frightful Presence (Ex): If the sorcerer has a total of 10 or more total HD, then the sorcerer can select frightful presence. This ability takes effect whenever the sorcerer attacks, charges, casts a spell, flies overhead, or any other effect that is especially hostile. This effect affects creatures within a 30ft radius of the caster and only creatures with fewer HD than the sorcerer. The subjects of the effect must suffer a will save (DC= 10 + 1/2 HD + the sorcerer's charisma modifier) or be panicked for 4d6 rounds (4 or less HD) or shaken for 4d6 rounds (5 or more HD). A successful save renders the subjects immune for 24 hours. This ability also makes the sorcerer immune to the frightful presence of all true dragons.
Spell: The sorcerer gains an additional spell known.
Spell-Like Ability: The sorcerer is able to use a spell-like ability available to the sorcerer's chosen dragon type. The sorcerer can select any spell-like ability available to the dragon variety, but must be the adequite level to be able to cast the chosen spell. For instance, if the selected dragon variety were red, the sorcerer can select discern location as a spell-like ability, provided that the sorcerer is able to cast 8th level spells, since discern location is an 8th level spell. The selected spell-like ability is useable once/day.
Dragon Defense:
Damage Reduction: The sorcerer gains DR 5/Magic. The sorcerer can gain this ability multiple times, each time, the DR increases by 5. For instance, if the sorcerer selects this ability three times, then the DR will be 15/magic.
Energy Resistance: The sorcerer gains resistance 10 against the energy (such as sonic, cold, fire, acid, and electricity) affiliated with the selected dragon type. Other energy types (such as force, negitive energy, etc) recieve resistance 5. If no particular energy type is affiliated with the dragon, then use the energy used in the breath weapon, but only if the damage is hitpoint damage. If the dragon has no such resistance or immunities, then this ability cannot be selected.
Spell Resistance: The sorcerer gains SR 10 + total HD. This ability can only be selected once and is maxed out at SR 20. If this ability is selected more than once, then the maximum SR increases by 5 points.
Natural Armor: The sorcerer gains a +2 bonus to natural armor. This ability can be taken multiple times, each time this ability is taken, the bonus stacks. This bonus also stacks with any kind of perminant bonus to natural armor.
Dragon's Toughness: This ability gives the sorcerer +12 HP. This ability can be taken more than once. This ability stacks with itself.
Dragon Apothesis: The sorcerer finally becomes part dragon, reaching a massive transformation that scars the sorcerer forever with the form that rekindles the power of the sorcerer's ancient dragon ancestor. The sorcerer, among other things, doubles in weight and height. If that doesn't increase the sorcerer's size by one catagory, then the sorcerer gains the minimum size and weight in order to do so, gaining the usual size benifits and penelties. If the sorcerer's newly modified size is large or larger, then the sorcerer gains a tail and two wings. Those new appendages can be made into additional attacks if the sorcerer took the natural weapons special ability described above. The wings also allow the caster to fly at twice of the sorcerer's base speed with size-dependant maneuverability. The sorcerer also gains a +1 bonus to natual armor that stacks with any pre-existing perminant natural armor. A colossal sorcerer (that was colossal before gaining Dragon Apothesis) doesn't gain a size catagory, but gains all of the other benifits.


Size Wing Dmg Tail Dmg Maneuverability
Fine - - -
Diminutive 1 - -
Tiny 1d2 1 -
Small 1d3 1d2 -
Medium 1d4 1d3 -
Large 1d6 1d4 Average
Huge 1d8 1d6 Poor
Gargantuan 2d6 1d8 Poor
Colossal 3d6 2d6 Clumsy



The Harmonic Crystalizer
Perfection is often sysonymous with with sound. Not just any sounds, mind you, but the clarity of a lightly hit tuning fork, the beautiful noice of a flawless orchestra, the list goes on. The difference between noise, harmonics, music, and the like can be heard by anyone, as the difference between the flawed form of simple noise and the flawless form of musics and general harmonics. I deal with perfection of the waves, making the air as perfect as crystal. Flawless and beautiful in its own way.
Crystal Harmonizers are masters of sound waves, as a result, the vast majority of crystal harmonizers are perfectionistic bards, wizards, and sorcerers. Mastering sound to this extent tests even the freest of spirit, as only those whom would work to any end to perfect something intangible, but very maliable and nearly uncontrollable without magical aid or extremely skilled hands or singing voice. Being a Harmonic Crystalizer requires a vast degree of specialization, effort, and dedication, which dissuades the freer spirits, but those who've mastered the waves of sound are often very expressionistic and often talented.
Hit Dice: d6

Requirements:
Alignment: Any Nonchaotic
Concentration: 8 Ranks
Peform (Singing, or any string or wind instrament): 4 Ranks
Spellcraft: 8 Ranks
Feats: Skill Focus: Peform (singing, wind instrament, string instrament), Skill Focus: Spellcraft
Spells: Ability to cast 2nd level spells
Special: The Harmonic Crystalizer must have one spell with the sonic descriptor.

Class Skills
The Harmonic Crystalizer's Class Skills (and ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Arcana) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int). See chapter 4 of the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Intelligence Modifier

The Harmonic Crystalizer


level BAB F/R/W Special Spells/day
1 +0 +0/+2/+2 Focus, Bardic Music +1 Effective Level of Existing Class
2 +1 +0/+3/+3 Musical Harmonics
3 +2 +1/+3/+3 Wavemaster +1 Effective Level of Existing Class
4 +3 +1/+4/+4 Soundbreaker 1/day
5 +3 +1/+4/+4 Wavemaster, +1 Effective Level of Existing Class
30ft Blindsight
6 +4 +2/+5/+5 Silencebreaker 1/day
7 +5 +2/+5/+5 Wavemaster +1 Effective Level of Existing Class
8 +6 +2/+6/+6 Soundbreaker 2/day
9 +6 +3/+6/+6 Wavemaster +1 Effective Level of Existing Class
60ft Blindsight
10 +7 +3/+7/+7 Silencebreaker 2/day
Destructive Harmonics


Class Features
Weapon and Armor Proficiency: The Harmonic Cryastalizer aquires no further proficiency in armor, shields
Focus: The Crystal Harmonizer must give up the ability to cast spells in one school of magic, in order to focus his/her attentions elsewhere.
Bardic Music: At level one, the Harmonic Crystalizer aquires a form of bardic music, usable once/day/level. If the Harmonic Crystalizer had bardic music, or a variation thereof, the progression of that music continues normally, as per what the previous class dictates, but will not aquire any new forms of songs. If the Crystalizer did not have bardic music before, the crystalizer gains it, but with only the musics that a level one bard has. For example, a Bard10/HCrys5 can employ bardic music as if he/she were a bard 15 with all of the songs of a 10th level bard. A sorcerer 8/HCrys10 can employ bardic music as if he/she were a 10th level bard with all of the songs of a 1st level bard.
Musical Harmonics: Every noise that comes from a Crystalizer comes out perfectly. The Crystalizer's voice is always pleasant and musical to listen to, giving the Crystalizer a +2 bonus to all charsima skill checks that involve talking or other noises, such as diplomacy, bluff, and most perform checks.
Wavemaster (Su): The Crystalizer's command over sound is only beginning. This ability allows the Harmonizer to command the very air to produce a desired wave. This wave can do a variety of effects, depending on how it's used. This abililty is usable 1/day/HC Level. Each time this ability is gained, the Crystalizer selects an ability from the following list:
Cut: As a standard action, the Crystalizer creates a superthin wave that has a 30ft cone, which deals 1d4/HC Level slashing damage.
Block: The Crystalizer creates a sound barrior, similar to a wind wall, but activatable as a free action and only lasts one round.
Wave Harmonics: As a free action and lasting only one round, the Crystalizer's voice, words, and music all become exceedingly perfect in form, allowing it to not only fill its standard function, but surpass it. All of the Crystalizer's bardic music doubles in effect, any sound dependant spell otherwise cast in that round has an effective caster level two levels higher than what it would normally be, and any perform checks are made with a +2 circumstance bonus.
Shockwave: As a standard action, The crystalizer can create a massive wave in the air to ward off anyone immediately surrounding him/her. Anyone within a 10ft radius + 5ft per 2 Levels of Crystalizer must make a strength check or reflex save against a bull rush attempt with str 10 +Charisma Modifier +Harmonic Crystalizer Level or be knocked back 30ft and take 1d8/level damage upon a failed check or save. When an opponent succeds either check, he/she still takes 1/2 damage. Evasion and Improved Evasion only apply if the character succeeds a reflex save. Unattended objects are thrown back automatically, as long as the wave as the strength to be able to throw them back. The light load capacity of the strength of the shockwaves determines what items are thrown back and which are not.
Sound Disruption: As a standard action, against one target within 60ft in line of sight, the Crystalizer can force the target to make a will save or Concentration check or be stunned for 1 round per HC level. The DC for this effect is 10 + Charisma Modifier + HC level.
Soundbreaker (Su): 1/day and one additional time/day every four levels thereafter, the Crystalizer gains the ability to generate waves of sound that are disrupting to anyone concentrating around the Crystalizer. As a standard action, the Crystalizer can activate the ability. Anyone concentrating on any activity that requires concentration in a 60ft radius around the caster must make a concentration check or fail at their task. These activities include complicated skills and spellcasting. The concentration DC is 15 + Charisma + HC level.
Blindsight (Ex): The Crystalizer can use hearing to ascertain all foes within 30 feet as a sighted creature would. This ability's range increases by 30ft. every four levels.
Silencebreaker (Su): 1/day and one additional time/day every four levels thereafter, the Crystalizer gains the ability to control sound so well, that it breaks through any silence effect. The Crystalizer need not be in the silence effect, but the crystalizer must be within 30ft of a silence effect. When the Crystalizer does anything that would normally be snuffed out by a silence effect, such as casting a spell with a verbal component, or singing a bardic song, the Crystalizer makes a dispel check equal to 5 +HC Level +1d20 to dispel the silence effect. Success means that the silence is broken and the Crystalizer's ability operates normally. This ability can also come into function reactively if a silence were placed while the crystalizer was using an effect that required the use of sound.
Destructive Harmonics (Su): A crystalizer can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 30-foot radius. It can tune the harmonics of this destructive power to affect different types of targets.
Flesh: Disrupting tissue and rending bone, this attack deals 1d6 points of damage per Harmonic Crystalizer level to all within the area (Reflex DC 10 +Charisma Modifier + HC Level for half).
Nerves: A Harmonic Crystalizer can focus its harmonics to knock out foes rather than slay them. This attack deals 1d6 points per harmonic crystalizer level of nonlethal damage to all within the area (Reflex DC 10 + Charisma Modifier + HC Level for half ).
Material: When using this form of harmonics, a Harmonic Crystalizer chooses wood, stone, metal, or glass. All objects made of that material within the area must succeed on a DC 10 + Charisma Modifier + HC Level Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.


The Metamagi
Edward entered the Doomed Castle of Elwich Thel, the Mighty. It was a decrepid place, a place suited for a lich, but there are no such things here. Edward came past the grand enterence and slipped into a massive dining room, which appears to have been cleaned recently. While there were no such undead residents here, there was a hot young move-in that came recently. He was someone that's been heavily sought after by his rivals, including himself. He was a different kind of sorcerer and one to not be trifled with. Edward had come across a rumor in Athkaltha that a sorcerer had overcome a weakness that all of his lesser bretheren had to endure. He was also much more powerful, able to cast spells of a greater circle than that of the traditional nine. Edward, of course, was intrigued and wanted to study the sorcerer, to figure out how this one not only learned to use metamagic to his greater benifit, but mastered it. Of course, he was well prepared to fight him. After travelling though several well lit hallways, he came to a recently cleaned room that was well lit and very ornate. The sorcerer was sitting inside on a chair. He seemed unprepared, but a sorcerer never needs to be. Edward stood his ground, prepared to retrieve his specimen for study. He desperately wants to learn more about the sorcerer's natural talent, but this sorcerer was different, he's not only mastered his talent, he has intensified it. Edward eagerly awaited the sorcerer's next move, but his biggest concern was that the sorcerer didn't appear to be concerned in the slightest bit.

--Edward, the Loremaster

The metamagi is a spontaneous caster that has mastered the whimsical values of metamagic, turning the semi-weakness into a strength for the caster, allowing the metamagi to wield metamagic like the caster never has before. Giving the caster much more freedom with her spells than she ever thought possible before. The most common metamagi are sorcerers and bards whom wish to maximize the potential of their inborne talent. Most metamagi are fixated on improving themselves, often lifelong adventurers whom see their spells as their greatest asset and continueously seek to improve themselves though experience (as opposed to intense study and contemplation, like the wizard and cleric) and hard work as well as intuition. Most metamagi come from all breeds of people with different faiths, but the most common worship magical dieties, such as Mystra, Azuth, and Oghma and other magic-oriented dieties. Dieties that focus on self-improvement and personal strength, such as lolth, Kossuth, Malar, Talos, Tempus, Torm, etc... The bulk of Metamagis are incantrixes seeking to improve their spells and enhance their ability to deal with extraplanar entities, less common are magekillers seeking an edge over wizards, and archmage seeking to further enhance their powers.

Requirements:

Concentration: 24 ranks
Knowledge (Arcana): 24 ranks
Spellcraft: 24 ranks
Feats: Any four metamagic feats
Spells: Ability to cast 9th level spells
Special: Spellcaster with the ability to spontaneously cast arcane spells and must have achieved maximum advancement in the spell progression of the spontaneously spellcasting class.

Class Abilites:
Hit Die: d4
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Intelligence Modifier

Class Features:
The following are class features of the Metamagi prestige class.

Weapon and Armor Proficiency: A Metamagi gains no new armor, weapon, or shield proficiency.
Spells per Day/ Spells Known: At each Metamagi level, the character gains new spells per day (or spells known, if applicable) as if s/he gained a level in whichever spellcasting class s/he belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the spells entry for that epic class. S/he does not, however, gain any other benefit a character of that class would have gained (improved chance of turning/destroying undead, metamagic or item creation feats, and so on.) If the character had more than one spellcasting class before becoming a Metamagi, the player must decide which class to add the new level for the purpose of determining spells per day.
Metamagic Mastery (Su): The metamagi gains this ability at first level, allowing the metamagi to cast any spell the metamagi knows of 0 and 1st level with any metamagic feat the metamagi knows without the extended time requirement to cast the spell using the normal casting time of the spell being cast. At every odd level thereafter, the benifit of metamagic mastery extends two levels higher until all the spells a metamagi can cast can be seamlessly and effortlessly with any metamagic feat the metamagi knows at 9th level. This ability does not apply to epic spells. This ability also cannot be used with prepared spells.
Bonus Feats: A Metamagi gains a bonus feat every two levels starting at 2nd level and every two levels thereafter.
Metamagi’s bonus feat list: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Enhance Spell, Epic Spellcasting, Ignore Material Components, Improved Heightened Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, and any metamagic feat that the spellcaster meets the prequisites for that wasn't mentioned on the list.
Special Note: While all prestige classes, epic and nonepic that have 10 levels of progression is generally assumed to have further progression, this particular prestige class does not. This class does not advance after level 10, like any prestige class that has less than a 10 level progression.

Metamagi:


Level Special Spells/Day
1st Metamagic Mastery (0-1) +1 Level of existing class
2nd Bonus Feat +1 Level of existing class
3rd Metamagic Mastery (2-3) +1 Level of existing class
4th Bonus Feat +1 Level of existing class
5th Metamagic Mastery (4-5) +1 Level of existing class
6th Bonus Feat +1 Level of existing class
7th Metamagic Mastery (6-7) +1 Level of existing class
8th Bonus Feat +1 Level of existing class
9th Metamagic Mastery (8-9) +1 Level of existing class
10th Bonus Feat +1 Level of existing class



The Sky Glider
"One could hardly imagine the energy and power of the coming storm. It devistates entire towns, ruins homes, and can annhilate an entire city. The sky has the power of life, by raining down the life-giving waters of renewal and opening up the rejuvinating and rebirthing lights of the sun. But it also has the power of death, with the ability cause mass destruction and chaos. That is the dual nature and power of all that is above and I have a piece of it."
The Sky Glider is a master of all things weather related. They command the wind and the clouds to the benifit or the bane of all that stands in their way.
Hit Dice:d4

Requirements
Knowledge (Arcana): 8 Ranks
Knowledge (Nature): 4 Ranks
Knowledge (The Planes): 4 Ranks
Languages: Auran
Feats: Improved Initiative
Spells: Ability to cast 3rd Level Spells, the caster must also know one spell with the sonic descriptor and one spell with the electricity descriptor.
Special: The caster cannot know or cast any spells with the acid and/or fire descriptors.

Class Abilities
The Sky Glider's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int). See chapter 4 of the players handbook for skill descriptions.

Skill Points at Each Level: 2 + Intelligence Modifier

The Sky Glider

Level BAB Fort Ref Will Special Spells/day
1st +0 +0 +0 +2 Fast as the Wind +1 Level of Existing Class
2nd +1 +0 +0 +3 Thunder & Lightning +1 Level of Existing Class
3rd +1 +1 +1 +3 Fast as the High Winds +1 Level of Existing Class
Blood of the Wind
4th +2 +1 +1 +4 Storm Resistance 5 +1 Level of Existing Class
5th +2 +1 +1 +4 Fast as the Hurricane +1 Level of Existing Class
6th +3 +2 +2 +5 Control Weather +1 Level of Existing Class
Blood of the Wind II
7th +3 +2 +2 +5 Fast as the Tornado +1 Level of Existing Class
8th +4 +2 +2 +6 Storm Resistance 10 +1 Level of Existing Class
9th +4 +3 +3 +6 Sonic Speed +1 Level of Existing Class
Blood of the Wind III
10th +5 +3 +3 +7 One with the Sky +1 Level of Existing

Class

Class Features
All of the following are class features of the Sky Glider prestige class.
Weapon and Armor Proficiency: Sky Gliders gain no further proficiency in any weapons or armor, but a Glider can never carry more than a light load, otherwise, the Glider's powers cannot operate.
Fast as the Wind (Ex): The Sky Glider gains the ability to glide across the ground. The Glider's feat no longer contact the ground and they no longer need to. The Glider can continue gliding as long as the Glider chooses to at the Glider's base movement +10ft. The new movement requires as much thought as his/her normal form of movement. The Glider cannot move more than one foot up into the air. This gliding ability allows the Glider to glide over any surface roughly as dense or denser than water. The Glider can choose to walk if he/she so chooses to, but must move at his/her standard movement rate.
This ability also grants the Glider a +1 dodge bonus to reflex saves, AC, and initiative.
Thunder and Lightning (Su): The Sky Glider becomes capable of commanding the very elements of the sky to his/her beck and call. As a standard action, the Glider can "loose" a spell slot to manifest lightning and thunder. Against one target, the Glider can create a lightning bolt (as the spell in all respects) that deals 2d6 damage per spell level of the slot sacrificed. Creating the lightning also creates a thunderous boom that shakes and shatters weak, nonattended objects (such as weak glass and pottery.) The thunder deals 1d6 sonic damage per spell level of the spell slot sacrificed. The area that this damage applies to is a 5ft radius centered on the caster +5 ft/caster level. All of those caught in the radius must make a fortitude save against a DC of 10 + spell level of spell slot sacrificed + relevant casting modifier or be deafened for 1d4 minutes/spell level of spell slot sacrificed. A successful reflex save halves the damage. The ability is subject to spell resistance (the lightning and thunder count seporately for both SR and the reflex save.) The maximum amount of damage the ability can do is 2d6 (Lightning) and 1d6 (thunder) per each level of Sky Glider. Using a cantrip to power this ability creates small sparks, but no noise. The sparks last for 1 minute/caster level. The sparks can be used to light flammables or anything else that small electrical sparks could concievably do.
Fast as the High Winds: The Sky Glider's gliding movement increases by +10ft. The Glider can also glide with much greater effectiveness, allowing the Glider to use his/her gliding power to levitate similarly to the spell, but moveing upward requires no more concentration than normal movement and has an upward speed equal to 1/2 the Glider's movement rate with a maximum "ceiling" of 10ft per caster level.
The Glider's dodge bonuses to Initiative, Reflex saves, and AC increase to +2.
Blood of the Wind: A Glider becomes bound to the sky and to its lifegiving forces, like a fish to sea. The Sky Walker requires wind in order to breathe and otherwise continue to live. Not necessarily just air, but wind, or at least a breeze. At this point, the Sky Glider's mere presence can generate a small breeze, enough to just live (as though at a high altitude), but still air, such as that provided by the silence spell, makes the Glider inable to "breathe" and will "sufficate" unless the glider can get gain access moving air.
Storm Resistance: The Glider gains resistance 5 against sonic, cold, and electricity damage. This resistance increases to 10 at level 8.
Fast as the Hurricane: The Glider's speed increases magnificently, gaining a further +10 bonus to the Glider's gliding movement rate. Furthermore, the Glider gains a fly speed equal to half the Glider's glide movement with average maneuverability. Flight, unlike levitation or gliding requires a more focused concentration and the sorcerer must use a standard action to initiate flight and must concentrate to continue it.
Otherwise the Glider's dodge bonus to AC, Reflex Saves, and Initiative increase to +3.
Control Weather (Sp): The Sky Glider gains the ability to command the local weather as a spell like ability at will. With this ability, the Glider's ability to command the elemental forces of the storm becomes greater. The damage dealt by the Glider's Lightning increases to 3d6/spell level of the slot sacrificed and the sonic damage increases to 1d10/spell level of the slot sacrificed. The maximum damage likewise increases for each Glider level. The thunder aspect of this casting also generates a much greater impact. Anything within immediate range must make an opposing strength check to counter a bull rush, with a strength equal to 5 + the Glider's caster level.
Blood of the Wind II: The Glider's affinity with the aural forces becomes greater, forcing a more intensive dependancy. Not only must a Glider remain, in the very least, within a slight breeze, but the Glider must also have constant access to the sky or at least a volume of air that the Glider can easily fly in. While taking a Glider away from the sky isn't directly harmful, the Glider, much like a sea or water elf, will suffer from a similar "longing" for the sky if brought out of its majesty for one day per two caster levels of the glider. Once that time has ended, the Glider must make a will save each day (DC=20+1 per each previous check) or suddenly be overcome with a longing for the sky, in which the caster would do everything in his or her power to come back to it. Once the Glider returns to the open sky, the Glider will remain there until satiated for at least each day that it was away from the sky. For each day in which the Glider cannot return to the sky after failing a will save and falling under a "longing for the sky," the glider takes a -1 to all saves, skill checks, and ability checks for each additional day that the glider is away from the sky.
Fast as the Tornado: The Glider no longer needs to concentrate to fly and the he/she gains a +10 bonus to his/her gliding movement rate. The Glider no longer needs to "activate" flight does so with as much concentration as normal movement. The Glider's flight speed increases to 3/4 the Glider's normal base movement.
The Glider's dodge bonuses to AC, Reflex saves, and Initiative increase to +4.
Sonic Speed: The Glider's gliding movement rate increases by +10ft and his/her flight speed maneuverability increases to (good), true flight replaces the Glider's glide and levitate ability completely. The Glider's flight speed equals the Glider's former glide speed.
The dodge bonuses to AC, reflex saves, and initiative increase to +5.
Blood of the Wind III: The Glider's dependancy on the Sky reaches its pinnacle. The DC to resist a longing increases by 4 and failure results in a -1 temporary ability drain for each day that the Glider is away from the sky. If the Glider's constitution reaches 0, the glider falls unconcioius and dies.
One with the Sky: The Glider's Flight speed increases to 100ft and maneuverability becomes perfect. The Glider also becomes an elemental creature, which gives the caster the following benifits:
—Darkvision out to 60 feet.
—Immunity to poison, sleep effects, paralysis, and stunning.
—Not subject to critical hits or flanking.
Unlike most elementals, Sky Gliders keep their dual nature of body and soul and can be raised/resurrected normally. Gliders no longer need to breathe, eat, or drink.


The Terror Mage
"No passion so effectually robs the mind of all its powers of acting and reasoning as fear."

Edmund Burke (1729 - 1797), "A Philosophical Inquiry into the Origin of Our Ideas of the Sublime and Beautiful", 1756
The terror mage is a master of invoking the deepest, darkest rescesses of the mind. They are most often enchanters whom have made it their career to effectually invoke fear in those around them. Often to their pleasure, but often because they feel more compelled to watch them writhe. Naturally, there are no "good" Terror Mages. Some sorcerers and generalist wizards join the ranks, but those are few and far in between. Wizards of other specializations are extraordinarily rare, with the noted exception of illusionists and necromancers, who are nearly as common as enchanters.
Hit Dice:d4

Requirements
Alignment: Any Nongood
Intimidate: 4 Ranks
Knowledge (Arcana): 8 Ranks
Spellcraft: 8 Ranks
Feats: Skill Focus: Intimidate, Spell Focus: Enchantment
Spells: Ability to cast 3rd Level Arcane Spells
Special: The caster must have knowledge of 3 enchantments or mind-effecting illusions, one of which must be 3rd level or higher

Class Abilities
The Terror Mage's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all, each taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int). See chapter 4 of the players handbook for skill descriptions.

Skill Points at Each Level: 2 + Intelligence Modifier

The Terror Mage
Code:
Level BAB Fort Ref Will Special Spells/day
1st +0 +0 +0 +2 Invoke Fear +1 Level of Existing Class
2nd +1 +0 +0 +3 Cloak of Terror 1/day +1 Level of Existing Class
3rd +1 +1 +1 +3 Fear of Pain +1 Level of Existing Class
4th +2 +1 +1 +4 Cloak of Terror 2/day +1 Level of Existing Class
5th +2 +1 +1 +4 Fear of Thought +1 Level of Existing Class
6th +3 +2 +2 +5 Cloak of Terror 3/day +1 Level of Existing Class
7th +3 +2 +2 +5 Break Resistance +1 Level of Existing Class
8th +4 +2 +2 +6 Cloak of Terror 4/day +1 Level of Existing Class
9th +4 +3 +3 +6 Fear of Death +1 Level of Existing Class
10th +5 +3 +3 +7 Cloak of Terror 5/day +1 Level of Existing Class


Class Features
All of the following are class features of the Terror Mage prestige class.
Weapon and Armor Proficiency: Terror Mages gain no further proficiency in any weapons or armor.
Note: All effects, aside from the cloak of terror abilities and invoke fear ability are fear, mind affecting effects unless otherwise noted.
Invoke Fear: The Terror Mage recieves a bonus to intimidate equal to his/her levels as a Terror Mage to demoralize a victim to a maximum of +10. Furthermore, for every two levels of terror mage, he/she recieves an additional -1 per two Terror Mage levels to the penelties inflicted by demoralizing a victim with intimidate.
Cloak of Terror (Su): 1/day/2 Terror Mage levels, the Terror Mage can, as a standard action, create a wave of absolute fear eminating from the caster. The process requires either an open spell slot or a spell slot with a prepared mind-affecting enchantment, illusion, or necromancy spell. The effect forces everyone within a 30ft radius around the caster to make a will save or suffer the effects of the spell. If an open spell slot is used, the caster must select a spell of the slot's level or lower that has a fear effect.
Break Resistance: The Terror Mage's fear effects are far more potent than before. Protection from fear effects from any kind of magical immunity suffers from a caster level check against the Terror Mage whenever the subject with the protection is targetted by the Terror Mage with a fear effect. If the Terror Mage's caster level check against the magical protection succeeds, the target suffers the fear effect as per normal upon failing whatever save the spell requires.
Fear of Pain (Su): As a standard action upon sacrificing a 4th level spell slot or better, the Terror Mage can invoke an immense fear in a single target that renders them completely afraid of being subjected to pain to the point to which the target would go out of his or her way to avoid any situation in which the target would be struck by something that the target would recognise to cause pain. The target recieves a will save vs. DC 10 + Charisma + Level of the Spell Slot sacrificed to negate. The ability lasts 1 round/Terror Mage level.
Fear of Thought (Su): As a standard action upon sacrificing a 5th level spell slot or better, the Terror Mage can invoke an immense fear in a single target that renders them completely afraid of thinking and descisionmaking, rendering them docile and unthinking. Upon a failed will save vs. DC 10 + Charisma + the Level of the Spell Slot sacrificed, the target recieves a Feeblemind and Mind Fog effect for 1 round/Terror Mage level.
Fear of Life (Su): As a standard action upon sacrificing a 6th level spell slot or better, the Terror Mage can invoke an immense fear in a single target that renders them afraid of all things that appear animate, whether actually alive or not. The victim acts as though turned by a cleric for 1 round/terror mage level by everything that seems to be alive or at least animate in some fashion, except that the effect cannot be broken. A will save DC DC 10 + Charisma + the Level of the Spell Slot sacrificed can negate the effect.
Fear of Death (Su): As a standard action upon sacrificing a 8th level spell slot or better, the Terror Mage can invoke an immense fear in a single target that renders them so terrified that they literally die of fear. This effect is a death effect. Only a will save DC 10 + Charisma + Spell Slot Level would negate this effect.
__________________
Lady Rolindin

04-08-06, 04:51 AM
The Foundation for Those With No where Else To Go

By daeri Maer'jiir
Dregh

Personality
Dregh are always curious of their surroundings, which means they can live very adventurously, however they are shy in company. This often means that they end up, looking but not touching.

Physical description
A Dregh stands around 6’10” -7’ 6”, most of this height is due to the large tail that supports their legless bodies. The bottom half resembles a snake’s lower half; however it merges in to a furry torso. The top half looks like a satyr, however, only in a few ways. First as previously stated they have a fine fur, and also ram horns.

Diet
They seem to have a "Weakness" to caffeine and adrenaline. All stimulants have an increasesed effect. Dregh have a fondness for spicy food, along with spices, they like fish, bread, vegetables, and some fruit. They are generally vegetarians, as the seed rarely falls far from the tree.

Alignment
Trying to avoid outside conflict most Dregh remain neutral, however some take their curiosity out of their homeland and take sides.

Homeland
Dregh live near or in forests, and usually near steams, they favour flat ground, and almost all humid climates, they dislike deserts, and open land. Dregh are happy near almost every kind of forest. Dregh prefer natural houses, but large congregations mean the need for buildings. Other populations of Dregh live in places other than forests but do not like cold climates because of their cold-bloodedness.

Religion
Dregh worship Elhonia, some may vary but all the gods they pay tribute to have natural aspect, all except the evil Dregh who openly worship Merrshaulk and are some times friends of the Yuan-ti.

Language
Dregh speak their own language, and other races may find it hard as it bears no resemblance to other languages. They understand a smidgeon of common and elfish, they can pick up most languages much faster then humans can.

Names
The Dregh have a sacred and magical book of all names that have been chosen so far, and thus no other Dregh would use another’s name on their child, to do so would shame their child and them selves. Names are individuality, and to take someone else’s would be like taking styles, and ideas. Some common names are
Male: Andar, Frulle, Doulk, Shorn and Gernohr
Female: Leialla, Klyyr, Hourn, Shrenale and Guolle

Miscellaneous
Even good Dregh kill Yuan-ti on sight, and do not speak of their “Tainted brothers” openly, and Dregh do not provoke Yuan-ti, but if one is met, they will not hesitate to kill it.

Racial traits
+2 Con -2 Wisdom
Movement rate of 30ft
Low-light Vision Dregh can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain they ability to distinguish colour and detail under these conditions.
+2 to Will saves against fear affects
+2 to Swim, spot and search checks
Wood cunning as Stone cunning but with wood


Parval
Tiny Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +8 (+2 natural +2 Dex, +4 Improved Initiative)
Speed: 10 ft., fly 40 ft. (good)
AC: 14 (+2 size, +2 Dex)
Attacks: Kukri 18-20 +2 melee,
Damage: Kukri 18-20 1d4
Face/Reach: 2-1/2ft. by 2-1/2ft./0 ft.
Special Attacks: Parval Traits
Special Qualities: Parval Traits
Saves: Fort -1, Ref +3, Will +0
Abilities: Str 8, Dex 14, Con 8, Int 11, Wis 11, Cha 11
Skills: Listen +3, Spot +3
Feats: Improved Initiative
Climate/Terrain: Temperate forest
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 1/3
Treasure: Standard
Alignment: Always non-evil often chaotic
Advancement: As character class

These small folk, are rumoured to be related to Pixies and Grigs, but what ever else was involved in the evolution it hasn’t watered down the mischievousness, but they do not put that in front of there friends.

Combat
Parval use stealth, and spell casting over what few brute strength they have.

Parval traits: Parval benefit from various racial traits:
• +2 to initiative: Quick and flighty, they are quick to notice danger, and gain +2 to spot checks at the start of combat.
• Stats: Quick, weak and fragile sums up the Parval, they gain +4 to dexterity, and -2 to constitution and strength
• +4 vs. charm effects
• Can automatically gain 20% concealment in woodland conditions

Capn Charlie
Half Succubus
http://boards1.wizards.com/showthread.php?s=&threadid=171927
by baneofkobolds
Daretchim
Large Monstrous Humanoid
Hit Dice: 8d8+8 (40 hp)
Initiative:+5
Speed:20 ft, swim 60 ft
AC: 15 (-1 size, +1 DEX, +5 natural)
Attack:2 claws +11 melee (2d4+3)
Full Attack:2 claws +11 melee (2d4+3) and 2 claws +4 melee (1d6+1) or tail slap +11 melee (2d6+4)
Space/Reach: 10 ft./5 ft.(10ft. with tail)
Special Attacks:Trip, Psionic Powers*, Psionic Attack/Defense Modes*
Special Qualities:Low-light Vision, Telepathy
Saves:Fort+6, Ref+6, Will+1,
Abilities:Str-16, Dex-13, Con-13, Int-9, Wis-10, Cha-10
Skills:Climb+6, Jump+14, Move Silently+4, Swim+16
Feats:Improved Initiative, Multiattack, Hide Power*

Climate/Terrain:Tropical Forest and Marsh
Organization: Solitary, Gang (2-5), Band (10-16 + 5-6 giant lizards), Tribe (20-35 + 3 leaders w/ 3-5 levels in Psionic Warrior + 10-12 giant lizards)
Challenge Rating:4
Treasure:50% coins, 50% goods, 50% items (75% chance that good and items Psionic or made of crystal)
Alignment:Chaotic Neutral
Advancement:By Character Class
Level Adjuastment:+4


“What is that?!?!” asks Uli as quietly as she can.

“That is what I have been trying to prove to you existed out here,” replied Arwaine.

As the two gaze upon these strange half lizardfolk half actual lizard Arwaine explains what as been though to be a myth: The result of a rivalry between the Yuan-ti and Lizardfolk for as long as they have been on the Psionic Peninsula.

“These are the Daretchim, a Psionic race of Lizardfolk and dire monitor lizard hybrids. In the wars between the Yuan-ti and Lizardfolk the Yuan-ti, being more evil than the Lizardfolk, used the captured to perform horrible experiments on the Lizardfolk. The results were the Daretchim. Not willing to fight for their creators against their own heritage the Daretchim escaped loosing many in the process. This escape proved to be of no use. As soon as the Lizardfolk saw these abominations they were shunned and even killed.

“The few whom survived have formed moving bands and tribes using their inborn Psionic abilities and their great strength to remain a secret from the world.”

“But now we know about them and what is to stop us from telling anyone.”

And as Uli said this, the two looked up to see one of the Daretchim standing above them sending a telepathic message to the two, “Because you won’t remember any of this...”

The Daretchim are a secretive yet peaceful race. After being outcast from their Lizardfolk kin they formed tribes deep with the warm tropical forests of the south. Soon the Lizardfolk that shunned them and the Yuan-ti who created them were all but destroyed all together in a massive battle. Few remember the Daretchim and even fewer have seen them. Still even less have remembered the encounter. Those who do befriend the Daretchim find that they are indeed peaceful wishing only to be left alone.
The Daretchim live in tightly knit tribes of no more than 40 of them living together. These tribes stay on the move in the forest of their choosing to help keep from being seen and use their psionic powers to keep those who may discover them from doing so. Few venture off on their own but those who do are not to be angered.
The Daretchim are 7-8 feet tall and over ten feet long due to a tail longer than their 6 foot long bodies. They have the torso, head and arms of average lizardfolk though their scales have reverted to a deep sapphire color. Their body is that of a dire monitor lizard whose scales are also sapphire. A Daretchim has strong legs and strong arms all containing razor sharp claws used only in self defense. Their tails are also used only in self defense but due to the strength of these appendages they prove useful in moving around their few belongings.
The Daretchim have kept a dialect of Draconic, and also remember enough Yuan-ti to get by in a conversation. They are bitter enemies with the Yuan-ti for causing their banishment and speak the language only for any Yuan-ti to understand their threats clearly. The Daretchim are most friendly with woodland elves and centaurs although the races find them dangerous and not to be trusted. Humans, dwarves, Halflings, Gnomes, etc. are all unknown to most Daretchim and curious to these creatures when seen.

COMBAT

The Daretchim only fight when absolutely necessary to protect themselves. However, when Yuan-ti are encountered they become savage and barbaric killing all of the Yuan-ti they can catch. They don’t have any weapons and will almost never use them when offered.
The Daretchim fight on the constant defensive rather running to live than staying to die. They use their inborn Psionic powers to disable most opponents and then wiping their mind leaving them with thoughts of only bad dreams.

Psionic Powers (Sp): At will- monster domination, mind blank, teleportation circle, foresight, sequester, emulate power as 8th level Psion*

Psionic Attack/Defense Modes (Sp): At will- ego whip, id insinuation, psychic crush, empty mind, thought shield, mental barrier*

Telepathy (Su): Born in an area of high psionic use and the result of psionic Yuan-ti experimentation the Daretchim have a way to communicate with any creature greater than that of most innately psionic creatures. This telepathic link cannot be answered and only extends 150 feet but there are no language barriers.

Trip (Ex):A creature hit by a Daretchim’s tail slap is subject to an immediate trip attempt by the Daretchim. This is a free action that doesn’t provoke and attack of opportunity.



the ethereal wickerman
VAKANDOR
Vakandor are a race of mercenaries, selling their services to the sides that can pay the most. Although they loath the Law, they see themselves as outsiders to moral debate.
Vakandor are normally quiet and patient, but this doesn't mean their compliable. They are not beings that like to be told what to do. Since many of them are mercenary warriors, they can get argumentive with employers who are trying to give them orders outside the deal. Despite their short-fuses they are relatively calm and docile creatures until battle commences. Although most of their Agression come in the form of words, they can back it up with fighting prowess.
Vakandor stand about 5 ft. tall though their 4 long spidery legs are quite wide, strecthing about 5 ft. from each side. Their bodies are covered in a thick-exoskeleton giving them a somewhat crab-like appearance. Their bodies range from many shades of Orange and Red, mixtures of the two, and even some cases of Vakandor being bright Yellow or Ochre in color. They have 3 surprisingly long fangs at the front of their mouth and small bony plates on their arms, chest and legs. Males are 2 pairs of Horns, including a large pair that stick out like conical from their temples, and a smaller darker pair that curve just in front of the larger horns. Females only have the smaller pair, but they are longer and more ram-like.

EL'QWI
El'qwi live in a culture that promotes honor and happiness. They believe in promoting peace and friendship with other nations, they never wage war on another nation unless doing so is necessary to protect their lands and their heirachy, whom they respect deeply. This because those born into the heirachy supposedly have a spark or their gods power. Whether this is true or not, the Kings and Queens of the El'qwi (males and females being equal in their society) live up to this legend with charming personalities and great faith.
El'qwi are friendly and gentle beings, even the prisoners they capture from wars are treated fairly. However El'qwi do have deep sense of veangence and honor, and muderers in their society are treated with unparraled anger from the whole El'qwi community. They do believe in the executing criminals however, they instead exile the murderer and say that if he or she ever returns the land, the populace can drive you out using whatever means necessary. Being exiled is a terrible fate for most El'qwi, as they have an innate sense of community and ties to heir land. Being forced away from it to them is like having a limb removed.
El'qwi stand a head shorter than the average Human, but they are stockier and have thick frames. They are substantionally chubby creatures, as they enjoy eating lots of vegatation and fish. Their skin is the color and texture of Elephant skin, ranging from silver-grey to darker-shades to almost being black. They have large, expressive eyes that tend to be hazel or maroon in color. Their noses are slightly longer that a Humans, and it looks more like elephants trunk than a humanoid nose. Their oddest feature is their tall, spiny hair that tends to be navy or blue-grey to color, though there have been cases of El'qwi with Cyan colored hair, light colored-skin and red eyes. Males have two small tusk-like spikes that jut out from each side of their chins. Males take pride in these tusk's like a Human would a beard, the bigger the tusks the more attractive they are to the females.

BRAZAGIAN
I haven't got much info on these guys yet, but what I can tell...
The females are fairly taller than humans, the males substantionally smaller. The females of the species are much bigger and stronger than the males, and they covered in spines and have big, bony crests on their heads. The males are smaller but smarter and more personable. The spikes have flattened into smooth scales, their crest's have developed into a long flap of skin that resembles long hair. No matter what gender they are, they have no teeth, instead the spikes have replaced their lips. They have 6 eyes.
Kobold_Ur_Priest

04-09-06, 01:22 AM
Lady Rolindin....lol...how is it, that i can sometimes hardly understand your posts yet you design a class so flawlessly?

hahaha

on a side note: would you like to help Thasis and I in an upcoming campaign? maybe help me make a class for Asphyxion's worshippers?
Lady Rolindin

04-23-06, 07:33 PM
by Dyne
Forest Elf Paragon
Alignment: Any.
Hit Die: d8.

Class Skills
Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Jump, Knowledge (all skills), Listen, Move Silently, Profession, Ride, Spellcraft, Spot, Survival, and Swim.
Skill Points at Each Level: 4 + Int modifier.


Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +0 +0 +2 +2 Elfsenses —
2nd +1 +0 +3 +3 Speak with Animals, +1 level of druid
stealthy
3rd +2 +1 +3 +3 Ability boost (Wis +2) +1 level of druid


Spells per Day: At 2nd and 3rd level, a Forest Elf paragon gains spells per day as though he gained a level in druid. If a Forest Elf paragon has no levels in druid, this class feature has no effect.
Elfsenses (Ex): A Forest Elf paragon has keener senses than his other Elf comrades, increasing his racial bonuses on Listen and Spot to +4.
Speak with Animals (Sp): Once per day, a Forest Elf paragon of 2nd level and higher may case speak with animals, with a caster level equal to his class level.
Stealthy (Ex): At 2nd level, a Forest Elf paragon's racial bonuses to Hide and Move Silently while in forested areas increase to +4.
Ability Boost (Ex): At 3rd level, a Forest Elf paragon's Wisdom score increases by 2 points.

Aramar the Black
Ley lines
http://community.dicefreaks.com/viewtopic.php?t=1970
a water spell.

Forestal, Sapling
Medium Fey
Hit Die: 8d6+16
Initiative: +7
Speed: 40 ft.
Armor Class: 18 (+3 dex, +3 natural, +2 Song)
Base Attack/Grapple: +4/+4
Attack: Sylvan Staff
Space/Reach: 5ft/5 ft.
Special Attacks: Animate Trees, Bond of Nature, Song of the Forest, Spell-Like Abilities
Special Qualities: Darkvision, DR 10/Cold Iron, Lowlight Vision, Wild Empathy
Saves: Fort +4, Ref +9, Will +10
Abilities: Str 10, Dex 17, Con 14, Int 16, Wis 19, Cha 17
Skills: Concentration +10, Heal +9, Knowledge (Geography) +14, Knowledge (Nature) +14, Listen +12, Move Silently +9, Search +9, Sense Motive +12, Survival +14, Spot +11
Feats: Combat Casting, Enduring Life, Improved Intiative
Enviorment: Any Forest
Society: Solitary or with apprentice
CR: ???
Treasure: None
Alignment: Always Nuetral
Advancement: By Age Category
Level Adjustment: --

Everthing grows quiet as the song gets louder. From under the boughs steps a far being, tall and woody, dressed in robes of the forest, and crowned by song. With a long, wooden staff in hand, the being emanates power.

Forestals are the manistefation of the spirit of the forest. They and the Forest are one, so to speak, with the Forestals as the mind. They live as long as the forest with which they are "bonded" lives, and in that time learn all there is to know about the Forest's mysteries. Those who are more powerful command beasts, trees, and song, holding the power to stop time, cast out taint, and see into the minds of those courageous enough to come before it.

COMBAT
Animate Trees: Like the Treant Ability.
Wild Empathy: Similar to the druid abilty, but with a natural +6 on the check
Spell-Like Abilities: At Will - Light, Detect Poison, Detect Snares and Pits, Detect Plants and Animals; 3x per day - Entangle, Tree Shape; Once per day - Speak with plants, Plant Growth
Song of Nature: The power of Song grants a +2 deflection bonus to AC, and creates an aura of awe at a range of 100 ft. All who see the Forestal must succeed at a Will save (DC 18) or be awed for 3 rounds.
Bond of Nature: For every 2500 sq. miles of forest that the Forestal commands, It gains a +1 bonus to caster level when determining checks, damage die, distance, and save DCs, and a +2 bonus to HP. The Forestal must be bonded with at least 2500 sq. m of forest; should the forest in question grows to less than that size, the Forestal suffers 1 negative level, 1 point of Con, and 2 points of Wis every time the size of the forest halves, with intiial penalties for the first time the area drops below 2500.

***Development Notes:
This is a very rough draft, as you can tell. I would like to flesh out the Song of Nature and Bond of Nature qualities, as well provide something better for a sylvan staff than a suped-up Druid's Staff. Also, given the immense life span of Foresals, a large table is needed, like what dragons have, to determine progression of abilties as Forestals age. This also make me wonder about a appropriate starting stats.


White Hart
Large Magical Beast
Hit Dice: 6d10+18 (48)
Initiative: +7
Speed: 65 ft. (13 squares)
Armor Class: 15 (+3 Dex, +2 Natural)
Base Attack/Grapple: +5/+11
Attack: Gore +6 (d12+2), or hoof +2 (d8+1), or bite -3 (d8+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Charm immunity, Darkvision 60 ft., DR 15/magic, Fast Healing 5, Lowlight Vision, Spell Resistance 6, Trackless Step.
Saves: Fort +8, Ref +9, Will +4
Abilities: Str 14, Dex 18, Con 16, Int 6, Wis 16, Cha 10
Skills: Hide +7, Move Silently +7, Sense Motive +4, Jump +4, Listen +5
Feats: Alertness, Dash, Improved Initiative, Run
Environment: Temperate areas
Organization: Solitary or Family (2+d3 young)
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: --

A stag, large, pure white, and sporting 18-point antlers, steps out in front of you. Ears twitching, it notices you, and looks at you with it’s pearly black eyes before bounding away at incredible speed.

The White hart is an elusive creature that many noble who die to have mounted. With it’s white coat and antlers, it beckons all hunters around the world one large hunts. It has never been caught, though many people will claim they have.

COMBAT
When someone does catch up to the White Hart, it will either attempt to incapitate it’s opponent before fleeing again, or put up a furious fight.
Charm Immunity: The White hart is immune to all spells in the enchantment school.
Trackless Step: This functions just as the druid ability.



Plant Life
Venomwood:
The sap of this tree is poisonous to most lifeforms. Usually, the say being inside the tree, the trees are as harmless as pine. But in times of moisture, the treees bleed freely, and sometimes even touching the sap-soaked bark is enough to be poisoned. Some forest cultures use fresh sticks of venomwood, moistened, as defenses against enemies.
Venomwood Sap: Contact DC 16, Initial Damage: 2d6 hp; Secondary 1d6 Dex
Sunmoss: This bright moss grows in swaths of red and orange, often along dying plants and refuse. It is praised highly among preists and duids as a cleasing tool of the gods of light and life. It addtion to dying matter, the moss will gladly feast on undead matter and/or tainted objects or beings. Undead creatures suffer 1d4 points of damage per round that they are in contact with the moss. Since the moss will feed of the death of these creatures, subduing a ghoul or vampire long enough for the plant to begin growing on thier flash is an excellent way to be of one's undead enemies. Those who are tainted can be cured by the moss as well, but they must let it feed off them, and htis still cuases a small amount of damage (will have stats soon). When the moss is feeding, it glows with light, and brightness of which is dependant on the magnitude of it's food. Even dead plants, though, can make larger swaths glow with light equivilent to a dim lantern.

***Development Notes:
When I look again at Heroes of Horror, I will finish up the sunmoss.
Among these two creations, I also had in mind Feygrown Wood, the abilties of which are left yet completly to the imagination. Blackwood, too, I hope to flase out when I examine the Shadow Magic from the Tome of Magic
As other plant products, I had thought of Sunsap, which is the hardened sap of (blank) trees, which, when hardened, act somewhat similar to the dragonshards of Eberron.
Lastly is Treethread, inspired by the Elves of Lothlorien in LotR. Of which trees could be used for this, and what properties it would end up having, are yet up to the imagination.

Rocks and Stuff

Source Stones:
Stones standing at or in the wells of streams, they are covered in Ley-runes, and leaking water from one hole as though it were blood. Most often times, these stones bless low-level magical effects on the waters around it. The stone is imbued witha magical effects, which combines with the water through the blood of the rock. Any who drink from the water gain the benefits of these magical effects, though only once a day. The range of the magic if a close distance (25 ft. + 5 ft. per CL). Knowledge of metamagic or ley-lines may help to increase this range.
Sample Stones:
Stone of Health - CL 5, range 50 ft, heals 2d8 HP. To create: Create Water, Cure Moderate Wounds, 9000 GP + 720 XP
Stone of Poison Detection - CL 1, range 30 ft; changes the nature of the water visibly if poison is present. To create:Create Water, Detect Poison, 500 gp + 40 xp
Stone of Strength - CL 3, range 40 ft, grants the benefits of Bull's Strength. To Create: Create Water, Bull's Strength, 6000 gp + 480 xp

***Developement Notes:
I feel like these are almost to easy to create; lacking the mysticsm. I am wrting a new spell which allows one to bleed rocks, gaining the magical Rockblood, and I might replace Create Water with it as a component of the source stones. Permanancy might also be required.

Speak Animal Language
(Int) Trained only
This skill allows one, at the basic level, to speak with or empathize with animals. At a more advanced level, one may know the barks or songs so well that they can retrieve specific information from unintelligent creatures. Becuse of the extreame difference in "sentient" and animal minds; this skill is more complex than the Speak Language skill. Though not observed in detail here, the Speak Animal Language skill actually consists of a set of sub-sills, which are listed below. Following are DC's for sample tasks or communications involving animals.

-Amphibian
-Aquan
-Avian
-Bovine
-Canine
-Equine
-Feline
-Fish (specific name unknown to me)
-Marsupial
-Primate
-Reptilian
-Ursine

Sample DCs
Obtain or transmit simple commands - - - -10
Obtain or transmit descriptions - - - - - - -15
Convey detailed commands - - - - - - - - -20

Spidersilk
Woven from the thread of a spiders large and small, and sometimes magical, spidersilk is a material freakishly strong, if not abundant. Surpassing steel in strength and silk in flexibility and comfort, spidersilk is a powerful material.
Since spidersilk is versatile enough to be worn even as clothing, stats are presented here for individual articles of clothing. Note that while any spidersilk clothing provides a degree of protection, multiple layers over the same area do not result in a heightened bonus.
Stats here are preliminary, and are generous. Subject to change.



Article of Clothing AC Bonus Cost Weight
Jerkin/Vest +2 2,500 gp .5 lb.
Short-Sleeved Shirt +3 3,300 gp .66 lb.
Long-Sleeved Shirt +4 5,000 gp 1 lb.
Shorts +1 1,000 gp .5 lb.
Leggings +2 2,500 gp 1 lb.
Boots +1/2 500 gp .25 lb.
Gloves +1/2 500 gp --
Cowl +1 1,000 gp --
Cloak/Blanket +4 5,000 gp 1 lb.


Spidersilk Rope: 8 hp and bursts on a Str check of 26. Grants a +4 on Use Rope Checks

Note: Spidersilk requires large amounts of thread even for a single glove. And because the threads must always be expertly and closely woven, the process of making a spidersilk garment is difficult and time-consuming. Perhaps a 20 + AC bonus for Craft Checks.

Hithlain: This thread-like material is woven carefully from the bark of a Valesh tree. The resulting fabric I durable, silky, and possessing of a pale tan sheen. Indeed, the fabric gives off a dim illumination within 5 ft. Garment made of Hithlain cost 200 gp more than normal, but weigh 1 lb. less.

Hithlain Rope: 6 hp and bursts on a DC 25 Str check. Grants a +2 bonus on Use Rope checks. Give off illumination.



by lady Rolindin
skill
talk to animals
general skill
the talk to animals skill allows one with this skill to talk to one type of animal, like the spell. The differance is that the character can talk to one kind of animal with this skill, this allows the ranger to get information from the animal type or to have the animal to pay attention for the things you inform the animal to look for. The animal can then be the eyes and ears of the ranger while he or she is not around the area. this skill can be taken mutilpal times so a ranger can talk to different kinds of animals, this allows for a ranger to have different knids of animals to be thier eyes and ears in the ranger area.
only one animal speech may be used with the skill, learning the skill again will gain a ranger another animal speach.

skill

blend in with nature

this skill allows a ranger to blend in with the back ground by using his or her concentration skill, much like a camilion spell. dc 20 check to spot the ranger, Haven't figured that out yet. may be something like a disbelieve illusion check, that would work.
what ever kind of character (put race here) looking for the ranger would have to roll their disbelieve illuson spell roll. makes sense to me.
the differance is the ranger can use a limited camlion ability to blend in with his or her soroundings.
just an ideal I want to think out some more.

Red Hart
Plant
This plant is grows only in the spring time of the season, the plat is used by those who know of it's healing powers. The Red hart plant has a green leaf witha small red hart in the midleof the leaf, the red hart plant is mostly used by the forrest people and the leavs picked and dryed when in season. The Red hard plant grows to almost two feet tall, and tree feet wide with throns on the branches.

The properties of the plant
The Red Hart when applied when it is fesh cut from the branch and aplied to a wound will heald 1d4 hit points of damage per two hours appiled.
When the Red Hart leaves are dryed the cleric and other who know how to make heal potions use the dryed leafs as part of their potion mixture. When just useing an dryed Red Hart plant leaf and made into a drink can heal 1d4 point of damage. it is also used in greater quanties of leaves to slow poisons affects and to also made into a general health drink to heal people.
The Red Hart leaves have an sweet minty taste when brewed in water to make an tea or other drink.
Those who might believe that they might be sick or need to heal them selves in some way, will make a tea or use dryed Red Hart leaves.


Rangers use the plant when its in season to heal them selves, or carry the
Red Hart dryed leaves so the can heal them selves if the need arises.

Corsive Slug
Description
A Corsive Slug grows to two inches long and they have a light red stripe down their back with a light blueish jagged lines on either side of the red stripe. the slugs slime don't hurt wood or wood products, it will how ever do damage to metal and beings made of flesh. The Corsive Slug's slime will do 1d6 hit points of damage per 5 rounds if slime is digested by some means, or they get on your skin. The corsive slug will begain to melt into the persons body once 1 hit point of damage has taken place. after this the slug will begain to melt it's way into the body of the person, the person after one hit point of damage will begain to fell the slime affecting thier brain and neeeds to roll their will save at - what ever the hit points are lost. say for a character that has 2 hitpoints of damage then will recieve an -2 to will save and roll an - 2 will save to realize that there mind is being effected by the slime. it's a slow process, but one finds 1d8 corsive slugs living in a close area, when one gets on to a person skin and they fall or if they don't burn it off or still pass out from the slim affects after burning the slug off. the rest will be close by to latch on to the body. the slugs will keep doing 1d6 per 5 rounds damage untill the person losses all thier hit points or they are found and helped by friends or some who finds them


If a person can not remove the slugs in time or have others remove them buy burning them off the skin. the slug will melt it's way down into the persons body and lay eggs, these eggs will hatch in 1d6 days, all the while the slug's slime giving the person a feeling of uforoia. making them go into a dream state, feeling no pain.

the effects of the Corsive Slug slime is that it causes a person to have illusions; like an drug would, and the slime takes away all the pain from their body as their body is being eating from the inside out. This is why a person while in the woods will not feel the slugs on their body, the slime effects their brain; and they believe they are somewhere else in a dream world. People have been found half disoulved with the slugs on them. people who know what they look like are careful to handle them, and carrie them in a wood box or simular wood item.


The slime will also effect metal like an rust moster, and will deslove metal in a successful touch attack with the slime causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 2-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 12 Reflex save or be dissolved in 1d8 rounds.

the corsive slugs has flesh eating slime, also effects the mind and effects metal also. If a person is not treated they will die with in 6 days and they have the slugs inside their body, a heal potion will tempary heal the person. what they need to do is have a potion to destroy the slugs from inside their body, or cleric can reverse the damage done by the slime of the Corsive Slug with spells from their gods. Before the person dies more slugs will be born and emerge from the dying person. At a rate of one slug per two hours. one corsive slug can lay up to 500 eggs inside abody of a meduim creature.

uses of the slime.
people of the forrest who know of the Corsive Slug slime will capture them and rub the slim on a sharpened arrow tip with no metal haed. It has been rumered that the Corsive Slug slime has been dryed and use as an type of poison to slowly kill some one from the inside out. The more slime one injest the more damge that can happen to them.

plants and tree list a to zhttp://boards1.wizards.com/showthread.php?t=533231&page=6&pp=30

by Eglentyne

Powder rocks.
thes rocks ar soft like lime rock. the differance is that they are semi hard and come in different colors.
white, light blue, dark blue, light red, dark red, yellow dark, light yellow.

The powder rocks can be ground down and made itno fine powder, archers or rangers use these to hit hard target, when they hit they make a 15 foot raduis that will blind any one in the area. The way they are used by an arrow is this way, they are tied in a small bag 1/4 pound and tied to an arrow shaft end where metal point should be. So that no powder comes out of bag, the bag is tied tight and seald by wax. the bag is made out of soft colth that will burst when hits a hard thing, the bag is tight with powder and explodes (beaks) easy. when the arrow bag hits a hard target powder cause everone in area to become blind and have to get powder out of eys or be blind for 1d10 rounds. when the person washes out powder their eyes will burn for 1d8 rounds.

Wet weather will maqke the powder in bags on arrow heads to turn to mud, so one needs keep them covered in wet weather.

The powder rocks are found by waterfalls and streams or rivers close to waterfalls. It will take a strenght check to crush the powder rocks into fine powder.

my ideal of blinding powder rocks. not very harmful just hurt eyes some.
Dream leafs

the plant has a yellow strpie down the center of the leaf and grows waist high. the leaves have six points on the leaves and the plant grows all year round. the plant has small red flowers with two yellow stripes on them.
the plant work like this. The leaves are used by the forest people, they gather them and dry them out. Then they crush them up, they burn the powder from the crushed leaves. The smoke is used to give vision of the future, or visions of animal spirt for the wild elves. The wild elves use to take a vision quest and talk to their animal guild.
the leaves when brewed in a drink gives same effect, give visions of the future or talk to animal guild. The effect last for 6 hours.

The dream leafs takes 6 leafs ground up to be used for the cermony of Animal spirt contact. This is done in a enclosed area to hold the smoke. The smoke will cause a -10 to reflex saving throw if attacked while effeted by the drug like effects. While in the trance a person will is more attuned to the sprit world and to the animl spirt guilds (wild elves), the elves who use the ground leaves will be more open to future events and after the effects wear off an elder will listen to the dreams and interpet them. The leaves on the open market cost 50gp for 6 ground leaves.

sleep beatle

this beatle has dark to meduim blue colors and grows to about 1/2 inch long, the beatle has a oilly substances on their body that when touched can make a person fall into a deep sleep for 1d8 hours. The beatle when the glan sack is taken out can be used to coat weapons and then the person has to make a save to not fall asleep for 1d8 hours.
you have to be careful not to get the oilly substance on your skin yourself or you will fall into a deep sleep.
Lady Rolindin

04-23-06, 07:34 PM
saved
Lady Rolindin

04-23-06, 07:36 PM
thasis
Viceniara
Medium Undead [Exterplanar]
Hit Dice: 12d12 (78 HP)
Initiative: +2 (Dex)
Speed: 50ft
Armor Class: 22 (+10 Natural +2 Dex), Flat-Footed 20, Touch 12
Base Attack/Grapple: +3/+9
Full Attack: Bite +9 melee(1d6+6) and Antenna +6 melee (Decay) and 2 Claws +6 melee (1d6+3)
Attacks: Antenna +9 melee (Decay) or Claw +9 melee (1d6+6) or Bite +9 (1d6+6)
Space/Reach: 5ft/5ft
Special Attacks: Antenna of Decay, Spell-Like Abilities, and Vile Bite.
Special Qualities: DR10/Magic, Fast Healing 3, and Undead Traits
Saves: Fort +4, Ref +6, Will +15
Abilities: Str 22, Dex 15, Con -, Int 4, Wis 25, Cha 5
Skills: Spot +14 and Listen +15
Feats: Power Attack, Cleave, and Multi-Attack
Environment: Astral Plane
Organization: Solitary, Pair, Pack (3-10)
Challenge Rating: ?
Treasure: -
Alignment: Neutral Evil
Advancement: 7-12 (Medium), 13+ (Large)

A tall strange being stands in front of you. It looks like a hound-creature who stands on his back-legs like a man would. He has a vaguely man-like body but covered in thin black fur and shaped similar to that of a hound. The creature's face is the most chilling part of the being. It looks like a cross between a hound and a beetle. Sprouting out of his chin are two long antenna that end in sharp points that drip with a foul green substance.
The creatures fur is dripping with blood and ripped out at certain places. Bones stick out of the skin and deep bleeding gashes cover the body. Certain parts of the creatures body seem to be literally rotting off.

Many years ago a once powerful empire of beings called the Viceniara dwelt in a fabulous Kingdom. The Kingdom had dwelt in the Astral Plane for the many years trading with humans from the Material Plane and Angels from Celestia.
When a plague went through the human empire, human traders brang it over to the Viceniara. The Viceniara, not used to disease from the Material Plane, started to die quickly. The plague became an epidemic wiping out all of the one great empire that was the Viceniara.
The Viceniara didn't die off though. A powerful Viceniara mage made a deal with Nerull himself. Nerull granted the Viceniara a state of undeath, and immortality, in return for service. The leader quickly made the deal as to save his people. The Viceniara were then spell-like abilities by the God of Death, and undeath.
After a many long years of servitude to the God of Death the Viceniara rebelled. This lead to a great civil war between those who still followed Nerull and those who attempted to rebel.
After the civil war most of the undead empire that the Viceniara had became had crumbled and most of the Viceniara were destroyed. A few hundred of these beings even are in existence to this day. The remnants now stalk the Astral Plane killing beings in their insanity that has developed over the hundreds of years of their existence.
Viceniara stand about 8ft tall. They resemble were-hounds with the heads of bugs. Their body is decaying with age. They kill mercilessly in habits they developed during their servitude to the death god Nerull.
Viceniara don't speak any language, though they have minimal understandings of Common.

Combat
Viceniara usually attempt to sneak up on their target catching them by surprise and then use their Antenna of Decay so they get an advantage in combat. They then will proceed to bite their opponent further infecting them.
Antenna of Decay (Su): If a Viceniara makes a successful strike with his Antenna the opponent must make a fortitude save (DC19) or take 1d3 constitution drain. If he fails the save he must make another check every round until he either makes a successful save or dies. If the creature dies through this method he returns as a Wight 1d3 days later.
Spell-Like Abilities: At Will - Darkness, Death Knell, Desecrate, Inflict Minor Wounds, and Summon Undead II. 3/day - Antimate Dead, Bestow Curse, Cure Serious Wounds, Deeper Darkness and Summon Undead III. 1/day - Inflict Critical Wounds and Summon Undead IV. The Viceniara cast the spell-like abilities as a 12th level Sorcerer. The base DC for the abilities is 7 + the spell level.
Tainted Bite (Su): If a Viceniara makes a successful bite attack then the opponent must make a fortitude save (DC19) or take 1d4 strength damage.

Necronite

Medium Undead
Hit Dice: 5d12+15 (47 HP)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 40ft
Armor Class: 20 (+6 Dex, +4 Natural), Flat-Footed 14, Touch 16
Base Attack/Grapple: +2/+6
Full Attack: +1 Shortsword +7 melee (1d6+6) or x2 Claws +4 melee (1d6+4)
Attacks: +1 Shortsword +7 melee (1d6+3) or x2 Claws +4 melee (1d6+4)
Space/Reach: 5ft/5ft
Special Attacks: Necronite Blast and Spell-Like Abilities
Special Qualities: Blindsight 60ft, Darkvision 60ft, DR5/Magic, Light-Sensitivity, and SR17.
Saves: Fort +1, Ref +7, Will +7
Abilities: Str 18, Dex 22, Con -, Int 13, Wis 16, Cha 19
Skills: Escape Artist +14, Intimidate +12, and Move Silently +14,
Feats: Combat Expertise, Improved Initiative, and x5 Toughness (Bonus)
Environment: Underground
Organization: Solitary, Pair, or Group (3-7)
Challenge Rating: 6
Treasure: Standard
Alignment: Neutral Evil
Advancement: By Character Level
Level Adjustment: +5

Standing in front of you is a humanoid figure. His skin however glows with a green hue and his skin seems decaying on the spot. Blood drips from many gashes across his chest and his socketless eyes glow with a green creepy glow.

Necronites are a perversion of humanity. They were created when a necromancer's assistant got to much exposure to an unstable crystal found on the Negative Energy Plane, called Necronite Crystals.
Through exposure to the Necronite Crystal, the original Necronites were created. The crystal's energy slowly killed them. They then rose as Necronites only a while after. Necronites are similar to zombies in appearance, however they are faster, intelligent, and imbued with necromantic powers from the crystal.
Necronites, through the taint of the Necronite crystals, have a warped sense of reality. They believe that all living creatures are abominations and that they should be exterminated. Unfournetly they are commonly forced into servitude by divine necromancers. This always furthers their hate toward living beings.
The end goal of a Necronite is to elimante all living beings. They believe that if this is accomplished the world will enter a permenant state of undeath bliss. Whether this is true or not, the Necronites have firm beliefs.
As for their past-life, Necronites have no memory what-so-ever of their existince before becoming a Necronite. The pure negative energy absorbed into their body eliminated their memories and replaced them with a hate for things related to life and positive energy.
Necronites on average stand about 6-6'5 and weigh from 150-220lb. They speak common, abyssal, and undercommon.

Combat
The first course of action for a Necronite is to hit their opponent with A Necronite Blast. They then will attempt to use their abilities to force their enemy into fear and then attack them with the Shortsword as the enemy flees.
Necronite Blast (Su)[/B]: Three times per day a Necronite can send of blast of necromantic energy at an opponent. If the Necronite makes a successful ranged touch attack the opponent takes 5d6 negative energy damage and 1d3 temporary constitution damage unless they can make a succesfull fortitude save (DC16) in which case they take half damage and no constitution damage. The Necronotie blast has a range of 50ft. Any creatures killed through a Necronites Necronite Blast have a %50 chance to return as a Necronite 1d4 days after it's death.
[I]Spell-Like Abilities: At Will - Detect Magic, Cause Fear, Deathwatch, Inflict Light Wounds, and Summon Undead I (Libris Mortis). 3/day - Darkness, Deathknell, Desecrate, Inflict Moderate Wounds, and Summon Undead II (Libris Mortis). 1/day - Contagion, Inflict Serious Wounds, and Summon Undead III (Libris Mortis). These spells are cast as a 5th level sorcerer. The base DC for the spell is DC14 + the spell level.

Blood Hexornate

Medium Undead
Hit Dice: 7d12 (45 HP)
Initiative: +1
Speed: 20ft
Armour Class: 19 (-1 Dex, +10 Natural), Flatfooted 19, Touch 9
Base Attack/Grapple: +3/+5
Attacks: Bite +5 melee and 2 claws +0
Damage: Bite 1d8+2 and 2 claws 1d6+1
Space/Reach: 5ft/5ft
Special Attacks: Blood Hex, Spell-Like Abilities
Special Qualities: Fast Healing 4, SR20, and Turn Resistiance 3
Saves: Fort +2, Ref +1, Will +7
Abilities: Str 15, Dex 8, Con -, Int 10, Wis 14, Cha 20
Skills: Concentration +15, Spellcraft +10
Feats: Power Attack, Cleave, and Sunder
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 7
Treasure: -
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: -

A tall humanoid figure stands in front of you. He apears to have a general humanoid form. The creature is so drenched in blood though that little can be seen of facial or bodily features. Only the general shape of the creature can be made out of the blood-soaked body.

Blood Hexornates are undead creatures originaly created by drow divine necromancers in the Underdark. The original concept was to create a being that would eliminate the competition of the arcane spellcasters. It was also created as a fear instilling creature. The appearance of a Blood Hexornate was supposed to create fear in any living being who came near it.
The method of creation for the Blood Hexornates was to take corpses of various criminals, butcher them into a fashion that would cause fear to all who saw them, and then infuse unholy magical energies into body.
The first batch of Blood Hexornates were created to weak for the tastes of the clerics so they destroyed all of them. Only a few remain in existince to this day.
Not discouraged by the initial failure they created a second batch, this time dealing directly with the blood, thinking that mixing blood and a double dosage of unholy energy would create a better result. They were right. It created a arcane-destroyer. However there was an unstability in the casting somehere causing the creatures to have sentinence. When brought into their tortured existince the Blood Hexornates rebelled against their masters killing them.
Many Blood Hexornates wander about the Underdark to this day, and many have also managed to escape to the surface. Their tortured body and existiance causes them great pain and hatred for the living.
Blood Hexornates stand about 8ft tall, weigh 200lb, and speak undercommon.

Combat
Blood Hexornates will attempt to use their Blood Hex against opponents at the beggining of combat to give themselves an unfair advantage. They will then continue to use their powers to destroy their opponent as quickly as possible.
Blood Hex (Su): Three times per day a Blood Hexornate can force one living creature within 50ft to make a successful will save (DC18) or take 1d4 points of temporary intelligence damage.
Control Blood (Su): Three times per day a Blood Hexornate can cause some of the blood from his body to seperate itself from the Blood Hexornate and form a seperate entity. This creature looks like a humanoid composed of blood. This creature has the statistics of a Lv5 Human Fighter. A weapon composed of crystalized blood is also formed with the creature (statistics of a longsword). The creature stays animate until destroyed or dispelled by the Blood Hexornate.
Spell-Like Abilities: At Will - Detect Magic, Touch of Fatigue, Protection from Good, Protection from Law, Obscuring Mist, Shocking Grasp, Cause Fear, and Ray of Enfeeblement. 3/day - See Invisiblity, Ghoul Touch, Scare, and Vamparic Touch. 1/day - Bestow Curse, Enervation, and Fear.

Death Hexornate

Medium Undead
Hit Dice: 7d12 (45 HP)
Initiative: +4
Speed: 40ft
Armour Class: 24 (+4 Dex, +10 Natural)
Base Attack/Grapple: +3/+5
Attacks: Bite +5 and 2 Claws -2
Damage: Bite 1d8+2 and 2 Claws 1d6+1
Space/Reach: 5ft/5ft
Special Attacks: Death Hex, Death Attack, and Sneak Attack +4d6
Special Qualities: Fast Healing 4, SR18
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 14, Dex 18, Con -, Int 15, Wis 10, Cha 18
Skills: Move Silently +14, Hide +14, Spot +10, Listen +10
Feats: Dodge, Mobility, and Spring Attack
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 7
Treasure: -
Alignment: Lawful, Evil
Advancement: By Character Level
Level Adjustment:

Standing in front of you is a disgusting human-looking figure. He looks like a human, but his face has deep gashes all over it, and their are various bleeding stab wounds all across his back and chest. There are also various stiches covering his body.

Created by the Drow during the same time Blood Hexornates were created the Death Hexornates were corpses of captured or killed assassins who were infused with necromantic energies.
Unlike the Blood Hexornate the Drow used much more stable energies. Through carefuly infusing negative energy into the body of the dead assassin they brought the assassin into a state of undeath, with granted powers.
Death Hexornates currently work as freelance mercenaries for the Drow within their own political struggles.
Death Hexornates stand about 7ft tall and weigh 150lb.

Combat
Death Hexornates don't make themselves noticed unless they have a good reason to. They prefer to sneak up on their opponents, follow them, and deal one deadly blow. If things turn against them they are not afraid to flee.
Death Hex (Sp) - One per day a Death Hexornate can make a living creature within 50ft make a fortitude save (DC20) be instantly disinigrated, as the Disinigrate spell.
Death Attack - If a Death Hexornate studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 17) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+7. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Death Hexornate has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the Death Hexornate does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Sneak Attack - A Death Hexornate can sneak attack as a 7th level rogue.

Kerhail

Medium Undead
Hit Dice: 5d12 (32 HP)
Initiative: +2
Speed: 50ft
Armor Class: 20 (+2 Dex, +10 Natural)
Base Attack/Grapple: +2/+9
Attacks: Bite +9 and 4 Metal Claws +4
Damage: Bite 1d6+7 and 4 Metal Claws 1d6+3
Space/Reach: 5ft/5ft
Special Attacks: Spell-Like Abilities
Special Qualities: DR10/ Bludgeoning, Undead Traits
Saves: Fort +1, Ref +3, Will +6
Abilities: Str 25, Dex 14, Con -, Int 6, Wis 15, Cha 19
Skills: Listen +6, Spot +6
Feats: Power Attack and Cleave
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: By Character Class
Level Adjustment: -

Standing in front of you is a small-disfigured child-like figure. The creature has the upper body of a human child but its lower body is melded into a machine-like metal spider-walking machine. The upper child body is disfigured with various cuts on the body and parts of the flesh decaying. It's decaying mouth has a sort of grin on it.

Kerhail are created on rare cases when a child is killed in a machinery related accident. They posses child-like intelligence but the desire to kill, as strong as any serial killer. The transition between death and undeath has caused the child to be strongly attached to death. This has led them to create death among others as to experiment with it.
Kerhail are treasured among necromancers as simple-minded warriors who are easily stimulated and convinced to do things with the prospect of death.
Kerhail speak minimal common.

Combat
Kerhail attack with their first four legs that have metal claws on the end. They will attempt to claw a person to death. They sometimes use their minor spell-like abilities that were granted to them upon the entrance to undeath.
Spell-Like Abilities: At Will - Acid Splash, Touch of Fatigue, and Mage Armor. 1/day - Scare.

Tristiana Morrow, Servent of Deimos DeMalus
CR 78
Female LeShay Wizard (Necromancer) 20/ Necrologist 20/ Reaper 10
CE Medium Fey
Init +21; Senses Listen +30, Spot +27
Languges: All

AC 52, Touch 47, Flat-Footed 35; DR30/-
HP 1654 (100 HD)
Resist Elf Traits, Immunity to all Mind-Affecting Effects, Immune to Poison, Sleep Effects, Paralysis, Stunning, Disease, and Death Effects, Immunity to Fatigue and Exhaustion Effects, SR42
Fort +45, Ref +61, Will +64

make one +10 Unholy Power Energy Burst Scythe

and the other +10 Anarchic Power Energy Burst Scythe

Speed 40ft (8 Spaces)
Melee+10 Keen Anarchic Power Energy Burst Scythe +81/+76/+71/+66 (2d4+18+2d6 chaos damage+1d10 energy/15-20x2)
and
+10 Keen Unholy Power Energy Burst Scythe +81/+76/+71/+66 (2d4+18+2d6 unholy damage+1d10 energy/15-20x2)
Base Attack +50; Grp +58
Atk Options Blind-Fight, Cleave, Combat Reflexes, Blinding Speed, Dodge, Expertise, Gaze, Great Cleave, Mobility, Power Attack, Reaper, Reaper's Mark, Quick Draw, Soul Keeper, Soul Reaver, Spell-Like Abilities, Spring Attack, Sunder, Thantos, Whirlwind Attack.
Combat Gear
Spells Per Day
0 - 4, 1 - 7, 2 - 7, 3 - 7, 4 - 6, 5 - 6, 6 - 6, 7 - 6, 8 - 5, 9 - 5.
Spell Book
Tristiana's Spell Book contains all spells that are in the PHB and in Libris Mortis.
Deadlocks Known
Animate Hand - Minor
Creature of the Night - Minor
Devouring Precense - Minor
Bite of the Ghoul - Lesser
Drone of Doom - Lesser
Taint of Darkness - Lesser
Essence Drain - Major
Shade of Negativity - Major
Swarm of Decay - Major
Shroud of the Unholy - Greater
Spawn of the Dead - Greater
Undead Lore
Incorporeal Knowledge
General Undead Knowledge
Extraplanar Undead Knowledge
Draining Undead Knowledge
Paralyzing Undead Knowledge
Spell-Like Abilities At Will - Alter Self, Detect Thoughts, Displacement, Freedom, Greater Dispelling, Heal, Improved Invisibility, Knock, Speak with Plants, Sell Turning, Teleport without Error, Water Breathing. 5/day - Chill Touch, 4/day - Ghoul Touch, 3/day - Skelotel Visage, Vampiric Touch, 2/day - Phantasmal Killer, 1/day - Finger of Death. Caster Level 28th; Save DC28 + Spell Level.

Abilities Str 26, Dex 45, Con 37, Int 33, Wis 23, Cha 52
SQ Familiar: Raven, Forbidden School: Divination, Specilized School: Necromancy, Superior Two-Weapon Fighting, Levitation, Low-Light Vision.
Feats Alertness, x3 Automatic Silent Spell (0-9), x3 Automatic Still Spell (0-9), Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Endurance, Expertise, Great Cleave, Heighten Spell, Improved Critical (LeShay Weapon), Improved Initiative, Iron Will, Maxamize Spell, Maxamize Spell-Like Ability, Mobility, Power Attack, Quick Draw, Scribe Scroll, Silent Spell, Spell Focus (Necromancy), Spring Attack, Still Spell, Sunder, Toughness, Weapon Finesse (LeShay Weapon), Weapon Focus (Scythe), Weapon Focus (LeShay Weapon), Whirlwind Attack.
Epic Feats Blinding Speed, Epic Toughness x8, Polygot, Spell Stowaway (Heal)
Skills Bluff +100, Concentration +37, Diplomicy +100, Disguise +38, Escape Artist +37, Intimidate +20, Knowledge (Arcana) +86, Knowledge (Local) +86, Knowledge (Nature) +86, Listen +30, Move Silently +100, Search +71, Spellcraft +86, Spot +27.
Possessions

Hook "Your death will satisfy my needs sufficiently"


by deimosDeMalus
Exodus (Major artifact):
This is a ten-sided object of strange manufacture. At first sight it seems to be marble, yet after it it seems not at all like marble. Its colors are pure and different at each facet.
Only its purpose is known: to test those who actually uphold the ideas they believe in, and tell them apart from the living after the ???? has made itself clear.
In order to operate it, it is necessary to clasp it with at least one hand and gaze to the center of one face. Creatures without hands may simply gaze to the center of one face, those without sight need just clasp it and concentrate, and those without hands and eyes simply need physical contact and concentration. A creature also devoid of physical form may simply stand within 30 feet and concentrate to operate it.
In those cases where a certain facet cannot be determined, the facet facing the entity is considered to be the one. In the case of bizarre entities that can englobe the item, all facets operate at once.
The number of the facet concentrated upon determines the effects.

Any facet: Any facet begins by scanning the user for weaknesses. There is no way to fool it; and it has no way of conveying them to anybody else.

Then it does the following. I will try to be clear enough... I´m NOT inspired about it.

Facet 1:
Tests: whether the character is actually willing to start over with a new alignment.
Fooled by: May not be fooled.
Attacks with: four alignment-based one-word utterance spells, 60th caster level, if wronged.
Rewards with: a special limitless atonement (Use your imagination...)

Facet 2:
Tests: whether the character has changed recently alignment.
Fooled by: Mind Blank, but then does nothing.
Attacks with: ten summoned tarrasques, lasting 60 rounds, also counterspelling any Wish or Miracle cast within 5 miles.
Rewards with: similar regeneration (30, no bypass) as long as the item is posessed by user.

Facet 3:
Tests: whether the character has used his power for the goals of another alignment.
Fooled by: Rary´s telepathic bond, but then does nothing.
Attacks with: a storm of vengeance, and an earthquake, centered on the user, once every round by 60 rounds.
Rewards with: the power to cast spells as a 30th level sorcerer (spells limited to spells known well enough by character).

Facet 4:
Tests: whether the character has been attacked by something of his own alignment, and why.
Fooled by: undetectable alignment, but then does nothing.
Attacks with: 1 summoned outsider of the character´s alignment per round, 24 HD max, stopping after 60 rounds.
Rewards with: the same thing, usable once per day during a month.

Facet 5:
Tests: whether the character has supported something against his alignment (organizations, individuals, etc.).
Fooled by: vacancy, but then does noting.
Attacks with: 1 summoned great wyrm dragon of the character´s alignment/round, stopping after 60 rounds.
Rewards with: the same thing, usable once per day during a month.

Facet 6:
Tests: whether the character has used an element against his alignment (i.e. spells, items, whatever).
Fooled by: antimagic field, but then does nothing.
Attacks with: an intensified Mord´s sword.
Rewards with: an appropiate epic magical item of their own alignment (i. e. Chaosbreaker axe, Holy Devastator sword, Unholy despoiler sword...), toned up a bit if worthy.

Facet 7: This facet will test whether the character has ever killed any of his own alignment. It will agree to twisted logics, however.
It will forgive acts previous to an atonement spell, assuming the user has the same general mentality he had at the time of atoning (intentions and alignment)
Any kill of that kind will cause it to attack. This facet shoots out a barrage of twinned intensified magic missiles, dealing a total of 90 points of damage per round, and will continue its barrage for ten rounds.
Retrying its usage will lead to the item casting a quickened timestop before attacking every round, throwing an additional barrage every round per previous try.
Should it find nothing to punish, the facet will grant the user the ability to cast a sorcerer/wizard spell of his choice, 8th level or lower, at 60th caster level, as well as paying for up to 10.000 XP per day.

Facet 8: This facet will test whether the character has ever killed any outsider of his own alignment on his own will. It won´t justify in any way any such act, and will not ignore them for "greater causes". It can be foiled by a mind blank spell, but after recognizing its presence, it will avoid working for such an individual.
It, however, will forgive acts previous to an atonement spell, assuming the user has the same general mentality he had at the time of atoning (intentions and alignment)
Any kill of that kind will spring its vengeance. The facet immediately will shoot out a twinned, intensified, 20th level heightened delayed blast fireball right on whatever hole the user has at the moment. If there are no holes to aim at, it will instead place it right over the user´s nose, or above itself. If the user has any hand ready, it also is a good location. The blast from the ball will immediately cause 480 points of fire damage, also dealing it to a 20 foot radius spread. The main target is denied a save if he has any hole to shoot at (mouth, ears, nose...). The fire damage can and will pierce immunity, as well as any resistance but 30.
Retrying this will lead the facet to use timestop, then shoot an additional delayed blast fireball at the target per previous retry.
Should it find nothing to punish, it will grant its user the ability to cast Greater Planar Ally at will, but with a limit of 24 HD, and will pay for any costs involved in the spell.

Facet 9: This facet will test whether the character has ever said something against his alignment. This facet allows, however, for ends justifying means, and will accept acts not immediately described by alignment. It functions as a zone of truth spell, followed by a question. As such, it is foiled by any effect that also foils a zone of truth. However, it won´t work at all if so affected.
It, however, will forgive acts previous to an atonement spell, assuming the user has the same general mentality he had at the time of atoning (intentions and alignment)
Any act as the ones it hates will spring a trap. The facet immediately unloads a maximized energy drain heightened to 20th level at its user. The caster level is 60, and the save DC is 54. It causes 8 negative levels on its user. If the target is an undead or construct, then it will cast a custom spell to create an adamantine anvil capable of bypassing any DR except for silver right above the user. The anvil weighs about 24.700 pounds, dealing 126d6 damage to any corporeal target. The anvil also hits incorporeal, ethereal and out of phase opponents. The anvil allows a reflex save (DC 54) for half damage.
Assuming the user survived and then attempted again to use the item, it will instead cast time stop on itself, then creating an additional anvil per previous try, up to a maximum of 9 additional anvils. The damage is the same.
Should it find nothing to punish, it will instead reward its user with wealth beyond imagination. Treat as a custom treasure, with about 12d10 gems and 24d6 art, as well as 3.000.000 gp divided into 75.000 pp, 750.000 gp, 7.500.000 sp, and 75.000.000 cp.

Facet 10: This facet will test whether the character has ever done anything incompatible at first sight with his alignment. This facet does NOT allow for ends justifying means, and will NOT accept any act which isn´t immediately described by alignment. It can trace beyond any barrier, penetrate any protection, and neither time nor space are of any matter to its powers of knowing. Mind blank spells, divine ranks, amnesia, NOTHING can fool it.
It, however, will forgive acts previous to an atonement spell, assuming the user has the same general mentality he had at the time of atoning (intentions and alignment)
If it tests and finds anything it searches for, then it attacks. The facet immediately shoots a five maximized, heightened to 20th level destruction spell at its user. The caster level is 60, and the save DC is 54. Total damage is 510 per failed save, assuming the optional rule is used. Should the target be death warded, then it uses disintegrate instead, dealing similar damage.
Using the facet again will result on the facet using first time stop on itself, then using an additional spell every time; this means, one destruction spell the first time, two the second, and so forth, up to a limit of 10 spells after the 10th try.
If no rejected acts are found, the item will instead become a servant to the user. It can grant 10 wishes per day, and will last a month. Then it won´t accept any more commands. Should the user attempt to use the item another time, it will be warned. An additional try will result in the target being threated as untrue to its alignment.
__________________
Lady Rolindin

04-23-06, 07:37 PM
saved 4
Lady Rolindin

04-23-06, 07:39 PM
spells:

by kirellagen
Ring of Stars
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting time: 1 action
Range: Personal, or 50ft
Target: Self, or 1 creature up to 50ft away.
Effect: Seven starlike, insubstantial lights.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: See Text

This spell creates seven glowing stars out of normal stones, which hover around the caster, protecting him from attacks, and providing a +1 bonus to AC each (For a total of +7 when the spell is first cast). They likewise give a penalty to ranged attacks made by the caster equal to the bonus to AC, because they block vision. Every round, as a standard action, the caster may cause one of the stars per four caster levels to fly out up to 50ft away and strike a creature in exactly the same manner as a Magic Stone spell, except that no sling is needed(the caster merely makes a gesture and a ranged attack roll). The normal penalty to ranged attack rolls caused by Ring of Stars does not apply to this attack roll. Every star that is launched at a creature is consumed, and no longer provides a bonus to AC or a penalty to ranged attacks.

Material Components: Seven small stones, which are transformed into the stars.

Mardak’s Freezing Mist
Conjuration (Creation)
Level: Clr 3, Drd 3, Sor/Wiz 3 (?)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Effect: Cloud spreads in 20-ft. radius from origin, 20 ft. high
Duration: 1 min./level
Saving Throw: Fortitude halves (see text)
Spell Resistance: No
An icy, misty vapor arises around an origin you choose within close range. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
Additionally, the fog deals 1d8 points of cold damage per round to any creatures within it (whether they enter the fog or get caught in its range). A successful Fortitude save halves this damage. If a creature enters and leaves the fog within the same round, the creature still receives damage for being within the fog for that round.
This spell does not function underwater.

This spell is, in essence, obscuring mist plus cold damage. So, my first question is: Does level 3 seem appropriate?
Also, should this spell function underwater or not? Since obscuring mist was my inspiration, I just left that aspect as it was, but since it's a cold spell, should it maybe work? I don't know.

And my second spell:
Lightning Field
Evocation
Level: Sor/Wiz 5 (?)
Components: M, V, S
Casting Time: 1 standard action
Range: Personal
Effect: Orb of electricity in a 10-ft. radius around the caster
Duration: Concentration, up to 1 rd./level
Saving Throw: None (?)
Spell Resistance: Yes
An orb of electricity arcs around you, shielding you from melee combat and some ranged attacks, as well as providing partial protection from electricity-based attacks.
Any creature attempting to physically cross this electric barrier receives 1d6 points of electricity damage + 1 point per caster level. If a creature has spell resistance, it applies to this damage. A reach weapon long enough for the wielder to strike from beyond the 10-ft. range do not take this damage.
Additionally, there is a non-cumulative 10% chance each round that the field will prevent projectiles from reaching the caster. This deflection chance applies to normal and magic arrows, bolts, and sling bullets, but not to ranged spells like magic missile.
Finally, this spell provides the caster with electric resistance 5 for the spell's duration.
Material Component: A small copper ball



by RedHase
Trip wire
Conjuration
Level: Sor/Wiz 1, assn 1
Casting time: 1 round
Range: touch
Duration: 1 minute per caster level
Saving throw: none
Spell resistance: none

This spell allows a assasin or wizard to touch one side of a alley or between two solid objects (non moveable) no more 15 feet apart. the spell creats a invisabile wire that takes an strength check of 25 to break. The wire when the caster touches one side of a solid object goes arcoss to the other side and connects to the other fixed object: thus making the trip wire. the wire can be seen by a seen by a see invisibilty spell or item, an dispell magic will dispell the trip wire (the wire gets a sr save at the casters level).
the spell component is a thin one inch piece of string worth 1 sliver.

Animate Poison or Plague Dead

Necromancy {Evil}
Level: Clr6, Death 6, Sor/Wiz6
Components: V, S, M
Casting Time: 1 standard Action
Range: Touch
Targets: One or more corses Touched
Duration: Instaneous
Saving throw: none
Spell resistance: No

This spell turns the bones or bodies of dead creatures into undead poison or plague skeltons or zombies that wil follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated untill they are destroyed, ( A destroyed poison or plague skelton/ zombie can't be animated again.)

regardless of the kind of undead yopu create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate poiso or plague dead, (the descrated spell doubles this limit, see page 218 of the Player's habnd book.)
The undead you creatye remain under your control indefintely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead poison or plague creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. If your a cleric any undead you might command by viture of your power to command or rebuke do not count toward the limit.

skeleton: A skeleton can be created only from a mostly intact corpse or skelton. The corpse must have bones, so creating a skelton from a purlpe worm, for exsample, is not possible. If a skeleton is made from a corpse, the flesh falls off the bones and the bones will emit the type of poison or plague you have selected when casting this spell. The type of poison or plague will have to have the DC saves states when casting this spell to make the poison or plague skeletons, and the kind of poison or plague used and the effects.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with true anatomy, so a dead gelatinous cube, for exsample, can not be animated as a zombie. The zombie you create will emit the type of poison or plague you select when casting this spell. the type of poison or plague will need to have the DC saves stated and the effects of the poison or plague slected while casting this spell.

The skeltons or zombies will emit the poison or plague from their bones for a skeleton, or for a zombie they will emit the kind of poison or plague from their corpse. Any character touched or touching one of the skeltons or zombies will need to make a saving throw accourding to the type of poison or plague used.
different poison or plagues have different kinds of efffects, from a air born radious to touching also that is why the type must be stated when casting this spell.
So the caster knows what kind of effects the poison or plague will have on others.

material Componet: You must place a black onyx gem worth at least 25 gp per hit die of the undead into the mouth or eye socklet. You aso will need to have the poison or plaguie vial, and pour some into the eye socket or mouth. One poison or plague vial can be used on 10 corpses bodies. THe magic of the spell turns these gems into worthless, burned out shells. The poison or plague put into the corpse will be emited all over the skelton or zombie, by the magic of the spell.

Skills and feats recommended for casting this spell.
skills:
Knowledge Poisons
Knowledge Plagues
Knowlwdge Arcana
Knowlwdge nature
Feats:
Skill foucs {Knowledge Poison and Plagues}
Brew Potion {poison}
Poison focus
Improved Poison Focus
Craft wondress item {poison or Plague}
Corpsecrafter (Li'bris Morti's page 25)


Greater Animate Poison or Plague Dead
as per the Players handbook spell description, page 237.



By Eglentyne
Lightning Bolt of Color (your choice)
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
Material Component: A bit of fur and an amber, any gem that will make the Lighting bolt turn to the color of gem. gems must be worth 100gp or more.

Red-ruby
Light blue- Light blue diamond
dark blue- Cortzs
green- green topaz
light green- light green topaz
yellow- yellow topaz

the color of the gem you choise will amke the lighting bolt that color
an cats eye will make an eye in the lighting bolt and the color of the gem.


Fireball of Color
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Material Component: A tiny ball of bat guano , sulfur and gem of your choice.

The gem will amke the fireball the color of the gem.
red- ruby
yellow- topaz
green- amehersts
the gem cloor will make the fire ball that color, the gem must be worth at least 100gp.






by lady rolindin

Netheril Spell
Bakers Hands: 4 level
Transmutation
Components: V,S,M
Casting time :1 standard action
Range: you
Duration 2 rounds
Saving throw: no
spell resistance" no
This spell is used to speed up the caster, for casting spells. The caster can cast two spells in one round, one extra the same round and two spells the next round. Both spells have to be 1 round spells and under 3rd level. The materail component is a small copper hand worth 10 copper pieces. this spell was used by Netheril bakers on thmseves so they could use prepare their food faster.

Water Lightning bolt

Transmutation/Evocation
Level 7th
Components VSM
Casting Time 1 Action
Range as per Lightning bolt
Target as per Lightning bolt
Duration: instantaneous
Savings Throw special, as per lighnting bolt
Spell Resistance Yes

Description

This spell when cast it allows a lightning bolt made of water and lightning to strike the target selected by the caster. The effects is a lightning bolt damage and shock damage, the lighning bolt strikes the target and magic resistance applies, the caster gets the normal lightning bolts as per the spell. the main component is a half inch lighting bolt made out of silver and a small amount of water.
a silverstar fire verson could be made.



Resize
Transmutation
Level: Clr 2 Drd 2 Wiz/Sor 2
Components: V, S
Casting time: 1 action
Range: touch
Target: One object
Duration: permanent
Saving throw: Fortitude negates (object)
Spell resistance: Yes
Resize alters one object and will resize to fit the creature or area needed.
any object can be rezised or expanded or shrunk to fit a creature one size larger or smaller than it originally fit, or to fit in an area.
The object be it clothing or armor or any other object will return to it's normal size once the spell is effected by a counter spell (dispell magic or anti magic zone).

The spell can be used on any object, be it armor, a weapon, funiture, to clothing; the spell is design to resize any object to fit the creature, or area.
if used on or simular object the creature usung the object must use their concentration skills to resize the funture or object to fit them, the permanancy ability of the spell is reversed in some ways; for exsample using a cloak and walk into a antimagic zone; or the object fails it save vrs magic,or having a dispell magic used on item or object.

SliverStarfire Moonbow
Evocation
Level: wiz/ sor5, clr 5, rgr 4,
components: V ,S, Df
Casting time: 1 action
Range: o ft.
duration: 1 round/ level
saving throw: NOne
spell resistance: no

this spell creates bow only the caster can use. the bow has all the attributes of a shortbow or long bow, as chosen by the caster during the casting . a thin beam of silverstarfire light serves as the bow sring, and when it is drawn back a shimmering, silver arrow made of postive energy appears(sliver star Fire). when the bow is fired, a stream of sliver star fire light trails each shaft as it flies along its path. the bow can fire a maximmum of two arrows per round, and a successful ranged attack is required to hit the target.
the effects of a successful hit vary according to the type of target.
dispels magic darkness of 4th level or lower
deals 1d8 damage/ 2 levels to living creayures.
deals 1d8 damage/level to undead or lycanthropes.
the arrows does double damage to any creature form a negative plane.
if the caster releases the bow for any reason, it fades into a cloud of luminescence that dances for 1d4=1 rounds and then vanishes into nothingness.


Hunting Scrying Hawk
Conjuration/summoning
level: sor/wiz 4
components: V, S, M
Duration: Permanent untill finds some one scrying you
Casting time: 1 rd
Area: 10 ftx 10/level
saving throw: special
When this spell is cast, a magical invisible forces is brought into being in the air near the caster. this force the scrying hunting hawk will wait untill scrying is attempted on anyone in the area of effect. The scrying hunting hawk will then strike the scrying will then strike instantly, racing down the mystical magic line of the scrying in one segment. this will automatically shut down the scrying completely for one full day, if an item is used. in addition to ending the actual scrying, the scrying huntiung hawk will also deliver damage to the scryer when itreaches him or her. the scryer must save vs. spell at -5 or take 1d6 hit points of damage per level of the caster; if they make their magic save then the scryer will take half damage the limit is 15d6 damage. success indicates that scrying was done by a device, spell, or psionic ability. the scrying hawk will attack the first scrying attempt within the area of effect, any further attempts will function normally. the hawk can not be attacked physically, but it can be dispelled normally while it is waiting. the material component is atiny crystal bead, and a feather from a bird of prey, which are consumed by the spell when cast.
Lady Rolindin

04-23-06, 07:40 PM
saved6
Lady Rolindin

04-23-06, 07:42 PM
saved 7
Lady Rolindin

04-23-06, 07:43 PM
BY Redhase
Feat

controll body

this feat allow a psionist to control the motor part of the brain that controls their arms and legs movment. By using this feat the psionist can control the targets arms and legs. The psionist can also make the target walk away from them or come closer while controlling thier arms not to move. Power points to use this feat are 1 power points, along with the control body ability.
the target gets a will save at -4.

Poison Focus
general (non Drow)
Prerequisite:
skill focus in Knowlwdge alchemy (poisons)10 ranks
You have to drink your poisons you make to get the +1 intellange bonus for that day(drinking all 4 will not give you a +4, but only a+1 for all, or even just 1 poison), but other wise you are immune to poisons for this feat 4 total poisons: you make.
your ability to focus the harmful effects of poison into absolute clararity of thought are approaching supernatural levels.
makes you immune to the poisons you chose to use this skill on. drinking the poisons (4 for this feat) adds a plus +1 to your intellagence for one day.

Improved Poison Focus
general (non drow)
Prerequisite:
skill focus in knowledge alchemy (poisons) 15 ranks
you have the ability to drink your own poisons you make to get the +2 to intellanges bonus for that day, but other wise you are immune to 8 poison you can make.
Your ability to focus the harmful effects of poison into absolute clarity of thought are approaching supernatural levels.
Makes you immune to the poison you chose to use this skill on. drinking the poisons (8 for this feat, and only a +2 for drinking all 8 poisons. No matter if you only drink one poison for that day) add a +2 to your intellagence for one day.


by Master of Sarcasm

LINK SPELL [METAMAGIC]
You can cast two separate spells simultaneously.
Prerequisite: Any other metamagic feat. (Twin Spell?)
Benefit: Casting spells altered by this feat causes the spells to take effect as if you were simultaneously casting the spells on the same target or location. Any variables in the spells (such as targets, shaping an area, and so on) apply to both of the resulting spells, provided they share corresponding variables. The target suffers all the applicable effects of both spells individually and receives a saving throw for each. If one spell affects a single target and the other affects a larger area, the target must be within the affected area.
Unlike other metamagic feats, linking two spells changes their vulnerabilities to counterspelling. If one of the linked spells were counterspelled, for example, the other one could still take effect, unless it too were negated. However, unlinked forms of linked spells can still be used to counter the linked counterpart. This feat cannot link a spell to itself.
A linked spell uses up a spell slot four levels higher than the sum of the spells’ actual levels.
Lady Rolindin

04-23-06, 07:44 PM
saved 9
Lady Rolindin

04-23-06, 07:46 PM
by Redhase
.
Red Skull Bracers
The Bracers of Necromancer
Description: these bracers are made of copper and have a red skull on both bracers, one red skull for each bracers. The bracers have to work as a pair item to work, if you lose on the other wont work.
the powers of the bracers are this:
the Bracers of Red Necromancer allows you to create undead, and to use to red Mist spell (acid fog and Disintegrate) to kill groups, so you can make undead from your victims ( 8 charges per spell's).
Craft wounderous item: create Undead spell, Red Mist* spell: costs 3,500gp, exp 250

Black Skull Bracers
Bracers of Necromancer
description: these bracers are a pair item and if you lose one the other won't work (their linked together). The bracers are made of siver and have a black skull on each bracer. The eyes on the skulls glow a faint red color.
abilities: The Black Bracers of Necromancer have the following powers. they give you a +2 magic protection, also the bracers have the shadow disk spell , anti magic spell and Red Mist* spell: along with create undead spell (8 charges per spell).

Craft wounderous item: protection +2, *shadow disks, red mist, create undead.
costs: 10,500gp exp 360.
* these are my spells I have posted in the coa, shadow disk are made of shadow metal from the shadow rock from the shadow plane. the shadow metal by passes all magical shilds, from a postive plane. such as the plane on this world.
*

I've had this discon before on the fr boards, over these's, my anti magic arrows. it is agreed that any rock made into a metal from a negative shadow plane is a anti magic for magical sheilds. goes right throught them and hits them with out being stopped by a magic shield.
that's why I have shadow disks and shadow spears, their made from rocks from the shadow plane and forged into one small disk or small spear for the spells.



Anti-Magic Arrows
These arrows are designed to combat powerful Weave magic users. To this end, they have several powers.
These arrows do no damage, but have a +2 enhancement bonus to hit. Whenever a Weave magic user is struck by one of these arrows, he forgets one spell or loses one spell/day of the highest level he knows, selected randomly. There is no save against this effect, but spell resistance applies. Furthermore, attacks made with these arrows ignore all magical defenses powered by the Weave, as if they were suppressed by an antimagic field, including spells and effects that grant spell resistance. Illusion effects that trick the attacker into firing at the wrong place may or may not be affected by this at the DM's discretion. They have no effect on non-spellcasters or spellcasters with the Shadow Weave Magic feat.

These items are always powered by the Shadow Weave. Unlike most other magic ammunition, these items are created one at a time.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, Shadow Weave Magic, antimagic field, feeblemind or touch of idiocy; Price 10,000 gp

Now these things are very hard for a wizard to defend against, since most of a wizard's AC comes from spells and magic items. A cleric would do better against it, but not by all that much. However, losing a single spell per hit isn't all that horrible; only large (and expensive) volleys are a serious threat to a high-level spellcaster

Ring of Valx
THe Ring of Valx has the control body input into the ring, the ring has 6 charges that can be used. The Ring of Valx control body has the same psnionist skill as control body, and when the actavation word is said the weilder can use one charge on a victum.
cost to make the ring is 8,500gp

Change Aligment Anti-Magic Arrows
These arrows are designed to combat powerful Weave magic users. To this end, they have several powers.
These arrows do no damage, but have a +2 enhancement bonus to hit. Whenever a Weave magic user is struck by one of these arrows, their aligment will be changes as per the spell change aligment. There is no save against this effect, but spell resistance applies. Furthermore, attacks made with these arrows ignore all magical defenses powered by the Weave, as if they were suppressed by an antimagic field, including spells and effects that grant spell resistance. Illusion effects that trick the attacker into firing at the wrong place may or may not be affected by this at the DM's discretion. They have no effect on non-spellcasters or spellcasters with the Shadow Weave Magic feat.

These items are always powered by the Shadow Weave. Unlike most other magic ammunition, these items are created one at a time.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, Shadow Weave Magic, antimagic field, change Aligemnt (as per the spell, see spell); Price 10,500 gp

Eater From Within Anti Magic Arrows
Anti-Magic Arrows
These arrows are designed to combat powerful Weave magic users. To this end, they have several powers.
These arrows do no damage, but have a +2 enhancement bonus to hit. Whenever a Weave magic user is struck by one of these arrows, they have the spell eater from Within (as per the spell) attack them from the inside thier body. There is no save against this effect, but spell resistance applies. Furthermore, attacks made with these arrows ignore all magical defenses powered by the Weave, as if they were suppressed by an antimagic field, including spells and effects that grant spell resistance. Illusion effects that trick the attacker into firing at the wrong place may or may not be affected by this at the DM's discretion. They have no effect on non-spellcasters or spellcasters with the Shadow Weave Magic feat.

These items are always powered by the Shadow Weave. Unlike most other magic ammunition, these items are created one at a time.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, Shadow Weave Magic, antimagic field, Eater From within (see spell for efffects); Price 10,000 gp

Shadow Spears Anti-Magic Arrows
These arrows are designed to combat powerful Weave magic users. To this end, they have several powers.
These arrows do no damage, but have a +2 enhancement bonus to hit. Whenever a Weave magic user is struck by one of these arrows, they have shadow spears brust forth from their body (caster level is important here because of the caster level, to see how many spears burst forth). There is no save against this effect, but spell resistance applies. Furthermore, attacks made with these arrows ignore all magical defenses powered by the Weave, as if they were suppressed by an antimagic field, including spells and effects that grant spell resistance. Illusion effects that trick the attacker into firing at the wrong place may or may not be affected by this at the DM's discretion. They have an effect on non-spellcasters or spellcasters with the Shadow Weave Magic feat, because they have to hide or be behind a barrior of some kind to not be hit by the shadow spears. best used while hidden and use sneak attack.

These items are always powered by the Shadow Weave. Unlike most other magic ammunition, these items are created one at a time.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, Shadow Weave Magic, antimagic field, shadow spears; Price 10,000 gp

Shadow Disks Anti-Magic Arrows
These arrows are designed to combat powerful Weave magic users. To this end, they have several powers.
These arrows do no damage, but have a +2 enhancement bonus to hit. Whenever a Weave magic user is struck by one of these arrows, they have shadow disks burst forth from their body (caster level is important for how many disks burst forth.). There is no save against this effect, but spell resistance applies. Furthermore, attacks made with these arrows ignore all magical defenses powered by the Weave, as if they were suppressed by an antimagic field, including spells and effects that grant spell resistance. Illusion effects that trick the attacker into firing at the wrong place may or may not be affected by this at the DM's discretion. They have an effect on non-spellcasters or spellcasters with the Shadow Weave Magic feat. the one who uses the arrow has to be behind a shield of some sort, a wall or other hideing place. best used on sneak attacks, while hidden.

These items are always powered by the Shadow Weave. Unlike most other magic ammunition, these items are created one at a time.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, Shadow Weave Magic, antimagic field, shadow disks; Price 10,000 gp



by Eglentyne
Ring of Glam's (gem magic)
this ring is made of pure ruby and can resize to fit any creature one size dow from meduim creature, small to large. The Ring of Glam's has these powers:

1. once a day the wearer can use a illusion to disguise them self, by an illusion (as the spell).
2. The Ring of Glam's can give the user greater invisiblity, as per the spell. once per day.
3. The Ring of Glam's can give the wearer the ability to send out a Fire lightning bolt, once a day.

spells used;
craft woundeours item gem magic,greater disguise self,greater invisibility, fireball/ lighting bolt (twin spell feat, create fire, lighting bolt); costs to make
5,000gp ruby,the 4 seplls.
i have to figure out the spell and exp points to make for the ring.
i have some trouble with this area some times, this ring to me should be no more than 7,500gp to 10,000 gp to make. just off the my thinking.
I will try to make a cost for ther ring and then see if i make right.
your commints are welcome on ring cost.

costs:
greater:lighting bolt: 280 exp 1,400 gp
greater: fireball : 280 exp 1,400 gp
greater: disguise self: 100 exp 500 gp
greater; ivisiibility: 30 exp, 150
resize; 30 exp 150 gp
permancy x4: 130x 5= 650, 4250gp
exp: 1270, gp 5,000 + 12,070gp= 17,070gp to make
this is what i fuguire for exp and gp.



by the archmage of netheril
Dr. Killdrum's Wand of Fireballs
A variation of the wand of fireballs, this wand is set under the skin and bone of the right arm. Unlike other wands, the strength of the enchantment is under the direct control of the owner.
Its owner must expend part of his life force (in the form of hit points) to power the wand. For every hit point expended in ìchargingî the wand, the creates a one-die Noanarís fireball. The only limit known for this is the number
of available hit points in the ownerís body. For instance, Dr. Killdrum has 45 hit points, so he could create a 44d6 Noanarís fireball, rendering him nearly dead (only one hit point remaining).
An interesting side effect has been discovered through adventuring and other unfortunate incidents - Dr. Killdrum and his gear have become immune to magical and natural fire.
For the wand of fireballs to be implanted, the recipient suffers a total of 20 hit points of damage and loses the use of the arm for 20 weeks (subtract the recipientís Constitution from the debilitative time period). Until this time for healing is complete, the wand cannot be used.

By Lady rolindin
Staff of the Mystryl Guards
The Staff is made of silver metal, gold metal, or black meatal (dark metal), the staff weighs 1 pound. The staff is 60 inches tall, has 2 to 3 rings of different colored gem rings on the staff. the rings are a half an inch wide and meet each other. Gem Rings and their meanings: red is a fire ball spell, green is a lighting bolt spell, dark blue is a water breathing spell, light blue is a spell turning spell. the staff can also be turned into a scimitar +1, or a bastered sword. Staffs with two red and one blue turn into two scimitars +2 each. the character needs to have twin sword feat to use the scimitar. Each staff while in scimitar or staff form the wielder can use the command word to cast the spells held within.
fireball spell 2x a day.
lighting bolt 2x day,
water breathing 2x day
spell turning 3x day


Types of Netheril metals:
Gold metal
Sliver metal
Methril Metal
Black metal (dark metal)
glass metal
stone metal
earth metal
Liquied metal (any type)
wood metal.
lighting metal
cloth metal (my dwarf mage has her robes and cloak made of cloth metal . Ac not telling hers, the cloth metal moves like normal cloth, just has a hardness between 15 and 30.)
Moon metal (the elves showed the netheril how to make moon metal, the netheril made it stronger and more spell asborbent, such as moon sword, moon rings, moon daggers.)

eleven traveling magic book box

You see a box 1 foot by 1 foot with no hinges or lid, light blueish with elven ruins on it.
if you can figure out the activation word , you will find the box opens into and their are some books inside on small shelves.
if you reach inside and take out abook you wil find the writing is elvish not common elvish but another dilect of elvish.
the book become full size as you pull it off the small shelf, as you look back at the open box you notice that their is room for more books, alot more.
the box can hold 500 books of the of your choice. 250 books per side, no matter the size of the book.

a small traveling box elven wizard use to carry their magic library with them.


staff of the wizard guardians

You hold a staff, half way from the middle are 2 rings made of gems 1/2 inch thick each gem ring. the gem rings are 1 inch apart, the first is a ring made of ruby, the second ring is made from some kind of blueish-green gems.


if you know the actavation word , you would be able to do this.
the staff can turn in to two elven long swords +3, and they absorb 2 spells each. the swords also have the ability to cast chain lighting each sword.

when you hold the swords pummels together and say the actavation word the swords turn into the staff again.
the staff is elven wizard guardian staff.

Ring of flexable armor
You hold a ring in your hand that has elvish inscription on the inside, made of a goldish materal. when you say the actavation word aromor sourounds your body, the armor is a full suit of armor. The armor weight 1 pound and is flexabile and moves with your body, they armor has magic resistance of +15.
the armor will allow you to travel into voids with out air, for 12 hours.
the armor takes 75 hit point of damage before it disappears and you take damage.
it's called a Ring of armor.

Netheril Ring of Armor
The Netheril Ring Of Armor is made up of form fitting liquid mythryl metal, the metal has a hardness of 20. The Ring of Armor will form fit to any character, the ring will last for 6 hours plus 1d4 hours maxium of 10 hours. the Ring of Armor allows the wear to move freely with out any negatives to movment, the armor wieghs 1 pound. Any character wearing the armor can fly for 1d4 hours at the rate of the characters movement. the Ring of Armor was used by the Mystryl guards to proctect the priests from harm. the aromr has 70 hit points and will take damage before the character.
Making a ring of Armor: Frist have to make the armor, then use resize spell, fly, Weightlesness: put the spells into the ring. Use wish spell to have ring abosrb the armor, then use command word win conjuction with wish spell. Costs in Nethril time was 10,000 gp, today with magic change is 100,000 gp the armor will give the wearer an armor class of 28 in3.5 terms.
The main cost is the wish spell and making the metal, (process not easy).
Lady Rolindin

04-23-06, 07:47 PM
by Redhase

Medusa Plague
History of the Medusa Plague
The Medusa Plague was made by a wizard named Zander The Black, he was a True Necromancer who practiced the art of death. One of Zanders favorite students was killed by being turned into stone, while gathering parts for her studies in a grave yard. Her name was Dreddra and Zander alway thought that she look like a medusa i some ways. After her death, Zander then begain to study how to make a diese that would turn people into stautes. Zander found in his studies of making the Medusa Plague that he needed magic and certain poisons to make the plage work. When Zander the Black had finished the Dreddra plage (as he called it), Zander then went into the town outside the graveyard where Dreddra was killed. Zander then gain controll of one of the inhabatents of the town and gave them a vial of the plage. The plague spread quickly through out the town and through out the kingdom. the plague become know as the Medusa Plague because of the victims turning into stone, Zander never told the town residence's the true name of his creation though. Zander relized that he had advenged Dreddra's death 10 fold and with such great pleasure, that he celibrated the plague's creation. Zander has not been seen for a long time. but rumor's have been spread of a powerful wizard who come out at night and plays in grave yards and raise the dead. Everone who has tryed to stop the Black dressed wizard has been killed and turned into the undead; so he is left along now to do his work.
hardly any one is fool enought to challenge the master of death when he doing is "foul deads" as the locals say.

infection:
The Medusa Plague is spead by contact, inhaling, or by a bit from one of the snake heads: the limbs turn into. The victum of the medusa plague will secret a film that will cause another to catch the plague, or a victim can get the plague by breathing in the plage while careing for a plague victim. The smell of a person who has the medusa plague is a slight sweet smell, that reminds persons of Honey suckles flowers. The limbs that turn into a snake head, (each limb will have three snake heads) a bit from one of these snakes will transmit the plague to a new victum.

Incubation and DC saves.

magic is the only saving method know to stop the Medusa Plague, common herbs and other methods will not work. You will need to have a cleric use a remove curse, or use a healing spell.

* special notes*

{The person contacting the Medusa Plague needs to role two more fortitude rolls of 25, the first is to not become a carrier of the medusa plague. If they fail this roll the person will become a carrier of the medusa plague and everone they meet (living) will have to roll a dc save of fortitude 25 not to catch the Plague for them.

The third fortitude roll of 25 is not to have one of their arms at their elbow turn green- brownish with the three snakes having red and yellow strips. if they make their third fortitude save of 25 they will not have one arm turn
into the three snakes.

This effect can be overcome by a cleric healing spell or remove curse spell.
}

1st roll: not to catch the medusa Plague (if they make this roll, they they need to make a 2nd and 3rd roll)
2nd roll: Not to become a carrier of the medusa Plague.
3rd roll: Not to have one of their arms turn into three snakes.

The person who makes thier frist dc save and does not make their second dc save becomes a plague carrier, their first save is not to catch the plage and suffer for 3 days then die.

If the person makes both saves then they do not have to make the third save, since they will not catch the plague one the first dc save, the second dc save they will not become a plague carrier.

the only way a plague carrier will know if their a plague carrier is by the people dieing around them, love ones, or people they come into contact with.
A plague carrier will not have any kind of effects to alert them they carry the plague, no semi sweet smell, no fever of any kind, they will just be a way for the plague to travel from person to person. And they can live a full normal life, if they don't kill everone around them frist or have a cleric heal them by magical means (the only way to rid them selves of being a plague carrier.)

Effects:
1st day.
A person who comes into contact with the Medusa Plauge will need to make a Dc fortitude save of 25 not to catch the plauge. If the person fails their dc save then in the first 24 hours they will get a high fever, the fever will start with in 1d4 hours after contact with a plague victim. The person with a high fever will gain an +4 to strength and will have to be held down or tide down with stronge rope. The victim will moan loadly and be in great pain from the fever, they need to roll a DC constitution, wisdom, Intellingece, and dexterity saves at a dc 25 not to become delusional and unable to to know where they are, or who they are. if they fail their saves they will lose 1d10 intelligence, wisdom, constitution,and dexterity temporarily, and will be confused for the 24 hours. by loosing most of the abilities the fever will make them weak and confused. An person who makes thier Intelligence and wisdom checks they will know people around them but still be in great pain and weakened from the fever. the person will not be able to eat any food during this time.

2nd day.
The person will need to make a fortitude check of 25 not to scrach them selves (for they will have an uncontrolabile urge to scractch the itch that will not stop), if they make the dc 25 fortitude check then they will still feel like something is crawling on their skin. They will touch the areas to see if something is on their arms or body. The person infected will break their fever and will start scraching thier body till they rub off all their skin, unless they are held down and stropped from scraching themselves. The victum will take damage from scrachting their skin off, 1d2 hit points of damage per scrachting them selves with their fingers.
The person will fell that something is causing their skin to itch all over their body and feel the need to scrach untill the itching stops: but the itching will not stop untill the 24 hours are up. The person will be in pain from the itching and want to stop the painful itching by scraching all over their body. This will last for 24 hours, the person will temporlary gain a strength of +4 during this time and it will be hard to tie them down. The person if they make their fortitude check or not will feel the same kind of itching, but if they do make their saving throw then they still will feel like scraching the itching ever so often (1d20 times per hour). Once the person fails thier frist fortitude check of 25 when they first come into contact with the Medusa Plague. they will be effected either way by the itching; caused by the plague. The person will have to be bandage up during this time to stop the bleeding from their scracting wounds they inflect upon them selves.


on the 3rd day:
the person will wake up with a never ending thurst, they will need to drink water or another drink to fullfill their thurst. This will happen untill the person thrust has been quenched in 1d4 hours, after the 1d4 hours the person will fell thier body start to harden. Their arms at their elbows will will turn green-brownish color, and their fingers will join together and form three snake heads (both arms). The snakes colors are red with yellow strips, and will attempt to strike any one with in thier range. A bite by one of the snakes will give the person the Medusa Plague. The person who's arms have changed into snakes have 1d6 hours to live, with the roll willing tell how long before their body turns into stone. The persons legs both of them will turn into snakes also, at their knees (with the same colors, green-brownish trunk and the three snakes being red and yellow strips.) The person will be in agenoy and great pain as their body starts to harden, once their body has turned into stone the snakes heads will live for 1d4 rounds and then turn to the grayish stone color also. the peson eyes will turn to a dark black onix color while their skin is changing into the grayish hard stone color.


costs to make the Medusa Plague: 8,000gp per vail.

The Soul Plague
Lore:
The history of the Soul Plague is vague at best, it has been wisphered that a powerful True Necromancer started the Soul Plague to defeat his enemys. Various names have came up as who started the plague, but every high powered necromancer in question has not claimed the credit for making the plague.

Infection:
the soul Plague is contracted by a soul Plague carrier, a character or npc can catch the soul Plague by being within a 25 foot radious of a plague carrier. The soul Plague is an air born plague, and has a short time peroid to have your soul taken from your body. A necromancer making Soul Plague skeleton's or zombies can be hard to get too. The effect will be the same as if being in the presence of a living plague carrier.

characters or npc's who catch the Soul Plague will have to make an DC 30 Fortitude save not to catch the plague, or have their soul taken from their body as the spell trap the soul or magic jar. If the character or npc makes their saving throw then they become a soul plague carrier. The Soul Plague will trap the character or npc soul into a Soul Collection Plague Orb. A wish or miracle spell is the only way to get their soul back. Ever 24 hours the character or npc will have to make a DC fortitude save of 30 not to have their soul taken from them, unless the Plague collection orb is destroyed during this time.The soul Collection Plague Orb has to be on the same plane to trap the souls of the plague victims. Each Soul Collection Plague Orb a different amonut of souls it can hold, and must be magicaly made when the plage is made so the two can stay connected.

If the character fails their fortitude saving throw the first time then their soul taken from their body and will be stored in the Soul collection orb when they first come into contact with a plague carrier. The Soul Plague will affect all creatures that have a soul that come in contact whith the plague, even if from a negitive plane.
magical means is the only way to heal the character or npc. wizards and sorcerers, or clerics who have use of an antimagic spell or device can for the duration of the spell not be affected by the magical part of the plague. But they will carry the spores of the soul Plague, and when their antimagic spell ends or the anti magical device ends then they have to make a saving throw of Dc 30. If the wizard or sorcerer recieves magical healing after the antimagic spell or device ends then they won't be effected by the Soul Plague spores. characters that have poison immunties or magical immunties will injest the Soul Plague spores and can spread the plague to others with out knowing it and kill others. They will have to magicaly healed by a cleric to not effect others.
if spell turning is used by a wizard or sorcerer (by spell or device), as soon as the spell turning is deactivated then they will have to roll a Dc Fortitude 30 save. For the character or npc will still breat in the plague spores even though they are magicaly deactivated, when the spores are active again they will, (once the magic can not stop them) the character will have to roll a DC fortitutde save. The character will have to be magicaly healed by a cleric to be rid of the plague spores.

Cost to make the Soul Plague and Soul Plague Collection Orb is different depending on how many souls the orb can hold and the number of spells used to make the plague.
an sample soul Plague and Soul collection orb of 200 souls costs 7,250 gp

The Blooding Plague
Lore:
the history of the blooding Plague is vague at best, not much is know about how the plague started. What is known is some lore handed down from different area's. One lore from a southern provence says that a curse was put on an offical from the city of Karn's Well, where one of the city captains or the mayor of the city ofended a necromancer. If you talk to the officals of Karn's Well they will deneysuch a thing every happened to their city, but that the southern city of Bram's Ford is where the plague started. The officals of Bran's Ford blame the city of Karn's Well for the plague starting.

Infection:
The way the Blooding Plague is contacted is by being around a victim and breathing in the air born spores they release (20 foot radious), or touching them in some. The victim can not be healed by non magical means, they must be healed by a cleric using magical means. The charcater or npc who comes in contact with a Blooding Plague victim will need to makea DC fortitude save of 20 not to catch the Blooding plague. If they make this first saving throw then the charcater will need to make a second DC fortitude saving throw of 20 again not to become a plague carrier, (as a character or npc plague carrier will not feel the effects of the Blooding Plague, but will infect others they meet or know.)

The Blooding Plague effects:
The Blooding Plague has these effects, the first stage of the Blooding Plague is the victim will get a high fever and become weak. The character or npc needs to roll a dexititary check, constition and strength check: if they fail their abilities checks they recieve 1d10 ability damage to each ability they fail permintly. If the character makes their saves then they recieve half damage of 1 d10 permint damage to each ability. They victim will need to roll a 1d4 to determine the amount of hours they have to live. victim will have their lungs full with blood and will need to roll thier constitution check for the each 1d4 hours not to drown in thier own blood.

Most cities or towns that have had the Blooding Plague infest their area have closed down areas of their city or town and burned the bodies of the plague victims. some cities have blocked of parts of their city or town and set fire to the closed area and burned whole parts of their cities. Any who have tried to escape are killed and their bodies burned.
This is a magical enhanced plague, that will take magical healing only to cure the plague.

cost to make the plague 7,500 gp.


The Ferryman's Plague
Lore
As the lore goes as told by the people who's heard the tale about the plague which is estamated to be 500 years old. trintell was a ferryman on the river Blue Swan, one day a figure dressed in a black robe and carrying a staff with a dark onyx skull, with light glowing light out of the eye sockets. Came to trintell to cross the river, Trintell looked over the man dressed in black and decided he would not let the man travel across on his ferry. after loading all the other six passengersTrintell said, "Sir I'm sorry but I fear my other passengers would object to your crossing with them, may I suggest that you try of of the other ferry men down the river." the cloaked figure looked Trintell over for a minute, " My gold is not good enough for you ferry man, if your other passengers don't like my presents on your ferry, then they can stand away from me." Trintell said, " I sorry sir but I can't aford to lose my regular customers. You may cause some of them to go to another ferryman." The man dressed in black watched Trintell board the ferry, then the lines being loosed. As the ferry started to cross the river, the man dressed in black could be heard saying words that made no sence to every one on the ferry. After crossing half way across the river the ferry started heading toward the rocks near the other side of the river bank. Nothing trintell could do could stop the ferry from hitting the rocks, the ferry seemed to speed up as it hit the rocks. The man dressed in black disapeared after the ferry crashed against the rocks, and Trintell swore he saw and heard the man dressed in black laughing before he disappeared.

Trintell had his ferry boat fixed at great cost to him, when Trintell ferry was fixed and operating again more than a month later. The mysterous man came back again, Trintell watched as the man dressed in black with a cowl hidding his face came up to his ferry again. "Sir I can not let you cross on my ferry, try one of the other ferrymen on the river, After what happened last time you was here, I daught that any ferryman will carry you across the river. But do ask them any way, for one might be willing to let you cross the river, " Trintell said to the man dressed in black. The man dressed in black studyed Trintell, then pulled out a vial and uncapped it, then started saying diffferent mysterous words again. The man dressed in black then sprayed Trintell with a greenish flakes while finishing the spell. Trintell and the other passengers who watched this felt they could not move and were transfixed as the mysterous man in black was doing this.
Trintell then glowed an emerald greenish color for a moment before it stopped. The man in black turned and walked away disappearing as he was walking away.
Trintell told his wife about the strange incident with the strange man dressed in black agian latter that night. Trintell about midnight, his skin changed to a greenish color and he started throwing up greenish watery blood. Trintell died a few hours latter before the sun rose. Crintell, Trintell son had to bury his father and mother along with his two sisters that morning, seeing them turn sick and die after his father died: like his father did. Crintell ran his fathers business for a while, but a lot of his ferry passengers got the green sickness and died Crintell figured out he was a carrier of the sickness that killed his family and his passengers. Crintell went to live in a cave and become a hermit seeing no one, he saw many animals in the cave's area also die from the sickness: untill he died alone in the cave.

Infection:
The Ferryman's plague can be concated by being around a plague victim. The victim will caugh first spreading the plague to everone within a 20 foot radious of them. A DC Fortitude saving throw of 20 is needed not to catch the plague. A second roll of DC 20 fortitude is needed not to become a plague carrier, if they make thier frist saving throw. The character or npc will not feel the effects of the Ferry's man plague, but will spread the plague to others, unless they have the plague removed by a cleric using magical means. The Ferryman's plague can be caugh by carring for a plague victim also; while they are throwing up a greenish watery blood color, or by touching the plague victim before the victim dies (by skin contact).

THe Ferryman's Plagues workings:
The Ferrman's Plagues when a charcater first comes in concact wioth the plague needs to make an DC saving fortitude saving throw of 20, if they fail 1d6 hours latter the character or npc will begian to feel their body burning up with a high fever. The character or npc will have a high fever, with cold chills. The character or npc lungs will fill up with a watery blood mix thier body makes and their skin will turn a emerald greenish color. The character or npc will need to roll a DC constitution check during this time, if they make their saving throw they will recieve half damage: DC conststution damage of
1d12 per hour, half damage per save. Once they reach 0 constitution points they die. The victims will drown on thier own fluids their body makes, in their lungs.
the charactr or npc will begain to throw up the same kinds of fluids in their stomach and not be able to eat or drink any thing during this time. Any time during the sickness and they have constitution damage and the victim is healed by a cleric, they will have permit constitution damage, and will need to readjust their constitution score.

The only cure is by magical healing from a cleric, and herbs and other common methods will not heal the victim: this is a magical enhanced plague.

costs to make the Ferryman's Plague: 6,500gp

The Cyst Plague

Lore:
The history of the Cyst Plague as told by those who know of it's exestince, give credit to Keldar tha Dark or others will tell you that Salaman the Cruel started the plague depending on whom you talk too. What is known of the history is that about 1,500 years ago the cyst plague first struck the Kingdom of Harakin. The Cyst Plague started in the southern part of the kingdom and within one year the plague had been reported in neighboring Kingdoms. All travlers from the neighboring kingdoms stopped and turned back every citizen from Harakin. All the neighboring kingdoms suspended all trade with the Kingdom of Harakin and closed their borders. villages and cities had locked their gates in the kingdom of Harakin, and would not allow anyone to enter or leave, for fear of them being a plague carrier. Those that could afford to have magical healing were cured and those that could afford to spend gold to be healed most of them died. Whloe sections of the poorer parts of the cities were burned to the ground along with everyone inside the areas, after the plague had killed a good portion of the kingdoms populace then it seemed to vanish.

Infection:
A character or npc who comes into contact with the cyst Plague, will do so by breathing in spores (a 25 foot radious), or by touching someone who is a carrier or has the plague (the person will give off fluids from a cyst or a carrier will give off an oily film from their skin.) The character or npc will need to roll a DC fortitude check of 22, not to catch the plague. If they make their saving throw they will become a carrier of the Cyst Plague, if the character of npc fails their saving throw they will need to roll a d8 to determine how many hours before the first cysts start to appear.

The Cyst's will appaear (roll a d20 every hour to determine how many will appear ever hour), will need to roll a d10 to determine how many hours the cyst's will appear. The Cyst's are internal spherical sacs that is made from the victims own body. They will appear all over the victims body (1d20 every hour) every hour. The cyst's can be removed by a chirurgeon when they stop appearing after the d10 roll, or have a cleric use a greater healing spell.

If the victim is still alive they can be treated. For every 5 cyst's that appear on the victims body, they need to roll a constitution, strength, charisma, intelligence checks. If the victim makes their ability roll, (one or all of the abilities checkes), they will recieve half permanent damage (1d4) from the 5 cyst's. If they fail thier abilities checks, then they take full permanent damage 1d4.

After the 1d10 hours of the cyst's appearing, the character or npc can try to have a chairuregeon or other medical practanicer remove them. Each cyst will take one hour, and will be very bloody and painful, and it will take a successful DC 20 heal check to remove one cyst. If the medical practancer or chairuregeon fails their their heal check the victim dies. The victim if they survive the removal of the cyst's will look deformed and will have a very low charisma, (this will depend on how many charisma points the character or npc lost and if the have the gold for magical healing.)

1.contact: DC 22 fortitude roll, if they make their saving throw they will become a carrier. If the character or npc fails, use the rest of the chart 2 to 5.
2. if fails roll a d8: to determine how many hours before cyst's first appear
3. roll a d10 to tell how many hours the plague will last.
4. roll a d20 every hour for how many cyst's appear that hour and evey hour roll again a d20.
5. roll for every 5 cyst's that appear, constitution, strength, charisma, intelligence checks. if they make their abilities checks they recieve half permanent damage 1d4. half damage for ever for making their ability check or checks, full damage for every ability failed 1d4 permanently.

The cyst plague will effect even negative plane creatures.
any magical spell or device, such as an anti magic spell or device will only stop the magic inchanment of the plague, but you will still breath in the spores, or if you touch a plague carrier; and effect others around you. Once the magic is gone you will need to roll a DC 22 fortitude save and use the 1 to 5 chart, to determine the effects of the cyst plague.
Wizards/ sorcercerer's and other magic users who are immune to such poisons and plagues will become a carrier (by breathing in the spores) and will need to have a cleric use a greater healing spell to rid them selves of the spores or you will spread the spores to others (25 foot radious): while you won't be affected.


The Withering Plague
Lore:
The Withering Plague was started by Zeron the wise leader of the Black Circle. Zeron wanted to protect his area by making Plague zombie's and plague skeleton's, Zeron had them under control of his small armies leaders. The plague zombie's and skeltons had The Withering Plague use on them when they were made. A groupe of famed adventures when to the Black Lands where Zeron ruled and encountered a groupe of plague zombies and skeletons. The adventuring groupe fought rather well till most of their bodies started to wither, thier arms, legs and most of the groupe had their whole bodies wither infrount of the others. Three members of the groupe was able to leave the area, the rest of the groupe dying. Two of the surviving groupe had at least one leg or arm withered so they could not use them. The Two that had a withered arm or leg had to go to the high priestes use a greater healing spell to heal the two. The Palatin had to be cured, because when he got back others recieved the same withering effects. The plague spread from their: visters at the church, young priest spread the plague while visting parts of the area. While some of the young priest died, other were able to be saved, but not before some of them had their arms or legs withered the rest of their lives. The Black Lands of Zeron were left along for fear of spreading the Withering Plague worse than it was spread the first time or other plagus that were rumured to be on the plague skelton's and zombies by other adventureing groups. The Black Lands have been left along for more than 400 years and it is not known if Zeron is still alive, or a new leader has taken over the Black Circle. The Withering Plague has reappeared from time to time, killing thousands in all the times it has appeared again. The church leaders blame the Black Circle for the Withering Plague every time it appears.

Infection:
The Withering Plague can be caught by breathing in the spores, or by contact. Touching a withered plague victim arm, leg or another part of the body, will give off a oily film that will stick to the new victim. The character or npc will need to roll a DC save of 20 fortitude save, if they make their fortitude save then the character or npc will become a Withering Plague carrier. If the character or npc fails thier fortitude saving throw then they need to roll a d6 to determine how many hours before they are first struck by the plague. The withering plague will cause the victim arm's, leg's, head, and body to wither away so they are useless to use. A leg or legs will force the victim to fall and it will be impossible for them to move no more than 5 feet per round, if both legs are withered away then they will have to use their arms to drag their body around. When their arm or arms are withered away then the victim will not be able to hold any thing. The victim will need to roll a dexituary, constitutation, , if they make their rolls they recieve half permanent damage of 1d12, if they fail then they recieve full perminate damage. The only way to cure a withered limb is a greater healing spell by a cleric.

When the victim recives the withering on their head, they need to roll a wisdom and intellengence check. If they make their saving throw the victim will have 1d20 rounds before their brain stops to function and they die. When the withering effect strickes their chest and stomach area, the victim will need to roll a d10 to tell how long they have to live. The reason is that their hart, lungs, and all parts will wither away and they victim will die with in the 1d20 rounds unless they have a greater healing by a cleric.
The Withering chart to use, this is how the Withering Plague will strike the victim. Once a withered limb is permanently damaged, a new roll will have to be made if the dice land on the same limb. A d6 roll is needed to determine what area will be withered away permanently. After the first d6 roll to determine hours, then roll a d10 to determine how long before each withering effect, then roll a d6 for body part (if a body part is rolled for a second time, a reroll is needed to determine a new area that is affected.)
Rolls:
1. d6 for how many hours before the Withering Plague starts to effect you.
2. d10 roll for rounds between withering strikes effects.
3. d6 for body parts.
Body Parts effected.
1. left Arm
2. Right Arm
3. Left Leg
4. Right leg
5. Head
6. Body
Wizards/ Sorcerers or magic users who have a magic device or anti magic spell will be able to stop the magic enchanments of the plague. But they will still breat in the spores or if they touch or they are touched by a plague victim or plague carrier, will need to be headled by a greater healing spell by a cleric. If they don't the plague will become active once the spell effects have stopped working, and they will need to roll a DC fortitude of 20 not to become a Withering Plague carrier.The Withering Plague also effects negitive plane creatures, and living undead can become carriers.



Ice Plague
Lore:
The Ice Plague was said to be started by Kris'Star The Shadow of the Night, One of the three leaders of The Dark Triad. Kris'Star made the Ice Plague to to kill the wizards of the Wizard Cintirium. Kris'Star found ways to kidnap lower wizards from the cintirium, and give them they Ice Plgue so their master would catch the plague.The Ice Plague killed a few of the powerful wizards in the cintitium, and the Ice Plague spread from their. That is the story from the view of the wizard Cintitium, but the true facts are not really know of how the Ice Plague started. Kris'Star never said if they started the Ice Plague, but just gave a slight evil smile when asked, and siad that if they did start the Ice Plague they would never tell.

Infection:
When a character or npc comes in contact with a Ice Plague carrier or Ice Plague victim, The spores of the Ice Plague will enfest their body (20 foot radious.) The character or npc will need to roll a DC fortitude check of 20 not to catch the plague. If they make their saving throw they will need to roll a DC 20 fortitude check again not to become a carrier of the plague. If they fail their saving throw then they will become a plague carrier, (the same 20 foot radious applies.) If the character or npc fails their first saving throw then in 1d20 hours the character or npc will begain to feel slightly chilly all the time after the 1d20 hour roll. The Ice Plague spores will strike in 1d4 hours after the 1d20 roll. The character or npc body will grow very cold fast, (after the 1d4 hour roll), they will have to roll their fortitude saving throw every 3 rounds, when they fail their fortitude saving throw; they will become permanently frozen. Everty time after they make their fortitude saving throw every 3 rounds, the character or npc will recieve 1d12 cold damage to their body. They will continually recieve 1d12 cold damage every 3 rounds untill the character fails their saving throw or they have a cleric cast a greater healing spell to cure them. While they are in this condition others can catch the Ice Plague.

When the character or npc is frozen solid any loud noise or being struck by an object will shatter the frozen character or npc into hundreds of small pieces. A sound attack roll of 14 or higher will shatter them, along with a loud noises, such as a noisy passing wagon. The character or npc will need to be handled carefully or pieces of them will break off. And anyone touching a Ice Plage victim that is frizen wiil need to roll a fortitude check not to catch the plague, and anouther not to recieve 1d10 cold damage per round (that the frozen Ice Plague character or npc is frozen and others are carrying them to move them.) If they make theie second fortitude check then they recieve half cold damage. Fire creatures recieve double the damage for the cold effects they have on them. Creatures of the negitive plane are effected by the Ice Plague also, along with Living undead.
Wizards/ sorcerers and other magic users who have anti magic spell or other such spells, once the spell runs out they will need to make a Dc fortitude check of 20 not to catch the plague.




Fire Plague
Lore:
The Fire Plague is said to be started by a Necromancer named Vetron who wanted kill an enemy wizard she hated, she made the plague just for him. It is tol dby the stories of old that Vetron sent a messanger to her hated enemy named Terol. When the messanger arrived with the messsage and gave the scroll to Terol, the spores from the Frie plague attached them self to him. Two days latter Torel burst out with fire coming from inside his body. The messanger turned out to be a Fire Plague carrier and spread the Fire plague to Torel and others along his traves to Torel tower and back. After the return of the messanger, he was turned into a plague skeleton for his service.
Infenction:
the fire Plague can be contacted by air born spores that can be breath in or by attaching them selfs to a victim, a plague carrier gives off (in a 25 foot radious.) The character or npc who comes in contact with the Fire Plague will need to roll a DC 20 fortitude save. A fire based creature that makes their save will not become a Fire Plague carrier, but if they fail their save they will become a Fire Plague carrier with no other effects. If a non fire based creature makes their saving throw, then they will become a Fire Plague carrier. If they fail their saving throw then other effects will happen.
A Fire Plague victim that fails their saving throwwill not feel any different than they always do. The victim will have the Fire Plague incubate for 48 hours, during this 48 hours the Fire Plague will reproduce the spores, (roll a d12 for every day, for 2 days.) After the 48 hours time peroid is up, the victim will feel a burning sensation as the spores start to heat up. One spore will do 1d10 damage per spore, a dice roll to determine where the spores are in their body will be nessary to determine what area of the body has internal fire damage. 1. left arm, 2. right arm, 3. left leg, 4. right leg. 5. head, 6. body trunk. Their can be more than one spore per body area. Undead can be affected as well, the spores will attach them selfs to bone as well, and can damage living undead.
creatures that are immune to the plague are not affected, but will become plague carriers, and negative plane creatures are affected by the Fire Plague also. cold based creatures recieve double damage from the fire spores.

The cure for the Fire Plague is being healed by a greater magical spell by a cleric. The greater magical healing spell will rid the victim of the plague. Wizards/ soecerer's or any other magical using being using antimagical spell or device will be able to stop the magical part of the plague, but when the spell or device ends then the magical part will take effect and they will need to roll a Dc fortitude 20 saving throw.
Lady Rolindin

04-23-06, 07:48 PM
saved 12
Lady Rolindin

04-23-06, 07:50 PM
by Redhase
Plague or Poison Carrier

A poison or plague carrier is a character or npc that has came into contact with a poison or plague and has made their first Dc saving throw: or they have been infected on purpuse with a poison or plague cure so they as to make them not be effected by the poison or plague they carrie. The character or npc will not fell the effects of the poison or plague, but will effects others around them as per the type of poison or plague they carry. The type of poison or plague can have different kinds of effects from an air born infection with an radious, to contact poison or plague, but the carrier will not feel the effects they carry.

the charcater can be kidnaped magicaly and have their memory esased, and then placed back in their comminuty, to spead the poison or plague: this is a common way to speard poison's and plague's by necromancer's. Npc's and characters who travel alot are usally selected, since they are well traveled and well known. caravan personel are best to use, for this purpose.

The Drusila
Lust Demon

Medium Demon
Hit Dice: 7d8 + 16 (57 HP)
Initiative: +3
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armour Class: 22 (+3 Dex, +9 Natural)
Base Attack & Grapple: +6/+10
Attacks: x2 Claws +3
Damage: x2 Claws 1d6+3, 1d8+3
Space/Reach: 5ft/5ft
Special Attacks: Secret Toxin, spell-like abilities, summon demons
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft, tongues.
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 17, Dex 16, Con 15, Int 18, Wis 17, Cha 25
Skills: Bluff +19, Concentration +10, Diplomacy +12, knowledge planes +17 (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +3 (+5 with bindings), Spellcraft +10
Feats: Alartness, Dodge, Mobility, Persuasive
Environment: Any chaotic evil-aligned plane or any plane
Organization: Solitary
Challenge Rating: 7
Treasure: Indivual
Alignment: Chaotic Evil
Advancement: By Class
Level Adjustment: + 7

Dursila are 5' 6" tall and weighs 120pounds, thier natural form is this. The Dursila natural skin tone is redish and have the sex female look, and are well built.
Thier natural hands have sharp claws and dark redish hair. they dress sedulity and like to have their features noticed.

Combat

Drusila are not natural warriors. They flee combat whenever they can: their natural lovers rather than fighters, they pefer to lure you away to a safe palce of their choosing. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another: fighting over them. Drusila use their polymorph ability to assume human form, and can maintain this deception indefinitely. Drusila will come back and become the person you lust for after your frist encounter with them. Their preferred tactic when dealing with a mortal is to become your friend (of the oppsite sex) you lust after and create an opportunity to be alone with you, then the Drusila will use their secret toxins ability while you make love to them.
A Dursila’s natural weapons is their sharp claws, as well as any weapons they wield, they are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Once you are knocked out by the toxin the Drusila will teleport you to their lair in the abbys or one of the levels of the Nine Hells. If you are still awake but can't move becouse of the toxin, they will tie you up and take you back with them to their lair. Drusila Once they get tired of you will sell you off to another demon, or trade you for something they desire. Most of the time the trade the mortal's off into slavery, to become breaders (if your a female) or slave labor (if your a male). Drusila and the Succubus work together to trap men so they can both benift from each others abilities, the succubus with her abitlites to lure men away and the Drusila who find men who lust after their female friends they know or have seceret desires for.

Spell-Like Abilities: At Will - Teleport, Creat illusion (can copy any style of cloths), plymorph, Read Thoughts, know Desires (as the spell, at 14 level caster).
Secret Toxin. The toxin the Dursila secret while you are having fun with them will make you unconscious in 1d4 rounds, poison save at -6
Summon Demon (Sp): Once per day a Dursilas can attempt to summon 2 Vrock's and a Succubus with a 70% chance of success. This ability is the equivalent of a 3rd-level spell
Tongues (Su): A Dursila has the permanent tongues ability (as the spell, caster level 13th). Drusila usually communicate verbaly and use their body to attract mortals.
Skills: Drusila have a +9 racial bonus on Listen and Spot checks.
*While using her polymorph ability, a Drusila recieves a +10 circumstance bonus on Disguise checks.

Lust Hunter
Undead Female

Medium Undead
Hit Dice: 7d8 + 16 (57 HP)
Initiative: +3
Speed: 30ft
Armour Class: 21 (+3 Dex, +9 Natural)
Base Attack/Grapple: +4/+7
Attacks: x2 Claws +3,
Damage: x2 Claws 1d6+3,
Space/Reach: 5ft/5ft
Special Attacks: Secret Toxin, spell-like abilities
Special Qualities: Fast Healing 3, teleport, read toughts, seceret disires(as spell), create illusion, polmorph, eater from within (as spell), tongues.
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 17, Dex 16, Con 15, Int 18, Wis 17, Cha 25
Skills: Bluff +19, Concentration +10, Diplomacy +12, knowledge local +17, Escape Artist +10, Hide +10, Intimidate +19, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), , Spellcraft +10
Feats: Alertness, Dodge, Mobility, Persuasive
Environment: Any Land
Organization: Indivual
Challenge Rating: 7
Treasure: - Indivual
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: -

Lust Hunters are created when a tortured soul of a women, who in life was killed by a jelous man or lover, they return to their body.
Lust Hunters are filled with a ever burning rage for revenge, for they seek to kill the jelous lover or man. They seek to kill men with lust on their minds by using their polymorph ability, read thought ability, their illusion ability and their know secreret desers ability.
Lust Hunters are 5' 2 to 5' 6" accourding to how tall they were in life. Their weight averages from 98 pounds to 115 pounds.
The Lust Hunters still retain their good looks and femine attribute's, thier chrisma increase after being turned into a Lust Hunter. Lust Hunters like to wear provocative clothing to attract men. The Lust Hunter illusion ability can make them appear to wear any style of clothing they get from the victims memories. The Lust Hunter skin turns as hard as a demons and yet still femine soft to the touch.

Combat
The Lust Hunter will use her polymorph ability to assume any form, and can maintain this deception indefinitely. The Lust Hunter will come back and become the person you lust for after the most after your frist encounter with them. They become your friend that you lust after (female), encourgaing them. Then they will create an opportunity to be alone with you, the Lust Hunter will use their secret toxins ability while you make love to them. This toxin will make men pass out or become parolized, the saving throw for the toxin is at -8 vrs poison. The Lust Hunter has no bad smell for being undead, they smell like fresh roses all the time. If the toxin does not work the Lust Hunter can use their eater from with ability to kill the man. The Lust Hunter have been know to teleport men away to their lair and kill them their, if they don't kill them there and teleport away first. The Lust Hunters will align them selves with any evil powerful wizards or sorcerers to help them if they get something in return.

Spell-Like Abilities: At Will - Teleport, Polymorph, detect thoughts, Know desires, create Illusion, Eater From Within, all at a 14 level wizard.

Secret Toxin. The toxin the Lust Hunter secret while you are having fun with them will make you unconscious in 1d4 rounds, poison save at -8

Tongues (Su): A Lust Hunter has the permanent tongues ability (as the spell, caster level 14th). Lust Humters usually communication through their verbal skill and use their body to attract men.

Skills: Lust Hunters have a +9 racial bonus on Listen and Spot checks.
While using her polymorph ability, a Lust Hunter recieves a +10 circumstance bonus on Disguise checks.
__________________
Lady Rolindin

04-23-06, 07:52 PM
saved 14
Lady Rolindin

04-23-06, 07:52 PM
by RedHase

psionics ability
controll body
control: effects mind motor control center
level: psions5, wilder 6
power points: 8
range; line of sight
Duration: 1 round for every 2 levels, concentration
power resistance: yes
will save: yes at -4
this skill when taken with the control body feat allows a psioncist to controll a targets arms and legs, by taking over the motoer controll area of the brain. the psionist can have the target do as they want their arms or legs to move. The target gets a will save at -4 not to have their body parts( arms and legs) controlled by the psioncist mind power.
Lady Rolindin

04-23-06, 07:56 PM
A

Aramar the Black (18)
classes:
1. Forrest Bard: coa library page 3, The Forest Dewlers Foundation
2. Forrest Sapling: coa library page 6, The Forrest Dewlers Foundation- Reborn
3. White Hart: coa library page 6, The Forrest Dewlers Foundation- Reborn
Skills:
1. speak animal langues: coa library page 6, The forrest Dewlers Foundation- Reborn
Feats:
Spells:
1. spell songs: coa library page 2, Counsel of Archmages Library 4
2. song of faith: coa library page 2, counsel of Archmages Library 4 & coa library page 5, The Devine Magic Guild
3. tier 1, 2, 3, 4, 5: coa library page 2, counsel of aechmages Library 4
4. Aramar's Mental Arena: coa library page 3, Counsel of Archmages Library 4
5. Bloodsleep: coa library page 3, Counsel of Archmage's Library 3
Magic items;
1. Ashantiic Bonds: coa library page 5, the Socity of Cards
2. Razorfire: coa library page 5, The Socity of Cards
3. The White wolf: coa library page 5, The Socity of Cards
4. Gaze: coa library page 5, The Socity of Cards
5.
No magic items:
1. spidersilk: coa library page 6, The Forrest Dewlers Foundation- Reborn
2. sorce stones: coa library page 6, The forrest Dewlwers Foundation- Reborn
3. Venomwood (plant life): The Forrest Dewlers Foundation- Reborn
Lore:
1. lore for the divine magic guild: coa library page 5, The Devine Magic Guild
2. Lay Lines: coa library page 6, The Forrest Dewlers Foundation- Reborn

Agudo Archmage
classes;
Feats;
Skills;
Magic items:
1. Guildbooks of the Watchful Order: coa library page 2, Making of Magic Spells Guild
2. Shield of Light: coa library page 4, Guild of Pure Good

spells:
1. Agudo's Crystal Magic Missles; coa library page 2, Making of Magic Spells Guild & counsel of Arcmages Library 3
2. Disarm: coa library page 2, Making of Magic Spells Guild
3. Tembling Horn Maker: coa library page 2, Making of Magic Spells Guild
4. Agudo Quick Passage Spell: coa library page 2, Making of Magic Spells Guild & counsel of Archmages Library (page 3)
5. Agudo's hovering Stone spell; coa library page 3, Counsel of Archmages Library 3

Aramek's
Spells;
1. Paintball; coa library page 3, counsel of archmages library 1

Alaron
spells;
1. Watery Demise: coa library page 5, Shadow Breath and Blade

Azer Fire Lord
lore;
1. Elves: coa library page 5, Elf Foundation redux- 3rd Edition

Asok
classes;
1. Weapon Master: coa library page 5, The New Human Foundation

Adrez Nesnid
classes:
1. The Familiarist: coa library page 5, The Familiar Foundation

B

baerdith (12)
Classes;
1. The Forest Bard; coa library page 3, The Forest Dewlers Foundation
2. Song Mage: coa library page 3, Counsel of Archmages Library 3
Feats;
Skills;
Magic items;
1. Fernigar's Whip of Doom: coa library page 3, Counsel of Archmages Library 3
2. Ferngar's Staff of Electricity; coa library page 3, Counsel of Archmage's Library 3
3. Wand of Tazing: coa library page 3, Counsel of Archmages Library 3
4. The Harper Pin: coa library page 3, The Harper Foundation
5. The Harper Ring: coa library page 3, The Harper foundation
Spells;
1. Baerdith's Entry: coa libaray page 3, Counsel of Archmages Library1
2. Blue Bolt: coa library page 3, Counsel of Archmages Library 3
3. Tazer: coa libaray page 3, Counsel of Archmages Library 3
4. Yarting of Hope: coa library page 3, Counsel of Archmage's Library 3
5. Disappering Missles; coa library page 4, The Half Elven Foundation

Belgarion (2)
classes:
feats:
1. Awaken Specialty: coa library page 5, The Psionics Foundation
2. Empower the Mind: coa library page 5, the Psionics Foundation

Bobothehobo8
classes;
Lizardfolk Statistics: coa library page2, The Lizardfolk Foundation
Feats;
1. Improved Natural Armor; coa library page 2, The Lizardfolk Foundation
2.Iimproved Natural Attack: coa library page 2, The Lizardfolk Foundation
skills:
Lore:
lizard lore: coa library page2, The Lizardfolk Foundation
magic items;

Bahamut_O
spells;
1. Feradon's Force Bomb: coa libaray page 3, Counsel of Archmages Library 1

BlanneTog's (3)
classes:
1. Psychic Acrobat: coa library page 5, The Psionics Foundation

spells;
1. BlainTog's Rejunction: coa library page 3, Counsel of Archmages Library 1
Feats:
1. Subconscious Containment: coa library page 5, The Psionics Foundation

BGT (9)
classes:
1. The Snakewalker: coa library page 3, Materials Review and Approval
2. Neural Putty: coa library page 4, The Psionics Foundation

Psoinics magic items;
1. Craft Substare; coa library page 4, The Psionics Foundation
2. Nexus of Power: coa library page 4, The Psionics Foundation

psoinics:
1. Brain Safe: coa library page 3, Materials Review and Approval
2. Mobile Brain: coa library page 3, Materials Review and Approval
3. Dreamless: coa library page 3, Materials Review and Approval
4. Extract Mind: coa library page 4, The Psionics Foundation
5. Thrall: coa library page 4, The Psionics Foundation
6.

Blasphemous Revenant (10)
classes;
magic items;
1. Phylactery of Undead Rebuking: coa library page 3, Materials Review and Approval & coa library page 4, Temple of the Damed
2. Ring of Enlightenment: coa library page 3, Materials Review and Approval & coa library page 4, Temple of the Damed
3. Black Luminary: coa library page 3, Materials Review and Approval
4. Infernal Manuscripts: coa library page 3, Materials Review and Approval & coa library page 4, Temple of the Damed
5. Moderate Transmutation: coa library page 4, Temple of the Damed
6. Staff of Pestilence; coa library page 4, Temple of the Damed
7. Moderate Divination: coa library page 4, Temple of the Damed
Spells;
1. Darkness lesser; coa library page 3, Materials Review and Approval & coa library page 4, Giuld of Ultimate Evil: Incarnate
2. Make Hallow: coa library page 3, Materials Review and Approval & coa library page 4, Temple of the Damed
3. Animate Swarm: coa library page 3, Materials Review and Approval & coa library page 4, Temple of the Damed

baneofkobolds
classes;
1. Daretchim; coa library page 6, The Foundation For Those With No where else To Go

C

ChaosEvoker
classes:
skills:
Feats:
Spells;
Magic items:
1. The Bow of the Arcane Archer: coa library page 2, giuld DMF
2. Circlet of the Avatar: coa library page 2, guild DMF
3. Word of Balance: cao library page 2, guild DMF
4. Horn of the woodland's Pride: coa library page 2, guild DMF
spells;
1. Skeltal Army: coa library page 3, Counsel of Archmage's Library 3
2. Deathball: coa libarry page 3, Counsel of Archmages Library 3

Czahiswashi
classes:
1. Adept: coa library page 5, The Familiar Foundation
2. Fist of God: coa library page 5, The Familiar Foundation
3. Hexblade: coa library page 5, The Familiar Foundation
4. Mage; coa library page 5, The Familiar Foundation
5. Sorcerer: coa library page 5, The Familiar Foundation
6. Wizard; coa library page 5, The Familiar Foundation
Feats;
1. Altertness; coa library page 5, The Familiar Foundation
2. Attuned Familiar: coa library page 5, The Familiar Foundation
3. Celestial Familiar; coa library page 5, The Familiar Foundation
4. Composite Familiar: coa library page 5, The Familiar Foundation
7. Construct Familiar; coa library page 5, The Familiar Foundation
8. Dragon Familiar; coa library page 5, The Familiar Foundation
9. Enspell Familiar; coa library page 5, The Familiar Foundation
10. Extra Familiar: coa library page 5, The Familiar Foundation
11. Improved Familiar: coa library page 5, The Familiar Foundation
12. Token Familiar: coa library page 5, The Familiar Foundation
13. Undead Familiar: coa library page 5, The Familiar Foundation
14. Daemon Feat; coa library page 5, The Familiar Foundation
Skills;
Lore;
Magic items;
Spells;
1. Fprivate Pulse Perception: coa library page 2, Making of Magic Spells Guild
2. Animate Dead Familiar; coa library page 5, The Familiar Foundation
3. Augment Familiar; coa library page 5, The Familiar Foundation
4. Planar Familiar: coa library page 5, The Familiar Foundation
5. Familiar Spell: coa library page 5, The Familiar Foundation

Cazic
classes:
1. Spell Master: coa library page 5, Arcane Deception: a Foundation fo the Illusory Arts
Feats:
Skills;
Lore;
Magic items:
1. Meme's Hour Glass: coa library page 5, Shadow Breath and Blade
2. The Boy's Ocarina: coa library page 5, Shadow Breath and Blade
non magic items;
1. bomb: coa library page 3, The Seafarer's Guild
spells;
1. Sticks and Stones; coa library page 4, The Half Elven Foundation
2. Senceless; coa library page 4, The Half Elven Foundation
Capn Charlie
classes;
1. Half Succubus: coa library page 6, The Foundation For Those With No where else To Go

.
spells;

D

Dyne (82)
Classes:
1. Aquatic Animal companions, Porpoise, medium shark, Squid, crocodile: coa library page 3, the Seafarer's Guild (creatures)
2. Forest Elf: coa library page 3, coa library page 3, The Forest Dwelers Foundation & Elf Foundation 2 (page 5)
3. Monster's of the woodlands (wotc): coa library page 3, The Forest Dewlers Foundation
4. Arcnae Master: coa library page 3, Counsel of Archmages Library 3
5. Gold Dragon: coa library page 3, The Purple Dragons of Coyrmer
6. Lord of Men: coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation
7. Monster of the Sky (wotc):coa library page 4, Stormhand Federation
8. Master of the Storm; coa library page 4, Stormhand Federation
9. Storm Mage; coa library page 4, Stormhand Federation
10. Storm Rider: coa library page 4, Stormhand Federation
11. Storm Feys: coa library page 4, Stormhand Federation
12. Knight of the Flying Hunt: coa library page 4, Stormhand Federation
13. Knight Phantom: coa library page 4, Stormhand Federation
14. Vindicator of the Zephyr: coa library page 4, Stormhand Federation
15. Dread Commando: coa library page 4, Stormhand Federation
16. DragonHawk: coa library page 4, Stormhand Federation
17. Typhoeus (god): coa library page 4, Stormhand Federation
18. Lord of the Dead: coa library page 5, Citadel of the Hopeless
19. Forrest Elf Paragon; coa library page 6, The Forrest Dewlers foundation- Reborn
Skills;
Feats:
1. Magocracy: coa library page 3, Materials Review and Approval
2. Bloodline of Lighting: coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation
3. Royal Blood: coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation
4. Theocracy: coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation
5. Influential: coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation
6. Ancient featsof Lost Empire's of Fearun: coa library page 4, Stormhand Federation
7. Noble Born: coa library page 4, Stormhand Federation
8. Expanded Training; coa library page 4, Order of The Awakened Fists
Lore:
1. Guildmaster/Guildmistress: coa library page 4, Stormhand Federation
2. Duke/ Duchess; coa library page 4, Stormhand Federation
3. Lord/Lady: coa library page 4, Stormhand Federation
4. Journeyman: coa library page 4, Stormhand Federation
5. Pazaak (card game): coa library page 4, Stormhand Federation
Magic items:
1. Rod of Metamagic: coa library page 2, Counsel of Archmages Library 4
2. Rod of the Armored; coa library page 2, Counsel of Archmages Library 4
3. magic items of the woodlands (wotc); coa library page 3, The Forest Dewlers Foundation
4. Dyne's Guiding Light: coa library page 5, The Socity of Cards
5. Flames Trio: coa library page 5, The Socity of Cards
6. Dyne's Magic Decipher: coa library page 5, The Socity of Cards
7. Dyne's Magic Sense: coa library page 5, The Socity of Cards
8. Dyne's Quick Light: coa library page 5, The Socity of Cards
9. Dyne's Radiant Beam: coa library page5, The Socity of Cards
10. Archmage's Rod: coa library page 3, Counsel of Archmages Library 3
11. +1 Sorcerer's Rod: coa library page 3, Counsel of Archmages Library 3
12. +2 Sorcerer's Rod: coa library page 3, Counsel of Archmages Library 3
13. +3 Sorcerer's Rod: coa libarary page 3, Counsel of Archmage's Library 3
14. +4 Sorcerer's Rod: coa library page 3, Counsel of Archmages Library 3
15. +5 Sorcerer's Rod: coa library page 3, Counsel of Archmage's Library 3
16. +1 Wizard's Rod: coa libaray page 3, Counsel of Archmage's Library 3
17. +2 Wizard's Rod: coa library page 3, Counsel of Archmage's Library 3
18. +3 Wizard's Rod: coa library page 3, Counsel of Archmage's Library 3
19. +4 Wizard's Rod: coa library page 3, Counsel of Archmage's Library 3
20. +5 Wizard's Rod: coa library page 3, Counsel of Archmage's Library 3
21. Surcoat of Command: coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation & coa library page 5, Swordpoint Military Academy
22. Magic items of the Sky (wotc): coa library page 4, Stormhand Federation
23. Walking Statue of Waterdeep (wotc) coa library page 4, Stormhand Federation
24. Storm Armor: coa library page 4, Stormhand Federation
25. Artifacts of the Past Lost Empire's of Fearun: coa library page 4, Stormhand Federation
26. Journeyman's Seal: coa library page 4, Stormhand Federation
27. Sword: coa library page 5, The Devine Magic Guild
28. Knight's Shield: coa library page 5, The Devine Magic Guild
29. Knight's Tunic: coa library page 5, The Devine Magic Guild
30. Knight's Bracers: coa library page 5, The Devine Magic Guild
31. Knight's Gloves: coa library page 5, The Devine Magic Guild
32. Knight's Belt: coa library page 5, The Devine Magic Guild
33. Knight's Amulet: coa library page 5, The Devine Magic Guild
34. Knight's Boots: coa library page 5, The Devine Magic Guild
35. Knight's Cloak: coa library page 5, The Devine Magic Guild
36. Knight's Headband:coa library page 5, The Devine Magic Guild

nonmagic items:
1.
Spells;
1. Spells of the woodland's (wotc): coa library page 3, The Forrest Dewlers Foundation
2. Dimensional Barrier; coa library page 3, Counsel of Archmages Library 3 &coa library page 3, The Guild of Ultimate Evil & coa library page 4, Stormhand Federation
3. Iimitate Voice: coa library page 3, Counsel of Archmages Library 3 & coa library page 4, Stormhand Federation
4. Spell Absorbtion, minor: coa library page 3, Counsel of Archmages Library 3, coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation
5. Spell Absorbtion: coa library page 3, Counsel of Archmages Library 3, coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation
6. Lighter: coa library page5, The Risinig Flame Foundation & coa library page 5, Pyromantics Anomymous
7. Lock with no Key: coa library page 3, The Guild of Ultimate Evil
8. Safe Keeping: coa library page 3, The Guild of Ultimate Evil & coa library page 4, Stormhand Federation
9. Tenser's Elevator Disk; coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation
10. Improved Arcane Lock, Augmented; coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation
11. Spells of the Sky (wotc): coa library page 4, Stormhand Federation
12. Ancient Spells Of Lost Empire's of Fearun: coa library page 4, Stormhand Federation
13. Oath Of Service: coa library page 4, Stormhand Federation
14. Sniper Eye Spell: coa library page 5, Shadow Breath and Blade


DM'sDelight (3)
classes;
1. Kineticist: coa library page 4, The Psionics Foundation
Magic items:
1. Hammer of Flatlander's Doom: coa library page 5, The Dwarf foundation (2)
2. Yrthak Hunter's Cloak: coa library page 5, The Dwarf Foundation (2)


De Batavier
classes;
Feats;
Skills:
Psionics;
1. Mobile Brain: coa library page 4, The Psionics Foundation
2. Charged Brain: coa library page 4, The Psionics Foundation
Lore;
magic items:
Spells:
1. Scary Hair; coa library page 2, Making of Magic Spells Guild

Demonfey
Classes:
1. Zamiel no Oni, lesser: coa library page 3, The Guild of Ultimate Evil
2. Yuan Ti Mageslayer: coa library page 3, Materials Review and Approval
3. Initiate of the Umbral Flame: coa library page 4, The Half Elven Foundation
4. Master of the Umbral Flame: coa library page 4, The Half Elven Foundation
Feats;
1. Death's Touch: coa library page 3, Materials Review and Approval & coa library page 4, Temple of the Damed
2. Invoke Drama: coa library page 3, Materials Review and Approval
3. Construct Grafts: coa library page 3, Materials Review and Approval
4. Grafter's Friend; coa library page 3, Materials Review and Approval
Skills;
Lore;
Magic items;
1. Shadowstarfire (new magic sorce): coa library page 3, The Guild of Ultimate Evil
1. Rod of Diablo: coa library page 3, Counsel of Archmages Library 3
3. Gloves of Bladed Destruction: coa library page 3, Materials Review and Approval & coa library page 4, Temple of the Damed
4. Wrist Blade; coa library page 3, Materials Review and Approval
5. Body Reinforcemnet: coa library page 3, Materials Review and Approval
6. Bullet; coa library page 3, Materials Review and Approval
7. Effigy Arm: coa library page 3, Materials Review and Approval
8. Arm of Clay; coa library page 3, Materials Review and Approval
9. Arm of Iron: coa library page 3, Materials Review and Approval
10. Jaw of Iron: coa library page 3, Materials Review and Approval
11. Water Uisng Gloves: coa library page 3, Materials Review and Approval
12. Psychic Leech: coa library page 4, Giuld of Ultimate Evil: Incarnate
13. Ritual of Shadow Bonding; coa library page 4, Giuld of Ultimate Evil: Incarnate
14. Thinaun Link: coa library page 5, Shadow Breath and Blade
15. Sniper Crossbow: coa library page 5, Shadow Breath and Blade
16. Wand Gatlin Gun: coa library page 5, Shadow Breath and Blade
non magic items;
1. Little toy of mine: coa library page 3, The Seafarer's Guild
2. Big toy of mine: coa library page 3, The Seafarer's Guild
3. Lycanide; coa library page 3, Materials Review and Approval
Spells;
1. Chains of Sin: coa library page 3, Counsel of Archmage's Library 3
2. Hadoken: coa library page 3, Counsel of Archmage's Library 3
3. Shotgun: coa library page 3, Materials Review and Approval & coa library page 4, The Half Elven Foundation
4. Psychosis Storm: coa library page 4, The Half Elven Foundation
5. Flame of Doom: coa library page 5, Pyromantacs Anonymous

Drake Dragonslayer
magic item:
1. Heart Asunder: coa library page 3, Half Drow Foundation
Spells:

DolArrah
magic items;
1. Rod of Otherworldly Vigil; coa library page 3, Children of the Planes
2.Armor of Mithral Fluidity; coa library page 3, Children of the Planes
spells;
1. Rock tomb; coa library page 3, Children of the Planes
2. Fires of the Damed: coa libray page 3, Children of the Planes

Dantedarkstar
Feats;
1. Arcane fire; coa library page 3, counsel of Archmages 1
2. Improved Arcane fire; coa library page 3, Counsel of Archmages Library 1
3. Rapid Arcane fire: coa library page 3, Counsel of Archmages Library1
4. Spell Immunity; coa libaray page 3, Counsel of Archmages Library 1
5. Arcane Might; coa library page 3, Counsel of Archmages Library 1
6. Drain Spell: coa library page 3, Counsel of Archmages Library 1
7. Spontaneous Metamagic: coa libaray page 3, Counsel of Archmages Library 1
8. Eldren's iterative Casting; coa library page 3, Counsel of Archamges Library 1
spells;
1. Seal Magic; coa library page 3, Counsel of Archmages Library 1

Droga
Classes;
1. Skyggekin: coa library page 3, The Guild of Ultimate Evil
2. Skygge Grunt: coa library page 3, The Guild of Ultimate Evil
3. Skygge Elder: coa library page 3, The Guild of Ultimate Evil
4. Servant of the Skygge: coa library page 3, The Guild of Ultimate Evil
5.
Lore:
1. The Skull of Dromkar: coa library page 3, The Guild of Ultimate Evil
magic items:
1. The Skull of Dromkar: coa library page 3, The Guild of Ultimate Evil
2. Dromkarian Bone: coa librar page 4, The Guild of Ultimate Evil- Revised Edition
3. Blood of Dromkar: coa library page 4, The Guild of Ultimate Evil- Revised Edition
4. Assassin Arrow: coa library page 5, Shadow Breath and Blade

DarkestofAngles
classes;
1. Prismatic Golem (magic creation); coa library page 5, The Prismatic Foundation
2. The Blade: coa library page 6, CASKET (A Sorcerer colitation)
3. The Draconic Sorcerer: coa library page 6, CASKET (A Sorcerer colitation)
4. The Harmonic Crystalizer: coa library page 6, CASKET (A Sorcerer colitation)
5. The Metamagi: coa library page 6, CASKET (A Sorcerer colitation)
6. The Sky Glider: coa library page 6, CASKET (A Sorcerer colitation)
7. The Terror Mage: coa library page 6, CASKET (A Sorcerer colitation)



Daeri Maer'jiir (2)
classes;
1. Dregh: coa library page 6, The Foundation For Those With No where else To Go
2. Parval: coa library page 6, The Foundation For Those With No where else to go
Lady Rolindin

04-23-06, 07:58 PM
E

Elessar
spells;
1. Websling: coa library page 3, Counsel of Archmages Library 1

"The" Ethereal Wickerman(17)
classes;
1. Wemia: coa library page 5, Tauric Races Foundation
2. Apheraxi: coa library page 5, The Foundation of Terrifying Abomnations
3. Wulferexi: coa library page 5, The Foundation of Terrifying Abomnations
4. Shadoroxi: coa library page 5, The Foundation of Terrifying Abomnations
5. Glutton Summons; coa library page 5, The Foundation of Terrifying Abomnations
6. Wrath Summons; coa library page 5, The Foundation of Terrifying Abomnations
7. Sloth Summons; coa library page 5, The Foundation of Terrifying Abomnations
8. Envy Summons; coa library page 5, The Foundation of Terrifying Abomnations
9. Lust Summons; coa library page 5, The Foundation of Terrifying Abomnations
10. Smogmi: coa library page 5, The Foundation of Terrifying Abomnations
11. Dipsomi: coa library page 5, The Foundation of Terrifying Abomnations:
12. Retchi: coa library page 5, The Foundation of Terrifying Abomnations
13. Despotak: coa library page 5, The Foundation of Terrifying Abomnations
14. Havak: coa library page 5, The Foundation of Terrifying Abomnations
15. Vakandor:coa library page 6, The Foundation For Those With No where else To Go
16. El'Qwi: coa library page 6, The Foundation For Those With No where else To Go
17. Brazagian: coa library page 6, The Foundation For Those With No where else To Go

Ebaatez(1)
classes;
1. Snake Firend: coa library page 5, Tauric Races Foundation

Elrana (1)
spells;
1. Elrana's Exploding Familiar: coa library page 5, The Familiar Foundation

Egelntyne (7)
magic items.
1. Ring of Glam's: coa library page 6, coa library 4.2

spells.
1. Fireball of color: coa library page 6, coa library 4.2
2. Lightning bolt of color: coa library page 6, coa library 4.2

magical items:
non magical items:
1. Powder Rocks: coa library page 6, The Forrest Dewlers Foundation- Reborn
2. Dreams Leafs: coa library page 6, the Forrest Dewlers Foundation- Reborn
3. Sleep Beatle: coa library page 6, The Forrest Dewlers foundation- Reborn

F

Finwe (4)
Classes:
Feats;
skills;
magic items;
spells;
1. Temporal Shield: coa library page2, Making of Magic Spells Guild & Counsel of Archmages Library 2
2. Finwe's Fabulous Fastboom: page 2, Making of Magic Spells Guild
3. Flamestrike: coa library page 3, Counsel of Archmages Library 2
4. Chronoblast: coa library page 3, Counsel of Archmages Library 2

Frostbite Ravenhart (3)
Classes;
1. Ice Elves: coa library page 4, The Half Elven Foundation
Feats:
Skills;
Lore;
Magic items;
spells;
1. Anti-insubordination: coa library page 3, Casters of the Arcane Foundation
2. Frosty's Counsel Magical Alert, lesser; coa library page 3, Counsel of Archmages Library 3

Frozen Diamond (1)
Spells;
1. Electric Storm: coa library page 3, Counsel of Archmages Library 1
2.

Fuzzy Logic (4)
classes:
1. Irony Dwarfs: coa library page 5, The Dwarf Foundation (2)
2. Mage Smith: coa library page 5, The Dwarf Foundation (2)
3. Silverbeard Knight: coa library page 5, The Dwarf Foundation (2)
4. The Stonemage: coa libaray page 5, The Dwarf Foundation (2)

G

Grinreaper (4)
Classes:
1. Marshal class: coa library page 3, The Purple Dragons of Coyrmer
2. Loxos class: coa library page 3, The ourple Dragons of Coyrmer
3. Ulitmate Barbarian: coa library page 3,The Purple Dragons of Coyrmer
4. Ulitmate Knight: coa library pag3 3, the Purple Drogons of Coyrmer

Gabrion (5)
classes:
1. Ultimate Incarnate; coa library page 3, Materials Review and Approval
2. the Mystic: coa library page 3, Materials Review and Approval
Feats;
1. Holy Mount: coa library page 3, Materials Review and Approval
2. Improved Followers: coa library page 3, Materials Review and Approval
Magic items;
1. Corsack's Hand: coa library page 5, Shadow Breath and Blade

Grimclaw (1)
classes:
1. Rh'iel (Half Elven Goddes): coa library page 4, The Half Elven Foundation

Gray Ninja
classes;
1. Gray Ninja: coa library page 5, The Shinobi Clan

Gellion
classes;
1. Elder Sharn: coa library page 5, The New Human Foundation

H

Holistacia
classes;
1. Weave Transcendent: coa library page 3, The Harper Foundation

Haldrik
classes:
1. Trollborn: coa library page 5, Norse World Foundation
2. Norse Dwarfs: coa library page 5, Norse World Foundation
3. Hill Dwarfs; coa library page 5, Norse World Foundation
4. The Bersek; coa library page 5, Norse World Foundation
Lore:
1. Norse names; coa library page 5, Norse World Foundation
2. Norse races names; coa library page 5, Norse World Foundation
3. Norse Gods rune names: coa library page 5, Norse World Foundation

heretic888
classes;
1. Shinobi No Bushi; coa library page 5, The Shinobi Clan
2. Ninja without Class; coa library page 5, The Shinobi Clan

I

Ice Fractal
classes;
Lore: (magic)
1. Heavy Magic zone: coa library page 5, High Magic Foundation- Reloaded

Inverted Dice
Magic items;
1. Shadow Blade of the Jester: coa library page 5, Shadow Breath and Blade

Iason
classes;
1. Transformation prestige class epic (wotc): coa library page 6, Dragon foundation

J

Jontg
spells;
1. Darkstar's Daggerstorm: coa library page 3, Counsel of Archmages Library 2

Jaggar
classes:
1. Henshin Mystic; coa library page 3, Materials Review and Approval
2. Dragon Born (less than half dragon): coa library page 6, Dragon Foundation Reloaded
spells;
1. Skull Wrath: coa library page 3, Materials Review and Approval
2. Why of Course I'm Powerful; coa library page 4, The Half Elven Foundation

Jindael
classes;
1. Sybarite; coa library page 4, The Half Elven Foundation
Lady Rolindin

04-23-06, 08:01 PM
K

Kazoron Mithriliaxe
classes;
Feats;
Lava Missiles: coa library page 3, The Dwarf Foundation

Kirstar(22)
Magic items:
1. Journey Book: coa library page 3, Counsel of Archmages Library 3
2. Journey Scribe: coa library page 3, Counsel of Archmage's Library 3
Spells;
1. Augmentation: coa library page 3, Counsel of Archmages Library 3
2. Augmentation, Greater; coa library page 3, counsel of Archmages 3
3. Celerity: coa library page 3, Counsel of Archmages Library 3
4. Contingent Note: coa library page 3, Counsel of Archmages Library 3
5. Dilation, Lesser: coa library page 3, Counsel of Archmages Library 3
6. Dilation: coa library page 3, Counsel of Archmages Library 3
7. Extension; coa library page 3, Counsel of Archmages Library 3
8, Extension Lesser; coa library page 3, Counsel of Archmages library 3
9. Extension Greater: coa library page 3, Counsel of Archmages Library 3
10. Far Reaching, Lesser: coa library page 3, counsel of Archmages Library 3
11. far Reaching; coa library page 3, Counsel of Archmages Library 3
12. Far Reaching, Greater: coa libaray page 3, Counsel of Archmages Library 3
13. Intensify summoning, lesser: coa library page 3, Counsel of Archmages Library 3
14. Intensify Summoning: coa library page 3, Counsel of Archmages Library 3
15. Intensify Summoning, Greater: coa library page 3, Counsel of Archmages 3
16. Sense Shifting: coa library page 3, Counsel of Archmages Library 3
17. Spell Sculpting: coa library page 3, Counsel of Archmages Library 3
18. Transfer Enchantment: coa library page 3, Counsel of Archmages Library 3
19. Vocalize, Lesser: coa library page 3, Counsel of Archmages Library 3
20. Vocalize: coa library page 3, counsel of Archmages Library 3

Kyuletsukioji (17)
classes;
The Channeler: coa library page 5, M:TG Compendium Foundation

spells:
1. Reify Coat of Arms: coa librbary page 5, M:TG Compendium Foundation
2. Reify Crystal Rod: Coa library page 5, M:TG Compendium Foundation
3. Reify Disrupting Sceptre: coa library page 5, M:TG Compendium Foundation
4. Reify Jaemdya Tome: coa library page 5, M:TG Compendium Foundation
5. Reify Rock Golem: Coa library page 5, M:TG Compendium Foundation
6. Reify Skull of Orm: coa library page 5 M:TG Compendium Foundtion
7. Rock Golem: coa lbrary page 5, M:TG Compendium Foundation
8. Reify Mage's Armor: coa libarary page 5, M:TG Compendium Foundation
9. Reify Spellbook: coa library page 5, M:TG Compendium Foundation
10. Ambition's Cost: coa library page 5, M:TG Compendium Foundation
11. Dark Banishing: coa library page 5, M:TG Compendium Foundation
12. DeathPit: coa library page 5, M:TG Compendium Foundation
13. Diabolic Tutor: coa library page 5, M:TG Compendium Foundation
14. Summon Druge Skeleton: coa library page 5, M:TG Compendium Foundation
15. Druge Skeleton: coa library page 5, M:TG Compendium Foundation
16. Murdrous Betrayal: coa library page 5, M:TG Compendium Foundation
17. Awaken Dead (raise Dead): coa library page 5, M:TG Compendium Foundation

Kolbold Ur Priest (9)
Classes:
1. Asphyxion {credit to BlackDrirge}coa library page , character thread 4
2. Styx Dragon "fifth order": coa library page 4, Giuld of Ultimate Evil: Incarnate
3. Vrock: coa library page 4, Giuld of Ultimate Evil: Incarnate
4. Kython Slaymaster: coa library page 4, Unholy despoilers: Goue Outpost
5. Kython Impaler: coa library page 4, Unholy despoilers: Goue Outpost
6. Dyrzakis: coa library page 4, Unholy despoilers: Goue Outpost
magic items;
1.
2.
spells;
1. Longinus Lance; coa library page 4, Unholy despoilers: Goue Outpost
2. Mark of the Messiah: coa library page 4, Unholy despoilers: Goue Outpost
3. Ultima:coa library page 4, Unholy despoliers: GoUE Outpost

Kingside Bishop(16)
classes:
The Card Caster: coa library page 5, The Socity of Cards.
Magic items;
1. Adamantine Skeletons: coa library page 5, The Socity of Cards
2. Choas Lighting: coa library page 5, The Socity of Cards
3. Jungle Stalker: coa library page5, the Socity of Cards
4. Loin's Pride: coa library page 5, The Socity of Cards
5. Phoenix: coa library page 5, The Socity of Cards
6. Quick Minions: coa library page 5, The Socity of Cards
7. Strengthen Minions: coa library page 5, The Socity of Cards
Lore:
1. Ships and ship realted Equipment guild: coa library page 3, The Seafareer's Guild
2. Sunset Rose: coa library page 5, Shadow Breath and Blade
3. Ruby Blush Rose: coa library page 5, Shadow Breath and Blade
4. Love Rose: coa library page 5, Shadow Breath and Blade
5. Black Lotus: coa library page 5, Shadow Breath and Blade
6. Hooded Monk: coa library page 5, Shadow Breath and Blade
7. Sprit Moss: coa library page 5, Shadow Breath and Blade
8. Joker's Kiss: coa library page 5, Shadow Breath and Blade
9. Blood Berry Bush

Kedi (10)
classes:
1. Harper Assassin: coa library page 3, The Harper Foundation
2. Harper Agent; coa library page 3, The Harper Foundation
3. Elfsong Singer: coa library page 4, The Half Elven Foundation
4. True Sorcerer: coa library page 4, The Half Elven Foundation
5. Demonling: coa library page 4, The Half Elven Foundation
6. Knights of The Night; coa library page 4, The Half Elven Foundation
7. Spellcaster Of the Night; coa library page 4, The Half Elven Foundation
8. Godless Diving Spell Caster; Cultist: coa library page 5, The New Human Foundation

Spells;
1. Spawn Offspring: coa library page 4, The Half Elven Foundation
Kevmann
lore:
1. Human Tribes: coa library page 5, The New Human Foundation

L

Law (18)
classes:
1. Aertai (creature): coa library page 3, Counsel of Archmages Library 3
2. Aertai Druid (creature) coa library page 3, Counsel of Archmages Library 3
3. Kawaze the Shark Lord (creature): coa library page 3, Counsel of Archmage's Library 3
spells;
1. Algeen's Prismatic Aura; coa library page 3, Counsel of Archmages Library 3
2. Algeen's Prismatic Ball: coa library page 3, Counsel of Archmages Library 3
3. Epic Fireball: coa library page 3, Counsel of Archmages Library 3
4. Kimber's Blasting Forceball: coa libarary page 3, Counsel of Archmage's Library 3
5. Kimber's Massive Forceball: coa library page 3, Counsel of Archmage's Library 3
6. Infernal Counterspell: coa library page 3, Counsel of Archmage's Library 3

Feats:
1. Epic Ability focus; coa library page 3, Counsel of Archmage's Library 3

Magic items:
1. Ring of Initiative: coa library page 3, Counsel Of Archmages Library 3
2. Apprentices Staff: coa library page 3, Counsel of Archmage's Library 3
3. Chill Staff: coa library page 3, Counsel of Archmages Library 3
4. Staff of Firebolt: coa library page 3, Counsel of Archmage's Library 3
5. Staff of the Elders Might: coa library page 3, Counsel of archmage's Library 3
6. Ioun Stone of Toughness: coa library page 3, Counsel of Archmage's Library 3
7. Bracers of Iinsightful Defense: coa library page 3, Counsel of Archmages 3
8. Robe of Defence: coa library page 3, Counsel of Archmage's library 3
9. Ring of Epic Initiative; coa library page 3, Counsel of Archmage's Library 3
10. Bracers of Epic Insightful Defence: coa library page 3, Counsel of Archmage's Library 3
11. Robe of Epic Defence: coa library page 3, Counsel of Archmage's Library 3

Look Within My Mind (1)
spells;
1. Mage Tunnel: coa library page 3, Counsel of Archmages Library 1

Lady Rolindin (119)
Classes:
1. Gem Lore Master:coa library page, Counsel of Archmages Library 3
2. Ranger/rouge/ fighter/ wizard/ sorcerer/ cleric/ bard (dragon): coa library page 3, The Forest Dewlers Foundatiom
3. Fire Hawk (creature):coa library page 3, Counsel of Archmages Library 3 (creature)
4. Ice Hawk (creature): coa library page 3, Counsel of Archmages Library 3 (creature)
5. Tiresian Oracles: coa library page 3, Materials Review and Approval

Skills:
1. Talk to Animals: coa library page 6, The Forrest Dewlers Foundation- Reborn
2. Blend in with Nature: coa library page 6, The Forrest Dewlers Foundation- Reborn
Feats;
Lore;
1. The Military Forces of Coyrmer: coa library page 3, The Purple Drogons of Coyrmer
2. War Wizard's of Coymer: coa library page 3, The Purple Dragons of Coyrmer
3. Knights needs for services: coa library page 3, The Purple Dragons of Coyrmer
Magic items;
1. Gem Ruins of Arlake:coa library page 2, guild DMF & Counsel of Archmage's Library 3
2. Karsas Silver Dragon Star: coa library page 2, guild DMF & Counsel of Archmage's Library 3
3. The Rings of Correspondance: coa library page 2, Guild of Pure Good- Revised Edition
4. Lady Polaris Silver Dragon Star: coa library page 3, Counsel of Archmage's Library 3
5. Dwarven Defender War Axe: coa library page 3, Counsel of Archmages Library 3
6. Mystra (Mystryl) Staff: coa library page 3, Counsel of Archmage's Library 3
7. Arkin's Hell Star (Version 2); coa library page 3, Counsel ofArchmage's Library 3
8. Akans Netheril Balls; coa library page 3, Counsel of Archmage's Library3
9. Netheril Necklace- Necklace of the Arch Arcanist (Female): coa library page 3, Cousel of Archmage's Library 3
10. Crystal Skull of the Undead; coa library page 5, The Guild Of Ultimate Evil: Revolution ( for ideals for guild)
11. Legion Breaker;coa library page 4, Ghasmal keep: stronghold of The Knight of Von Drache
12. Turlina's Lock Picks of the Master Thief: coa library page 5, Shadow's Breath and Blade Reincarnated
13. The Sash of Many Uses: coa library page 5, Shadow's Breath and Blade Reincarnated
14. staff of the wizard guardains: coa library page 6, coa library 4.2
15. Elven Traveling book box; coa library page 6, coa library 4.2

non magic items:
1. Red Hart plant: coa library page 6, The Forrest Dewlers foundation- Reborn
2. Corsive Slug: coa library page 6, The Forrest Dewlers Foundation- Reborn
3. Plant and trees Ato Z: coa library page 6, The Forrest Dewlers Foundation- Reborn

Spells:
1. Arbril's Disks; coa library page 3, Counsel of Archmages Library 3
2. Arbril's Spears; coa library page 3, Counsel of Archmages Library 3
3. Cold Globe of Invulnerability: coa library page 3, Counsel of Archmages Library 3
4. Fire Globe of Invulnerability: coa library page 3, Counsel of Archmages Library 3
5. Rainbow Beam: coa library page3, Counsel of Archmages Library 3
6. Solipsism: coa library page 3, Counsel of Archmages Library 3
7. Psionic Sanction: coa library page 3, Counsel of Archmage's Library 3
8. Of the Purest Light: coa library page 3, Counsel of Archmage's Library 3
9. Foebane: coa library page 3, Counsel of Archmage's Library 3
10. Kerel's Blast: coa library page 3, Counsel of Archmages Library 3
11. Anger of Noonday Sun: coa library page 3, Counsel of Archmage's Library 3
12. Resize; coa library page 3, Counsel of Archmage's Library 3
13. Waethra's Warm Welcome; coa library page 3, Counsel of Archmage's library 3
14. Arrow Swarm: coa library page 3, Counsel of Archmage's Library 3
15. Lightning Ring; coa library page 3, Counsel of Archmage's Library 3
16. Web of Lightning: coa libarary page 3, Counsel of Archmage's Library 3
17. Teleport Fireball: coa library page 3, Counsel of Archmage's Library 3
18. Heat water: coa library page 3, Counsel of Archmage's Library 3
19. Blizzard Storm: coa library page 3, Counsel of Archmage's Library 3
20. Brenburr's Mythallar Teleporttaion: coa library page 3, Counsel of Archmage's Library 3
21. Footpad's Grace: coa library page 3, Counsel of Archmage's Library 3
22. Scarter's Iron Storm: coa library page 3, Counsel of Archmage's Library 3
23. Scater's Instant Dispell: coa libaray page 3, Counsel of Archmage's Library 3
24. Moonbow: coa library page 3, Counsel of Archmage's Library 3
25. Enlarge Ward: coa library page 3, Counsel of Archmages Library 3
26. Tracking: coa library page 3, Counsel of Archmage's Library 3
27. Second Wind: coa library page 3, Counsel of Archmages Library 3
28. Clear Mind: coa library page 3, Counsel of Archmage's Library 3
29. Find Temple: coa library page 3, Counsel of Archmage's Library 3
30. Sacred Haven: coa library page 3, Counsel of Archmage's Library 3
31. Holy Mount: coa libaray page 3, Counsel of Archmage's Library 3
32. Mass Stabilize: coa library page 3, Counsel of Archmage's Library 3
33. Less Energized Shield: coa library page 3, Counsel of Archmage's Library 3
34. Moment Of Clarity: coa libarary page 3, Counsel of Archmage's Library 3
35. One Mind I: coa library page 3, Counsel of Archmage's Library 3
36. One Mind II: coa library page 3, Counsel of Archmage's Library 3
37. One Mind III: coa library page 3, Counsel of Archmage's Library 3
38. Sense Hertic: coa library page 3, Counsel of Archmage's Library 3
39. Spirtual Chariot: coa library page 3, Counsel of Archmage's Library 3
40. Sticky Saddle: coa library page 3, Counselof Archmage's Library 3
41. Winged Mount: coa library page 3, Counsel of Archmage's Library 3
42. Tiny Mount: coa library page 3, Counsel of Archmage's Library 3
43. Word Of Binding; coa library page 3, Counsel of Archmage's Library 3
44. Detect Attitude: coa library page 3, Counsel of Archmage's Library 3
45. Detect Guilt: coa library page 3, Counsel of Archmage's Library 3
46. Checkmate's Light: coa library page 3, Counsel of Archmage's Library 3
47.Analyze Opponent: coa library page 3, Counsel of Archmage's Library 3
48. Telepathic Aura: coa library page 3, Counsel of Archmage's Library 3
49. Choaking Hand: coa library page 3, Counsel of Archmage's Library 3
50. Lightwall: coa library page 3, Counsel of Archmage's Library 3
51. Ebon eye's: coa library page 3, Counsel of Archmage's Library3
52. Burden: coa library page 3, Counsel of Archmage's Library 3
53. Thunder Head: coa library page 3, Counsel of Archmages Library 3
54. Flag: coa library page 3, Counsel of Archmage's Library 3
55.Glittering Razors: coa library page 3, Counsel of Archmage's Library 3
56. Yell: coa library page 3, Counsel of Archmage's Library 3
57. Mirror Eye's: coa library page 3, Counsel of Archmage's Library 3
58. Dispell War Spell; coa library page 3, Counsel of Archmage's Library 3
59. Lady Polaris Spray: coa library page 3, Counsel of Archmage's Library 3
60. Great Electric Bolt: coa library page 3, Counsel of Archmage's Library 3
61. Enhance Weapons: coa libaray page 3, Counsel of Archmage's Library 3
62. Rings of Binding: coa library page 3, Counsel of Archmage's Library 3
63. Dust: coa library page 3, Counsel of Archmage's Library 3
64. Bakers Hand's: coa library page 3, Counsel of Archmage's Library 3
65. Rug Sweep: coa library page 3, Counsel of Archmage's Library 3
66. Easy March: coa library page 3, Counsel of Archmage's Library 3
67. Lighten Load: coa libaray page 3, Cousel Of Archmages Library 3
68. Blackthorn's preserving Ice: coa library page 3, Counsel of Archmage's Library 3
69. Blackthorn's Fireproof: coa library page 3, Counsel of Archmage's Libraryv 3
70. Blackthorn's Body Armor: coa library page 3, Counsel of Archmage's Library 3
71. Blackthorn's Quicksand: coa library page 3, counsel of Archmage's Library3
72. Arcane Bolt: coa library page 3, Counsel of Archmage's Library 3
73. Sonic Blast: coa library page 3, Counsel of Archmage's Library 3
74. Feed the Mnay: coa library page 3, Counsle of Archmage's Library 3
75. Cavalry Call; coa lobrary page 3, Counsel of Archmage's Library 3
76. Morning Mist: coa library page 3, Counsel of Archmage's Library 3
77. Small Stronghold: coa library page 3, Counsel of Archmage's 3
78. Burned to Bare Rock: coa library page 3, Counsel of Archmage's Library 3
79. Great Electric Bolt: coa library page 3, Counsel of Archmage's Library 3
80. Rolling Fire: coa library page 3, Counsel of Archmage's Library 3
81. Field of Blurs: coa library page 3, Counsel of Archmage's Library 3
82. Friendsight: coa library page 3, Counsel of Archmage's Library 3
83. Mire: coa library page 3, Counsel of Archmage's Library 3
84. Teleport Legion: coa library page 3, Counsel of Archmage's Library 3
85. Enhance Armor: coa library page 3, Counsel of Archmage's Library 3
86. Water Lightning Bolt; coa library page 4, The Half Elven Foundation
87. Ring Chian-Disintergration Lighting: coa library page 4, The Half Elven Foundation
88. Force Lighting Storm: coa library page 4, The Half Elven Foundation
89. Hunting Scrying hawk: coa library page 6, counsel of archmages library 4.2
90. silverfire Moon bow: coa library page 6, coa library 4.2.
91. resize 2: coa library page 6, coa library 4.2

Lecture(1)
classes:
Lore:
1. Cloning: coa library page 4, The Black Star Syndicate

Laughing Hyena Velox (3)
classes;
1. The Flind; coa library page 4, The Gnoll and Flind Foundation
2. Bugnol: coa library page 4, The Gnoll and Flind Foundation
Lore;
1. Knoll lore: coa library page 4, The Gnoll and Flind Foundation


Legions of the Unknown (1)
classes;
1. Half-Drow Racial traits: coa library page 3, Half Drow Foundation & All Races Foundation
Feats:
Skills;
Lore;
Lady Rolindin

04-23-06, 08:05 PM
M
Moriok Mephidross
Classes:
1. Servant of the Blackened Throne: coa library page 4, The Guild of Ultimate Evil: Revolution,

Skills:
Feats
lore:

m_man96 (1)
classes:
Feats:
Skills:
Lore:
Magic items;
spells:
1. Blinking Phantom Fireball; coa library page 2, Making of Magic Spells Guild

Master of Sarcasm(1)
spells;
1. Quicksand: coa library page 3, Counsel of Archmages Library 1

Feats;
1. Link spell: coa library page 6, Counsel of Archmages

Master of Flames
classes;
1. Ceal'nis Sniper: coa library page 3, Materials Review and Approval
Magic items:
1. Ring of Shadow Form: coa library page 5, The shadow's Breath and Blade (2nd generation)

Mazaudi
spells;
1. Mazaudi's Elemental Blast: coa library page 3, Counsel of Archmages Library 1
Masamune
class;
1. Kabuki Master: coa library page 5, Foundation of the Orient


N
NightScreamer(6)
classes;
1; The Jourin: coa library page 5, The Shinobi Clan

Spells:
1. Jorrul's Magic Dice; coa library page 4, The Half Elven Foundation
2. Jorrul's Magical Chess Lesser: coa library page 4, The Half Elven Foundation
3. Jorrul's Magical Chess: coa library page 4, The Half Elven Foundation
4. Jorrul's Magical Chess Greater; coa library page 4, The Half Elven Foundation
5. Half-Drow/ Half- Orog: coa library page 5, Drow Foundation: Races Chapter

Nidhogger
feats psionics;
1. Psionic Sidestep: coa library page 4, The Psionics Foundation

Nozz
classes;
1. Shinobi: coa library page 5, The Shinobi Clan

O
Orcy thr Green Wonder(14)
Classes:
1.The Knight Von Drache:coa library page 3, Ghashmal Keep: stronghold of the Knights of von Drache
2. Arcanist von Drache: coa library page 3, Ghashmal Keep: stronghold of the Knights of von Drache
3. Corrupt Avenger:coa library page 3, Ghashmal Keep: stronghold of the Knights of von Drache
4. Half Dragon Erinyes: coa library page 4, Conscientia, Academy of magic
5. Advanced Half Dragon Erinyes: coa library page 4, Conscientia, Academy of magic
6. Half Dragon Purple Worm: coa library page 4, Conscientia, Academy of magic


spells:
1. Gurgetar's Faithful Pet: coa library page 3, Counsel of Archmages Library 3
2. Gurgetar's Hamster Dance: coa library page 3, Counsel of Archmages Library 3
3. Gurgetar's Hamster Jig: coa library page 3, Counsel of Archmages Library 3
Magic items;
1. Construct Graphs; coa library page 4, Conscientia, Academy of magic
2. Effigy Arm; coa library page 4, Conscientia, Academy of magic
3. Arm of Clay: coa library page 4, Conscientia, Academy of magic
4. Arm of Iron: coa library page 4, Conscientia, Academy of magic
5. Arm of Iron: coa library page 4, Conscientia, Academy of magic


Ouroboros (52)
Classes:
1. Jade Dwarfs: coa library page 3, The Dwarf Foundation 1 & 2 & coa library page 5, All Races Foundation
2. Humans raised by Dwarfs: coa library page 5, All Races Foundation
3. Humans rasied by elfs: coa library page 5, All Races Foundation
4. Humans Gnome raised; coa library page 5, All Races Foundation
5. Humans Orc Raised: coa library page 5, All Races Foundation
6. Humans Halfling Raised; coa library page 5, All Races Foundation
7. Labalam: coa library page 5, All Races Foundation
8. Oxlaku: coa library page 5, All Races Foundation
9. Pipintu: coa library page 5, All races Foundation
10. Musojen: coa library page 5, All Races Foundation
11. Buteo; coa library page 5, All Races Foundation
Feats;
1. Stone Light: coa library page 3, The Dwarf Foundation
Skills:
Lore;
1. rune Magic Lore; coa library page 3, The Dwarf Foundation 1
Magic Items;
1. Master Rune of the Forge: coa library page 3, The Dwarf Foundation 1
2. Master Rune of Magic (Armor form): cao library page 3, The Dwarf Foundation 1
3. Master Rune of Metal: coa library page 3, The Dwarf Foundation 1
4. Master Rune of Rulership: coa library page 3, The Dwarf Foundation 1
5. Master Rune of Stone: coa library page 3, The Dwarf Foundation 1
6. Master Rune of War: coa library page 3, The Dwarf Foundation 1
7. Rune of Aldamanite: coa library page 3, The Dwarf Foundation 1
8. Rune of Basalt: coa library page 3, The Dwarf Foundation 1
9. Rune of Benevolence: coa library page3, the Dwarf Foundation 1
10. Rune of Diplomancy: coa library page 3, The Dwarf Foundation 1
11. Rune of Earth; coa library page 3, The Dwarf Foundation 1
12. Rune Of Eldritch Power(Armor form): coa library page 3, The Dwarf Foundation 1
13. Rune of Eldritch Power (weapon form); coa library page 3, The Dwarf Foundation 1
14. Rune of Force; coa library page 3, The Dwarf Foundation1
15. Rune of Form; coa library page 3, The Dwarf Foundation 1
16. Rune of Granite: coa library page 3, The Dwarf Foundation 1
17. Rune of Hurling: coa library page 3, The Dwarf Foundation 1
18. Rune of Impact: coa library page 3, The Dwarf Foundation 1
19. Rune of Iron: coa library page 3, The Dwarf Foundation 1
20. Rune of Leadership: coa library page 3, The Dwarf Foundation 1
21. Rune of Marble: coa library page 3, The Dwarf Foundation 1
22. Rune of Mithril: coa library page 3, The Dwarf Foundation 1
23. Rune of Obsidian: coa library page 3, The Dwarf Foundation 1
24. Rune of Penetration: coa library page 3, The Dwarf Foundation 1
25.Rune of Searing: coa library page 3, The Dwarf Foundation 1
26. Rune of Seeking: coa library page 3, The Dwarf Foundation 1
27. Rune of Shattering: coa libarary page 3, The Dwarf Foundation 1
28. Rune of Silver; coa library page 3, The Dwarf Foundation 1
29. Rune of Soul Stealing: coa library page 3, The Dwarf Foundation 1
30. Rune of Spell Breaking: coa library page 3, The Dwarf Foundation 1
31. Rune of Spell Stealing: coa library page 3, The Dwarf Foundation 1
32. Rune of spells: coa library page 3, The Dwarf Foundation 1
33. Rune of spite: coa library page 3, The Dwarf Foundation 1
34. Rune of Steel: coa library page 3, The Dwarf Foundation 1
35. Rune of Storms: coa library page 3, The Dwarf Foundation 1
36. Rune of Swiftness: coa library page 3, The Dwarf Foundation 1
37. Rune of the Hammer: coa libaray page 3, The Dwarf Foundation 1
38. Rune of Warning; coa library page 3, The Dwarf Foundation 1
39. Rune of Will: coa library page 3, the Dwarf Foundation 1
40. Rune of years: coa library page 3, The Dwarf Foundation 1

OrigmiCommando(2)
classes:
1. Deplomat of Legend; coa library page 5, The New Human Foundation
2. Yellow Tribe Naga: coa library page 5, The New Human Foundation

P
Pseudo Yorimtodeep (19)
classes:
Psioncis:
1. Clairsentience: coa library page 5, The Psioncis Foundation
2. Echolocate: coa library page 5, the Psioncis Foundation
3. Psionic Tatoos of the deep: coa library page 5, The Psioncis Foundation
4. new psioncis tatoos's : coa library page 5, the Psionics Foundation
5. Language Empathy: coa library page 5, The Psionics Foundation
6. Obscure language: coa library page 5, The Psionics foundation
7. Crushing Pressure: coa library page 5, The psionics Foundation
8. Vortex: coa library page 5, The Psionics Foundation
9. Mental Drown: coa library page 5, The Psionics Foundation
10. Rift Walker: coa library page 5, The Psionics Foundation

Psionics Tattoos
1. Wave Master: coa library page 5, The Psionics Foundation
2. Rift Shield: coa library page 5, The Psionics Foundation
3. Torpedo: coa library page 5, The Psionics Foundation
4. Drowning Net: coa libaray page 5, The Psionics Foundation
5. sink Needle; coa library page 5, The Psionics Foundation
6. wave Adept: coa library page 5, The Psionics Foundation
magic items;
1. Wrap Chain: coa library page 4, Weapons and Armor Smith Guild
2. Dartcaster: coa library page 4, Weapons and Armor Smith Guild
3. Dragon's Tendrils: coa library page 4, Weapons and Armor Smith Guild

Q


R

Raven Dark(10)
Spells;
1. Frost: coa library page 3, Counsel of Archmages Library 2
2. Gravity Well: coa library page 3, Counsel of Archmages Library 2
3. Freeze: coa library page 3, Counsel of Archmages Library 2
4. Dragoon's Static Barrier: coa library page 3, Counsel of Archmages Library 2
5. Dragoon's Discharging Bolt: coa library page 3, Counsel of archmages Library 2
6. Dragoon's Dancing Sparkle; coa library page 3, Counsel of Archmages Llibrary 2
7. Dragoon's Shockbolt: coa library page 3, Counsel of Archmages Library 2
8. Aust's Acid Wave: coa library page 3, Counsel of Archmages Library 2
9. Aust's Acrid Web: coa librart page 3, Counsel of Arcmages Library 2
10. Bone Rip: coa library page 3, Counsel of Archmages Library 2



RedHase (126 )
Classes;
1. Drow Dark Weavers: coa library page 3, The Guild of Ultimate Evil
2. Drow Ceremony Master: coa library page 3, The Guild of Ultimate Evil
3. Drow Crouching Spider: coa library page 3, The Guild of Ultimate Evil
4. The Path Master; coa library page 3, The Guild of Ultimate Evil
5. The Mind Spider: coa library page 3, The Guild of Ultimate Evil
6. Drucila: coa library page 6, The counsel of archmages library 4.2
7. The Lust Demon: coa library page 6, The counsel of archmages library 4.2
8. The poison or plague carrier: coa library page 6, counsel of archmages 4.2
Lore :
1. Slave Chart; coa library page 5, The Guild Of Ultimate Evil: Revolution
2. Slave Farm System: coa library page 5, The Guild of Ultimate Evil: Revolution

Feats: 2 paths per class
1. Blood line feats Arcane Ancestry: coa library page 5, Materials review and approval
2. Awakner: coa library page 3, The Guild of Ultimate Evil
3. Black Avatar of Vengeance: coa library page 3, The Guild of Ultimate Evil
4. Bringer of Great Change: coa library page 3, The Guild of Ultimate Evil
5. Dark Allies: coa library page 3, The Guild of Ultimate Evil
6. Dark Mother's Favour: coa library page 3, The Guild of Ultimate Evil
7. Death Collector: coa library page 3, The Guild of Ultimate Evil
8. Exectioner's Smile: coa library page 3, The Guild of Ultimate Evil
9. Poison Focus: coa library page 3, The Guild of Ultimate Evil
10. Improved Poison Focus: coa library page 3, The Guild of Ultimate Evil
11. Nurturer and Punisher: coa library page 3, The Guild of Ultimate Evil
12. Master of Ceremonies: coa library page 3, The Guild of Ultimate Evil
13. Poison Mark: coa library page 3, The Guild of Ultimate Evil
14. Power of Blood: coa library page 3, The Guild of Ultimate Evil
15. Sharp Fangs: coa library page 3, The Guild of Ultimate Evil
16. Swift and Terrible fangs: coa library page 3, The Guild of Ultimate Evil
17.Unshakeable Devotion: coa library page 3, The Guild of Ultimate Evil
18. Womb of Night: coa library page 3, The Guild of Ultimate Evil
19. Merculial Strike; coa library page 5, Shadow Breath and Blade
20. Precise strike: coa library page 5, Shadow Breath and Blade
21. Tutor; coa library page 5, Shadow Breath and Blade
22. Poison focus: coa library page 6, Coa Library 4.2
23 Improved poison Focus: coa library page 6, coa library 4.2
24. control body: coa library page6, coa library 4.2

Skills:
1. Tatoo Focus; coa library page 5, The Guild Of Ultimate Evil: Revolution
2. Tatoo Aniaml Focus: coa library page 5, The Guild Of Ultimate Evil: Revolution
3. Drow Path for class; Corruption: coa library page 3, The Guild of Ultimate Evil
4. Drow path for Class; Darkness Path; coa library page 3, The Guild of Ultimate Evil
5. Drow Path for Class; Death Rite: coa library page 3, The Guild of Ultimate Evil
6. Drow Path for Class: Matron: coa library page 3, The Guild of Ultimate Evil
7. Drow Path for Class: Mourning; coa library page 3, The Guild of Ultimate Evil
8. Drow Path for Class: Poison and Disease: coa library page 3, The Guild of Ultimate Evil
9. Drow Path for Class: Predator: coa library page 3, The Guild of Ultimate Evil
10. Drow Path for Class: The Spider: coa library page 3, The Guild of Ultimate Evil
11. Drow Path for Class; Webs: coa library page 3, The Guild of Ultimate Evil
12. Drow Path for Class: Whip: coa library page 3, The Guild of Ultimate Evil
13. control Body: coa library page 6 coa library 4.2

Magic items:
1. Book of Blood; coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
2. Arrow of Biting; coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
3, The fist: coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
4. Thayan Bombard Bomb: Death Bomb: coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
5. Thayen Bombard Bomb: Cloudkill Bomb: coa library page 5, materail review and approval &coa library page 5, The Guild Of Ultimate Evil: Revolution
6. Thayen Bombard Bomb: Death Bomb: coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
7. Thayen Bombard Bomb; Fireball Bomb; coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
8. Thayen Bombard Bomb: Snowball Swarm Bomb: coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
9. Thayen Bombard Bomb: Stone Shot; coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
10. Bone Bracers of the Death Deity: coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
11. Vipper Dagger: coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
12. Blast Globes: coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
13. Sending Stones: coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
14; Mirror Mask; coa library page 5, materail review and approval & coa library page 5, The Guild Of Ultimate Evil: Revolution
15. Soul Collector Orb; coa library page 5, The Guild Of Ultimate Evil: Revolution
16. Cloak of Fangs: coa library page 5, The Guild Of Ultimate Evil: Revolution
17. Hells Of Iron: coa library page 5, The Guild Of Ultimate Evil: Revolution
18. Red Skull Bracers: coa library page 6, coa library 4.2
19 Black Skull Bracers: coa library page 6. coa library 4.2
20. Antimagic arrows: coa library page 6, counsel of arch mages library 4.2
21. shadow disks antimagic arrows: coa library page 6, coa library 4.2
22. shadow spears anti magic arrows, coa library page 6, coa library 4.2
23. Change aligment anti magic arrows, coa library page 6, coa library 4.2
24. Eater from with in antimagic arrows: coa library page 6, coa library 4.2
25. ring of Valx, coa library page 6, counsel of archmages library 4.2

Spells;
1.Coin of the Realm: coa library page 3, Counsel of Archmage's Library 3
2. Mater Touch: coa libaray page 3, Counsel of Archmage's Libarary 3
3. Mirror Move; coa library page 3, Counsel of Archmage's Library 3
4. Understand Object: coa library page 3, Counsel of Archmage's Library 3
5. Climb: coa library page 3, Counsel of Archmage's Library 3
6. Wall of Smoke: coa library page 3, Counsel of Archmage's Library 3
7. Remove Scent: coa library page 3, Counsel of Archmage's Library 3
8. Foebane: coa libaray page 3, Counsel of Archmage's Library 3
9. Secret Message: coa library page 3, Counsel of Archmages Library 3
10. Flaming Finger: coa library page 3, Counsel of Archmage's Library 3
11. Resistance Piercing: coa library page 3, Counsel of Archmage's Library 3
12. surefooted Strride: coa library page3, Counsel of Archmage's Library 3
13. Leomund's Hidden Hut: coa library page 3, Counsel of Archmage's Library 3
14. Stinging Needles: coa library page 3, Counsel of Archmage's Library 3
15. Alter Memory (Brain Washing): coa library page 3, Counsel of Archmage's Library 3
16. Teleportation Portal; coa library page 3, Counsel of Archmage's Library 3
17. Delusions Of Grandeur: coa library page 3, Counsel of Archmage's Library 3
18. Shield Companion: coa library page 3, Counsel of Archmag'es Library 3
19. Small Enough: coa library page 3, Counsel of Archmage's Library 3
20. unstoppable Energy: coa library page 3, Counsel of Archmage's Library 3
21. Vorpal claws: coa library page 3, Counsel of Archmage's Library 3
22. Unholly Sword: coa library page 3, Counsel of Archmage's Library 3
23. Blood Drinker: coa library page 3, Counsel of Archmage's Library 3
24. Spit Poison: coa library page 3, Counsel of Archmage's Library 3
25. bite Of the Seductress: coa library page 3, Counsel of Archmage's Library 3
26. Shriek Of Abject Hatred: coa library page 3, Counsel of Archmages Library 3
27. Skittering Darkness: coa library page 3, Counsel of Archmage's Library 3
28. Secret Desires: coa library page 3, Counsel of Archmage's Library 3
29. Spider Gorge:coa libaray page 3, Counsel of Archmage's Library 3
30. Swarm Boil: coa library page 3, Counsel of Archmage's Library 3
31. Shaodw Disks: coa library page 3, Counsel of Archmage's Library 3
32. Shadow Spears; coa library page 3, Councel of Archmage's Library 3
33. Rentar's Hellhound: Coa library page 3, Counsel of Archmage's Library 3
34. Aligment Change: coa library page 3, Counsel of Archmage's Library 3
35. Miniature Mind: coa library page 3, Counsel of Archmage's Library 3
36. Dead End: coa library page 3, Counsel of Archmages Library 3
37. Marked Man: coa library page 3, Counsel of Archmage's Library 3
38. Serene Visage: coa library page 3, Counsel of Archmage's Library 3
39. Shock and Awe: coa library page 3, Counsel of Archmage's Library 3
40. Spontaneous Search: coa library page 3, Counsel of Archmage's Library 3
41. Shadow Teleportation: coa library page 3, Counsel of Archmage's Library 3
42. Eater From Within; coa library page 3, Counsel of Archmage's Library 3
43. Trip wire: coa library page 6, coa library 4.2
44. Animate poison or plague dead, counsel of archmages.
45. greater animate poison or plague dead:coa library page 6, counsel of archmages.

Poison or plagues.
1. Soul Plague:co library page6, counsel of archmages.
2. Blooding Plague: coa library page 6, counsel of archmages.
3. The Ferryman's Plague: coa library page 6, counsel of archmages.
4. The Medusa Plague: coa library page 6, Counsel of archmages.
5. The Cyst Plague: coa library page 6, Counsel of Arcmages.
6. Withering Plague: coa library page 6, counsel of Archmages.
7. Ice Plague: coa library page 6, counsel of Archmages.
8. Fire Plague: coa library page 6, Counsel of Archmages.


Ransu
psioncs;
1. Innate power: coa library page 4, The Psionics foundation

Rurik "The silent" (4)
magic items:
1. Amulet of Dramatic Death: coa library page 5, Shadow Breath and Blade
2. Composite Great Bow: coa library page 5, Swordpoint Military Academy
3. Great Bow: coa library page 5, Swordpoint Military Academy
Feats:
1. Landlord (form book sorce): coa library page 5, The shadow's Breath and Blade (2nd generation)
Lady Rolindin

04-23-06, 08:07 PM
S
Silmarien Aldalome (114)
Classes:
1. Master of Radience (from LM); coa library page 2, Guild of Pure Good- Revised Edition
2. Harper Agent: coa library page 3, The Harper Foundation
3. Earth Padalstall (creature): coa library page 3, The Dwarf Foundation 1
4. The Dhaerrim (Dwarf Race): coa library page 3, The Dwarf Foundation 1
5. Master of Magic ; Versemaster: :coa library page 4, The Half Elven Foundation
6. Avatar Dweomer Master; coa library page 4, The Half Elven Foundation & coa library page 5, The New Human Foundation
7. Avatar Dweomer Adept: coa library page 4, The Half Elven Foundation & coa library page 5, The New Human Foundation
8. Witch Diplomat: coa library page 4, The Half Elven Foundation
9. Peredhil Verse Masters; coa library page 4, The Half Elven Foundation
10 Verse Caller; coa library page 4, The Half Elven Foundation
11. Verse Healer; coa library page 4, The Half Elven Foundation
12. Verse Avatar: coa library page 4, The Half Elven Foundation
13. Peredhil Land Masters: coa library page 4, The Half Elven Foundation
14. Aranorian Half Elves; coa library page 4, The Half Elven Foundation
15. Peredhil Land Spy: coa library page 4, The Half Elven Foundation
16. Freewalker of Eldathyn; coa library page 4, The Half Elven Foundation
17. Freewalker Adept; coa library page 4, The Half Elven Foundation
18. peredhil weave Sorcereress; coa library page 4, The Half Elven Foundation
19. Peredhil Reality Master: coa library page 4, The Half Elven Foundation
20. SpellWeaver: coa library page 4, The Half Elven Foundation
21. Dwelves; coa library page 4, The Half Elven Foundation
22. Kingsward: coa library page 4, The Half Elven Foundation
23; Red Wizards: coa library page 4, The Half Elven Foundation
24. Arcane Devotee: coa library page 4, The Half Elven Foundation
25. Chosen of Mystra template: coa library page 4, The Half Elven Foundation
26. Half Snow Elves: coa library page 4, The Half Elven Foundation
27. Redact Mind Probe: coa library page 4, The Psionics Foundation
Skills;

Feats:
1. Consecrate Spell: coa library page 2, Guild of Pure Good- Revised Edition
2. Requim: coa library page 2, Guild of Pure Good- Revised Edition
3. Mother Cyst: coa library page 2, Guild of Pure Good- Revised Edition
4. Sliverstarfire feat: coa library page 4, The Half Elven Foundation
5. Avatar Dweomer Kindler: coa library page 4, The Half Elven Foundation

psionics:
1. Redact Mind Probe; coa library page 4, The Psionics Foundation
Lore:
1. Banes of the Undead; coa library page 2, guild of Pure Good-Revised Edition
2. Banes of the undead (from the Libris Mortis) coa library page 2, Guild of pure Good- Revised Edition
3. Casting Guidelines for Elven High Magic Rituals (magic): coa library page 5, High Magic Foundation Reloaded
4. Harper Poem: coa library page 3, The Harper Foundation
5. Disruptive Draconic Verse; coa library page 4, The Half Elven Foundation
6. The Tale of Angelina and Angrolachon: coa library page 4, The Half Elven Foundation
7. Starfie Lore & The Pereldar Timeline: coa library page 4, The Half Elven Foundation
8. The Ellae'dun; coa library page 4, The Half Elven Foundation
9. Multi- Componet Spell Casting System; coa library page 4, The Half Elven Foundation
10. Half Elven Synergy: coa library page 4, The Half Elven Foundation
11. Greater Spell Focus; coa library page 4, The Half Elven Foundation
12. Extra Spell Ways; coa library page 4, The Half Elven Foundation
13. Shapeweave: coa library page 4, The Half Elven Foundation
14. Half Elf Celebration Poem; coa library page 4, The Half Elven Foundation
15. Half Elven Folk Lore: coa library page 4, The Half Elven Foundation
18. Subsume Deity: coa library page 5, The New Human Foundation
19. Spell Mechanics: coa library page 5, The New Human Foundation

Magic Items:
1.The Ellae'dun: coa library page 2, guild DMF
2. Sliverstarfire (magic sorce): coa library page 4, The Half Elven Foundation
3. Ellae'dun; coa library page 4, The Half Elven Foundation
4. The Great Stone of Oneland; coa library page 4, The Half Elven Foundation
non magic items;
1.Undead Grafts: coa library page 2, Guild of Pure Good- Revised Edition
2.Positoxins: coa library page 2, Guilf of Pure Good- Revised Edition

Spells:
1. Holy Blood: coa library page 2, Guild guild of Pure Good Revised Edition & coa library page 3, Materials Review and Approval
2. Disruptive Aura: coa library page 2, Guild of Pure good- Revised Edition
3. Vibrant Aura: cao library page 2, Guild of Pure Good- Revised Edition
4. Resurrection Aura: coa library page 2, Giuld of Pure Good- Revised Edition
5. Interdict the Undead (Undead bane): coa library page 2, Guild of Pure Good- Revised Edition
6. Undeath to Life (Minor): coa library page 2, Guild of Pure Good- Revised Edition
7. Undeath to Life: coa library page 2, Guild of Pure Good- Revised Edition
8. Undeath to Life (Major): coa library page 2, Guild of Pure Good- Revised Edition
9. Life Enhancement Aura: coa library page 2, Guild of Pure Good- Revised Edition
10. Energise Spell: coa library page 2, Guild of Pure Good- Revised Edition
11. Ectoplasmic Armor: coa library page 2, Guild of Pure Good- Revised Edition
12. Sparks of life: coa library page 2, Guild of Pure Good- Revised Edition
13. Disrupt Undead Metabolism: coa library page 2, Guild of Pure Good- Revised Edition
14. Biomancy: coa library page 2, Guild of Pure Good- Revised Edition
15. Force Corporeal: coa library page 2, Guild of Pure Good- Revised Edition
16. Necrotic Bloat: coa library page 2, Guild of Pure Good- Revised Edition
17. Fortify Metabolism: coa library page 2, Guild of Pure Good- Revised Edition
18. Stardust implant: coa library page 2, Guild of Pure Good- Revised Edition
19. Stardust Scrying: coa library page 2, Guild of Pure Good- Revised Edition
20. Stardust Transformation: coa library page 2, Guild of Pure Good- Revised Edition
21. Vivomancy/Vibrant/ Vegmite: coa library page 2, Guild of Pure Good- Revised Edition
22. Shrill Scream: coa library page 2, Guild of Pure Good- Revised Edition
23. Restore Fealty: coa library page 2, Guild of Pure Good- Revised Editoin
24. Spark of the Hallowed Mind: coa library page 2, Guild of Pure Good- Revised Edition
25. Holy Eyes: coa library page 2, Guild of Pure Good- Revised Edition
26. Signature Scrying: coa library page 2, Guild of Pure Good- Revised Edition
27. Signature messenging: coa library page 2, Guild of Pure Good- Revised Edition
28. Vivomancy: coa library page 2, Guild of Pure Good- Revised Edition
29. Fireball Aura: coa library page 2, Making of Magic Spells Guild
30. Competence Transmutation: coa library page 3, Casters of the Arcane Foundation & coa library page 4, The Half Elven Foundation
31. Plasma Surge: coa library page 3, Counsel of Archmage's Library 3
32. Serendipity Cascade: coa library page 3, Counsel of Archmage's Libaray 3
33. Jubilative Restitution: coa libarary page 3, Counsel of Archmage's Library 3
34. Ally' Summons; coa library page 3, Materials Review and Approval
35. Avatar Dweomer Master: coa library page 4, The Half Elven Foundation
36. Pereldar Union Weave Song: coa library page 4, The Half Elven Foundation
37. Morror Memory Spell: coa library page 4, The Half Elven Foundation
38. Mirror Ancestor's Memory Spell: coa library page 4, The Half Elven Foundation
39. Competence Transmutation: coa library page 4, The Half Elven Foundation
40. Firey Repulsion: coa library page 4, The Half Elven Foundation
41. Simbul's Spell Matrix; coa library page 4, The Half Elven Foundation
42. Spell Enhancer: coa library page 4, The Half Elven Foundation
43. Meta-Dimensional Selves: coa library page 4, The Half Elven Foundation
44. Hallowed True Strike: coa library page 4, The Half Elven Foundation
45. Verse of Temporal Annihilation: coa library page 4, The Half Elven Foundation
46. Hallowed Storm:coa library page 4, The Half Elven Foundation
47. Record Mental Signature: coa library page 4, The Half Elven Foundation
48. Awaken Spirt: coa library page 4, The Half Elven Foundation
49. Pereldar Union Weave-song; coa library page 4, The Half Elven Foundation
50. Meta- Dimensional Selves: coa library page 4, The Half Elven Foundation
51. epic level; Pereldar Union Weave-song: coa library page 4, The Half Elven Foundation
52. Chian-Disintergration Lightning: coa library page 4, The Half Elven Foundation
53. Enervating Magic Missile; coa library page 4, The Half Elven Foundation
54. Hallowed Magic Missile; coa library page 4, The Half Elven Foundation
55. Telefireball: coa library page 4, The Half Elven Foundation
56. Trans-Dimensional Starburst: coa library page 5, The New Human Foundation


Student of the Mind
classes:
Feats;
Skills:
Lore:
Magic items:
1.vistra- The Holly Mistress: coa library page 2, guild DMF Artifact Conner & DMF Artifact Conner V 1.5
Spells:

Sssargoth (15)
classes;
1. Lupin: (dragon 325); coa library page 3, The Forest Dewlers Foundation
2. The Kitsune: coa library page 3, Materials Review and Approval
3. The Umbragen: shadow elves of Xen'drik; coa library page 3, Materials Review and Approval
4. The Bowman Charger: coa library page 3, Materials Review and Approval
5. The Ranger Knight of Furyondy; coa library page 5, Swordpoint Military Academy
6. Half Psudo Dragon Template: coa library page 6, Dragon Foundation
Feats:
1. Pirate Luck; coa library page 3, The Seafarerer's Guild
2. Polyglot: coa library page 3, the Seafarer's Guild
3. Savvy Swimmer; coa library page 3, The Seafarer's Guild
4.Shipborn: coa library page3, The Seafarer's Guild
5. Sailor Will: coa library page 3, The Seafarer's Guild
Skills:
Lore;
1. the way of the gun: gunpowder weapons dragon issue #321, coa library page 3, The Seafarer's Guild
2. Common Dragon Racial Traits; coa library page 3, Materials Review and Approval
Spells:
1. Metaconcert; coa library page 4, The Half Elven Foundation
magic items;
Psionic:
1.Inertial Armor: coa library page 4, The Psionics foundation
2. Psionic Prodigy: coa library page 4, The Psionics foundation

Shadow Shinobi
classes;
1. Shinobi: coa library page 5, The Shinobi Clan
2. Nyctomancer; coa library page 5, The Shinobi Clan
3. Shinobi: coa library page 5, The Shinobi Clan
4. The Ronin: coa library page 5, The Shinobi Clan
5. Assassin of Azrael; coa library page 5, The Shinobi Clan
6. Disciple of Azrael: coa library page 5, The Shinobi Clan
7. Lightbringher of Uriel: coa library page 5, The Shinobi Clan
8. Yamabushi; coa library page 5, The Shinobi Clan
Feats;
Skill;
Lore:
magic items:
1. Chain Shuriken: coa library page 5, The Shinobi Clan
spells;
1. Walking the Nightingale floor: coa library page 3, Ninja Clan Foundation
2. Hearing the Cherry Blossoms Fall: coa library page 3, Ninja Clan Foundation
3. Embracing the Night: coa library page 3, Ninja Clan Foundation
4. Eye's of the Hunting Hawk: coa library page 3, Ninja Clan Foundation

Sculyblast
spells;
1. Bring Honor to these souls: coa library page 3, Counsel of Archmages Library 1

The Simbul: coa library page 3, Counsel of Archmages Library 1

Shadowfoot
classes:
1. Blood Axe: coa library page 5, The Dwarf Foundation (2)

Sargatanas
classes;
1. The Terrror Knight: coa library page 3, Materials Review and Approval
2. Effigies: coa library page 4, Temple of the Damed
Magic items:
1. Plague Generators (type 1): coa library page 4, Temple of the Damed
2. Plague Generators (type 2): coa library page 4, Temple of the Damed
3. Plague Generators (type 3) coa library page 4, Temple of the Damed
4. Plague Mask; coa library page 4, Temple of the Damed
5. The plague of the Damned (magic sorce); coa library page 4, Temple of the Damed
6. Drow House Insignia: coa library page 5, Shadow's Breath and Blade Reincarnated

Shandrakor
Psionics:
1. Inertial Armor: coa library page 4, The Psionics Foundation
Sphendule
spells;
1. Ghastly Blow Kiss: coa library page 5, Shadow Breath and Blade
magic items
1. Vortex; coa library page 5, The shadow's Breath and Blade (2nd generation)

Sertimon
classes;
1. Troll: coa library page 5, Norse World Foundation

Shino-Kuto
lore;
1. Monk titles; coa library page 3, Order of the Awakened Fists

Super Guy
classes;
1. disciple of the Hunt (Monk/werewolf): coa library page 3, Order of the Awakened Fists

ShadowWarrior
classes;
1. Infected Template; coa library page 6, Practicers of Necromantic Arts
1.
magic items;
1. Orb of Disruption: coa library page 6, Practicers of Necromantic Arts
2. Skull Servant: coa library page 6, Practicers of Necromantic Arts

T

Thasis (11)
classes:
1. Dread Zombie (creature): coa library page 4, The Black Star Syndicate
2. Galactic Elves: coa library page 4, The Half Elven Foundation
3. vicemanra: coa library page 6, Asphyxion's Guild of Hellish Horrors
4. necronite: coalibrary page 6, Asphyxion's Guild of Hellish Horrors
5. Blood Hexornate; coa library page 6, Asphyxion's Guild of Hellish Horrors
6. Death Hexornate: coa library page 6, Asphyxion's Guild of Hellish Horrors
7. kerhail; coa library page 6, Asphyxion's Guild of Hellish Horrors
8. Tristiana marrow: coa library page 6, Asphyxion's Guild of Hellish Horrors
spells;
1. Dryonkius Enxodis; coa library page 4, The Half Elven Foundation
2. Anvil of Doom: coa library page 4, Giuld of Ultimate Evil: Incarnate
3. Perversion of Life: coa library page 2, Making of Magic Spells Guild
magic items:
1.

Tenzhi
classes;
1. The Driak; coa library page 3, The Forest Dewlers Foundation
2. Astermia (star Gnomes): coa library page 3, Materials Review and Approval & coa library page 6 Gnome Foundation
3. The Eternist: coa library page 3, Materials Review and Approval
4. Chin Lung: (Man Dragon): coa library page 6, Dragon Foundation
Feats;

Spells;
1. Endure Elements:coa library page 3, Materials Review and Approval

TwinswordStyle
Classes;
Feats;
Skills:
Lore;
Magic items:
1. The "entertainers" Pipes: coa library page 5, Shadow Breath and Blade
Spells:
1.

Turalisj
classes;
Silver Elves: coa library page 5, Elf Foundation
Feats;
1. Quartmaster: coa library page 4, Stormhand Federation
spells;
1. Gender Shift: coa library page 5, Shadow Breath and Blade
2. Apocolyptic Storm: coa library page 5, Pyromantacs Anonymous

The Vorpal Tribble
classes;
1. Women in Black: coa library page 4, The Psionics Foundation
2. The Man Who Wasen't There: coa library page 4, The Psionics Foundation
3. Gilga; coa library page 4, The Psionics Foundation
4. Insomnius: coa library page 4, The Psionics Foundation
5. J'marlik: coa library page 4, The Psionics Foundation
6. karibbi: coa library page 4, The Psionics Foundation
7. Padaelias; coa library page 4, The Psionics Foundation
8. Torrga and Torrgan Starets; coa library page 4, The Psionics Foundation
9. T't't: coa library page 4, The Psionics Foundation
10. Duskwing Swarm: coa library page 4, The Psionics Foundation
11. Fevercamp Flies; coa library page 4, The Psionics Foundation
12. Dream Guard: coa library page 4, The Psionics Foundation
13. Dragon Uncarnate; coa library page 4, The Psionics Foundation
14. Disciple of M'tu: coa library page 4, The Psionics Foundation
15. Brine Treader: coa library page 4, The Psionics Foundation
Psionics;
1. Rejuvenating Trance; coa library page 4, The Psionics Foundation
2. Dreamless: coa library page 4, The Psionics Foundation
3. Mind Melody: coa library page 4, The Psionics Foundation
4. Focused Haul; coa library page 4, The Psionics Foundation
5. Perfection of Motion: coa library page 4, The Psionics Foundation
6. Matter Agition; coa library page 5, Pyromantacs Anonymous
magic items:
1. Jesters Staff: coa library page 5, Shadow Breath and Blade
Lady Rolindin

04-23-06, 08:08 PM
U

V

Von Crown (30)

classes:
1. Zal'Ag (creature); coa library page 4, The Black Star Syndicate
2. Redbud (creture Plant): coa library page 4, The Black Star Syndicate
3. Meduim Undead: coa library page 4, the Risen Dead Foundation
4.Vaermyl:coa library page 4, the Risen Dead Foundation & coa library page 3, Materials Review and Approval
5. Dreadward; coa library page 4, the Risen Dead Foundation
6. Igor; coa library page 4, the Risen Dead Foundation
7. Doppelvine (creature plant); coa library page 4, the Risen Dead Foundation
8. Seige Kraken (creature): coa library page 3, The Guild of Ultimate Evil
9. Xel'Dri Swarm (creatures): coa library page 3, The Guild of Ultimate Evil
10. Vaermyl Brute; coa library page 3, Materials Review and Approval
11. Psycheken: coa library page 4, Guild of Pure Good

Feats;
1. Necromantic Studies: coa library page 4, the Risen Dead Foundation
2. Undead Shield: coa library page 4, the Risen Dead Foundation
3. Spirtbinding: coa library page 4, the Risen Dead Foundation

skills;
1.Flesh Craft; coa library page 4, the Risen Dead Foundation

Magic Items:
1. Necrolytic Converter: coa library page 4, The Risen Dead Foundation
2. Skull of Akuma; coa library page 4, the Risen Dead Foundation
3. Furnace of Damnation: coa library page 4, the Risen Dead Foundation
4. Ghostblade:coa library page 4, the Risen Dead Foundation

Spells;
1. Blackbolt: coa library page 3, Counsel of Archmages Library 3 & coa library page 4, the Risen Dead Foundation
2. Mordred's Morbid Marionette: coa library page 3, Counsel of Archmages Library 3 & coa library page 4, the Risen Dead Foundation
3. Adonic Fury; coa library page 3, Counsel of Archmage's Library 3
4. Anti-Antimagic Field Field: coa library page 3, Counsel of Archmage's Library 3
5. Obliterate: coa library page 3, Counsel of Archmages Library 3
6. Reverse Regeneration: coa library page 3, Counsel of Archmages Library 3
7. Rot in the Gray Wastes; coa library page 3, Counsel of Archmage's Library 3
8. Spell Harbinger: coa library page 3, Counsel of Archmage's Library 3
9. Four Fangs Of winter: coa library page 3, Counsel of Archmage's Library 3
10. Negative Energy Flux: coa library page 4, the Risen Dead Foundation
11. Second Chance: coa library page 3, The Guild of Ultimate Evil (frist)

W

Wolf_ Mage
Spells:
1. Aeolu's sheltering Winds: coa library page 3, Counsel of Archmages Libaray 1

Wilds (6)
classes;
Spells:
Magic items;
1. Headband of Infiltration: coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation
2. Seal of Persuasion: coa library page 3, Materials Review and Approval
3. Earing of Escape; coa library page 3, Materials Review and Approval & coa library page 4, Stormhand Federation
4. Sargs Toy: The plague of the Damed (Magic process): coa library page 4, Stormhand Federation
5. Earring of Escape Major: coa library page 4, Stormhand Federation
6. Midnight: coa library page 5, The shadow's Breath and Blade (2nd generation)

X

Xen1554
Classes:
Feats:
Skills:
Lore;
Magic items:
1. Librarians spectecles: coa library page 2, guild DMF
2. Pharun's Secure Chest: coa library page 2, guild DMF
3. Xen's book: coa library page 2, guild DMF

Spells:
1. Lawful Grasp: coa library page2, guild DMF

Xun Valdor of GouseKser (4)
classes;
Feats:
skills:
Lore:
magic items;
1. Lenses of Eagle's Sight: coa library page 3, Casters of the Arcane Foundation
2. Gloves of Folgrim's Flurry: coa libray page 3, Casters of the Ardcane Foundation
Spells;
1. Spell Sphere: coa librarty page 3, Casters of the Arcane Foundation
2. Windshield: coa library page 3, Casters of the Arcane Foundation

Y

Yautja Rlues
classes:
1. High Elves: coa library page 4, The Half Elven Foundation
Lore;
Mountain OR earth dwarfs; coa library page 4, The Half Elven Foundation

Z

Zargonic
Spells;
1. Glacial Rail; coa library page 3, Counsel of Archmages Library 2

Zollex
Classes;
1. Elandili Master of Magic; coa library page 4, The Half Elven Foundation
Spells;
1. Arc of Electrcity: coa library page 3, counsel of Archmages Libaray 1

Zombomaniac (12)
classes;
Feats:
1. Great Warrior: coa library page 3, Materials Review and Approval
2. Wise Leader. coa library page 3, Materials Review and Approval
3. Pause Spell. coa library page 3, Materials Review and Approval
4. Wandering Sage: coa library page 3, Materials Review and Approval
5. Pause spell (metamagic):coa library page 3, Materials Review and Approval

Magic items;
1. Surprise Cube;coa library page 3, Materials Review and Approval
2. Bombardment Box;coa library page 3, Materials Review and Approval
3. Volt Gauntlet: coa library page 3, Materials Review and Approval
4. Antimagic Generator: coa library page 3, Materials Review and Approval
5. Pendent of the Magic Hater: coa library page 3, Materials Review and Approval
6. Antimagic Generator: coa library page 3, Materials Review and Approval
Magic spells;
1. The Plague of Truest Death (magic sorce): coa library page 4, Temple of the Damed
Skills:
Lady Rolindin

05-27-06, 10:54 PM
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