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| Aramar the Black07-25-07, 11:54 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. The entire first page (30 posts) is reserved for the contents of this library, and I've got a lot of updating to do, as the old archives are currently in the present archives. A formatting nightmare. Important note: Recently, sculyblast (and myself) subjected a few of the spells found here to the critique of the wider member base. I will be putting the updating versions of those spells here. If the original creators are offended by this, or they would rather simply see thier original creations present, of have any other issue, please contact me and I will fix the problem as soon as possible. And I'd like to give a big thanks to boards member NRT, who was very helpful in the revisions of said spells. |
| Aramar the Black07-25-07, 11:54 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 Black07-25-07, 11:56 PM | 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 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 Edited 7-25-07: Aramar the Black |
| Aramar the Black07-25-07, 11:56 PM | Aelreth - - - Archmage of Prismatic/Radiant Magics Ancient Worm - - - Unknown Boschdevil - - - Unknown DragonSorcerer - - - Unknown TheOrderofchaos - - - Archmage of Monstrous Knowledge Azer Firelord, Archmage of Warm Welcome Kirstar ([GSV] Kirstar) - - - Archmage of Metamagic Komid - - - Archmage of Light L33t Angel - - - Archmage of Madness Cloud Strife - - - Archmage of Takhisis CrossHatch - - - Archmage of Cantrips Elessar - - - Archmage of Luck Lixer Trebonaris - - - Archmage of Silence Reflux - - - Unknown samusa - - - Archmage of Destruction Dryden, the Ranger - - - Archmage of water and cold magic Sparc Snickerfellow - - - Archmage of Air and Electricity BaneofKobolds - - - Archmage of Nature Gurgetar (Orcy) - - - Archmage of the Mind Hot Rod - - - Archmage of Fabrication Kirellagen, Archmage of Stars Dugoon - - - Archmage specialist of Epic Magic Drake Dragonslayer - - - Archmage of Anti-Dragon magic Cyrano de Bergerac - - - Archmage of Alchemy Law - - - Archmage of Magic Item Research and Spell Research Alpha_Lord - - - Unknown Anthor Del Niera Archmage of Holomancy Aracon Nightshade - - - Archmage of the Frozen Abyss Arcanix - - - Archmage of Spell Research and Non-traditional Spell Use Aust Evermore - - - Archmage of Dimensional Pockets and Trickery Azuth the Magelord - - - Unknown Blade Boy - - - Archmage of Air BloodSoakedAngel - - - Archmage of Hemomancy ChaosEvoker - - - Archmage of Chaos Dantedarkstar - - - Archmage of Arcane Superiority Eldren - - - Archmage of Chromatic Magic Fel’thain - - - Archmage of Insightful Invention Frozen Diamond - - - Archmage of Electricity ghosteyes/Emerald Flame - - - Unknown He Who Shall Not Be Named - - - Archmage of the Uttercold HighCleric - - - Unknown Ice Wizard - - - Archmage of Water Jace Von Varius - - - Archmage of the Storm Jontg - - - Archmage of Cosmic Magic Novadude - - - Archmage of Draconic Magic Osiris001 - - - Unknown Powerman5000 - - - Archmage of Spider Magic QuickSilver - - - Archmage of Reflections Redhase - - - Archmage of the Red Mist Sephiroth-sama - - - Archmage of Celestials Silvanus - - - Archmage of Machiavellian Maneuvers Slaygar - - - Archmage of Shadow and Astronomy Smite-Mo-Tron - - - Archmage of Annihilation The Quarterling - - - Archmage of Travel Magic Thunderpuck - - - Archmage of Secrets Troy Xavier the Geomancer - - - Archmage of Earth and Geomancy Vaettyr - - - Archmage of Illusions Wunderbar - - - Unknown Xod, Archmage - - - Archmage of Rays Yaztromo - - - Archmage of Dragon Lore Yipwyg the Mighty - - - Archmage of Bio-magical genetic engineering Zargonic - - - Archmage of Transmutation Archmage of Netheril - - - Archmage of the Council Finwe - - - Archmage of Temporal and Planar Magic Wizard - - - Unknown Kronos - - - Archmage of Ancient Magic Lankin the Mad Mage - - - Unknown Agudo Archmage - - - Archmage of Light Blaine Tog - - - Archmage of Prestidigitation Gellion - - - Archmage of Evocation Mordenkianen’s Rubber Duck of Doom Cloud Strife - - - Archmage of Takhisis Ertai Planeswalker - - - Unknown TheRedRobedWizard - - - Archmage of Balance Tehril - - - Archmage of The Craft The Simbul - - - Archmage of Metamagic Anglar - - - Archmage of Use of Magic for Non-Magical Outcomes Aramek - - - Archmage of Blue Magic Von Crown - - - Archmage of Undeath Wolf Mage - - - Archmage of Wind and Storms Bahamut 0 - - - Archmage of Gravity Solmund - - - Archmage of Phantasm/Illusion Swedish Viking - - - Archmage of Grandiose but Weird Creations Sypons - - - Archmages of Concealment Magic Demonfey - - - Archmage of Fire Double-check Master of Sarcasm - - - Archmage of Creation Demon Lightfoot is - - - Archmage of Demonology & Diabolism Aravilar Holistacia - - - Archmage of Elven High Magic Diplomatic Sorcerer - - - Archmage of Fire Sculyblast - - - Archmage of Shadows Baerdith - - - Archmage of Lore Malyss the Defender - - - Archmage of Counterspelling and Defensive Magic Raven Dark - - - Archmage of Debilitation Magic Aramar the Black - - - Archmage of Ice Arshes - - - Archmage of Thunder and Lightning Bait the Bard - - - Archmage of Sonic Energy Gerald (Damior/Niek) - - - Archmage of Abjuration Dyne - - - Archmage of War Frostbite Ravenheart - - - Archmage of Music and Emotions Kedi - - - Archmage of Life and Death Lady Rolindin - - - Archmage of Netherilan Magic Lord of Wolves - - - Archmage of Sword Magic Master of Flames - - - Archmage of Wastelands Myrdinn - - - Lord of Cerebremancy Necrodude - - - Archmage of Pain Premier666 - - - Archmage of Black Magic Twinkle - - - Archamage of Snowballs Thasis - - - Archmage of Death Turalisj - - - Archmage of Serpents, Naga, and the like Xen155 - - - Archmage of Law Zombomaniac/Cazic - - - Archmage of Travel Tjaeden - - - Archmage of Quicksilver Dragons Apparently, was never accepted as an official member. |
| Aramar the Black07-25-07, 11:57 PM | Insignias The few banners and what-not 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) Old CoA Threads, Current Thread, and Libraries First Thread - Deleted Second Thread - Deleted Third Thread (http://boards1.wizards.com/wotc_archive/index.php/t-117696) Fourth Thread (http://boards1.wizards.com/wotc_archive/index.php/t-140665) Fifth Thread (http://boards1.wizards.com/wotc_archive/index.php/t-191622) Sixth Thread (http://boards1.wizards.com/wotc_archive/index.php/t-226369) Seventh Thread (http://boards1.wizards.com/wotc_archive/index.php/t-331988.html) Eighth Thread (http://boards1.wizards.com/showthread.php?t=533268) Current Thread (http://boards1.wizards.com/showthread.php?t=853310) First Library (http://boards1.wizards.com/showthread.php?threadid=171995) Second Libary (http://boards1.wizards.com/showthread.php?t=269101) Third Library (http://boards1.wizards.com/showthread.php?t=328077) Fourth Library (http://boards1.wizards.com/wotc_archive/index.php/t-450096) Affiliates Conscientia, Academy Of Magic (http://boards1.wizards.com/showthread.php?t=852014) Conscientia, Archived (http://boards1.wizards.com/wotc_archive/index.php/t-505189.html) Society of the Cards (http://boards1.wizards.com/wotc_archive/index.php/t-386206[/URL) -- Faction of the CoA Other boards, threads, and RPGs Conforms Boards (http://archmages.conforums.com/) The Archmage's Spellbook (http://boards1.wizards.com/showthread.php?t=853325) The Tyranny of Xantoflamis (IC) (http://boards1.wizards.com/wotc_archive/index.php/t-334015.html) The Tyranny of Xantoflamis (OoC) (http://boards1.wizards.com/wotc_archive/index.php/t-334019.html) The Council of the Archmages (IC) (http://boards1.wizards.com/wotc_archive/index.php/t-159077.html) The Council of the Archamges (OoC) (http://boards1.wizards.com/wotc_archive/index.php/t-159083.html) |
| Aramar the Black07-25-07, 11:57 PM | 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 1 hour/3 caster levels, or until discharged. Range: Self Only Area: 100 ft + 10 ft per 3 caster levels Saving Throw: Yes, see 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 (Agudo Archmage) Level: Clr 7, Dru 7, Sor/Wiz 8 Divination Components: V, S, M, F Casting Time: 15 minutes Range: 1000 ft. radius circle centered on caster Target: One Object or Creature. Duration: 48 Hours Saving Throw: Special; see test The spell functions similar to Discern Location, with the addition that Agudo's Safe Passage creates upon a blank scroll a map showing the most direct, unimpeded path to the target object or creature. This spell does have its limitations, however, as it can only be used on the plane the caster is on, and some magical shielding and possible divine interferance may block this spell. Material Components: Sliver of onyx, half pound of Black Sand (Volcanic Sand), three ounces of mercury Foci: One scrying pot and a blank scroll. _____________________ 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, Rng 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 one's 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. Material Component: A blue sapphire worth at least 500 gp. _____________________ Aramar's Tasty Snowball Conjuration Level: Clr 1, Sor/Wiz 1 Components: S Casting Time: One standard Action Duration: Instantaneous Range: Very Close (5 ft.) This spell conjures one snowball per caster level which, in addition appearing in a desired variety of muted colors and tastes, rejunvinates the creature who eats the snowball. It will do one of the following, in this order: Reduce the effects of fatigue (fatigue goes aways, exhuasted becomes fatigued), or heal 1d6 points of damage. Note that, once conjured, the snowballs are real snowballs, and suffer the effects of heat. _____________________ Arbril's Spears (Lady Rolindin) Transmutation Level: Sorcerer/Wizard 6 Components: V, S Casting Time: 1 Standard Action Range: Close (25 feet plus 5 feet per 2 caster levels) Area: Special (See Below) Duration: Instantaneous Saving Throw: Fortitude Half Spell Resistance: None Here me now, magics of the Weave! With your might, I release this spear as a torrent on my enemies! Upon completion of this spell, the spear or javelin transforms into a shower of tiny spears and strikes. This shower of spears typically takes the shape of a 40' cone. Alternitively, the caster may have it take the shape of a cylinder (25 foot radius, 15 feet high). All creatures in the area of effect take 10 points of magical damage per caster level minus the targets AC. After subtracting the AC, a successful save will halve the damage. Example: At 10th level, Arbril casts this spell at a Bebilith Demon. It has AC 22, so it subtracts 22 from the base damage of 100, leaving 78 points of damage. The Bebilith makes its save, and now takes 39 points of damage as the cone of miniature spears rips through him. Material Component: a silverskin spear or javelin. _____________________ 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 _____________________ 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) _____________________ 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. _____________________ 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 _____________________ 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. _____________________ 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 _____________________ 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. _____________________ 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 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. Material Components: Glass or crystal bead that shatters at the spell's expiration and a blue diamond worth 150 gold pieces. _____________________ 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 _____________________ Corpse Explosion (Diplomatic Sorcerer) Necromancy (Fire, Fear) Level: Cleric 3, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Close (20ft + 5ft./2 levels) Target: One corpse (Sizes Small to Large) Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: No The targeted corpse explodes in a grotesque 20 foot radius burst of burning corpse. All creatures in the area of effect are Shaken for 1 round. The exploding parts of the corpse deal damage based on the size of the corpse and the HD of the creature, to a maximum of 10 dice: Small deals 1d4 damage per HD; Medium deals 1d6 damage per HD, Size Large deals 1d8 per HD. Any smaller than small are too small to effectively cause damage; conversely, any larger than size large are simply too big for the spell to encompass. Half of the damage is fire, the other half is bludgeoning. A reflex save halves this damage but does not alleviate the Shaken condition. Corpses used this way may not be animated after this spell has been used on the corpse. _____________________ 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: N/A Spell Resistance: 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. |
| Aramar the Black07-25-07, 11:57 PM | 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. _____________________ 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. _____________________ 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). _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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%. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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%. _____________________ 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. _____________________ 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. _____________________ 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%. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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 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. Material Components: Glass or crystal bead that shatters at the spell' expiration and a fire opal. _____________________ 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. _____________________ 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 _____________________ 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. _____________________ 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. _____________________ Frozen Through (Aramar the Black) Enchantment and Evocation (Cold) Level: Sor/Wiz 6 Components: V,S Casting Time: One standard Action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/ 2 levels Saving Throw: Will & Fortitude; see text Spell Resistance: Yes The target of this spell suffers 1d6 points of cold damage, and must make a will save and a fortitude save. Those who fail the former are effectivly stunned, and those who fail the latter are paralyzed and suffer an additional 1d6 points of cold damage per round. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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 Resistance: 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: sor/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" _____________________ 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. _____________________ Horrid Strike (ebaatezu) Transmutation Level: Necromancer 7 Components: V, M, S Casting time: 1 action Range: touch Target: weapon wielded Duration: 1 round/special Saving Throw: 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 Black07-25-07, 11:57 PM | Igan's Planar 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 simple spell 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. _____________________ 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. _____________________ Improved Arcane Lock, Augmented (Dyne) 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. _____________________ Intensify Summoning, Lesser (Kirstar) Universal and 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. _____________________ 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. _____________________ Intensify Summoning, Greater (Kirstar) Universal and 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. _____________________ 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). _____________________ 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. _____________________ 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: Yes As fireball except as noted. It deals 1d6 pints of cold damage per caster level (max 25d6). _____________________ 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 _____________________ 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. _____________________ Lasting Chill (Aramar the Black) Evocation (Cold) and Transmutation Level: Sor/Wiz 5 Components: V,S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray of cold energy Saving Throw: Fort. partial; see text Spell Resistance: Yes The caster must succeed on a ranged touch attack to hit a target with this ray. The ray deals 1d4 points of cold damage per caster level, and if the target fails a fortitude save, than they gain the [cold] subtype for one additional round. _____________________ 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 strength; 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. _____________________ 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. _____________________ 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. _____________________ 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) 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 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. _____________________ 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 gives the target creature +4 enhancement bonus to both Strength and Constitution. This mask also gives off light like a torch (20 ft. of light). _____________________ 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). _____________________ 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 _____________________ 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 Black07-25-07, 11:58 PM | 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. _____________________ Paintball (Aramek) 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. _____________________ 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. _____________________ 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. _____________________ 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!" _____________________ 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. _____________________ 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. _____________________ 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 _____________________ 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. _____________________ 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. 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 Material Component: a small clear gem or crystal prism worth at least 10 gp. _____________________ 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 _____________________ 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. _____________________ 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 critical threat 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. _____________________ 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. _____________________ 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. Material Component: a twist of multi-coloured ribbon with a small silver bell fastened to its end. _____________________ 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). _____________________ 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 strength; 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. _____________________ 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 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. _____________________ 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: Yes 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ Spell Absorbtion (Dyne) Abjuration Level: Sor 8 As minor spell absorbtion, except that it absorbs spells up to 5th level. _____________________ 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 Black07-25-07, 11:59 PM | 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) _____________________ 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. _____________________ 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. _____________________ Thunderpuck’s Massive Missile (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) _____________________ 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. _____________________ 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. _____________________ 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 _____________________ 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. _____________________ 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. _____________________ 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. _____________________ Winter's Curse (Aramar the Black) Evocation (Cold) and Transmutation Level: Sor/Wiz 5 Components: V,S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray of cold energy Saving Throw: Fort. partial; see text Spell Resistance: Yes The caster must succeed on a ranged touch attack to hit a target with this ray. The ray deals 1d4 points of cold damage per caster level, and if the target fails a fortitude save, then they become vunerable to cold for one round. _____________________ Wunderbar's Wondrous Armor (Wunderbar) Transmutation Level: Sor/Wiz 1 Components: V, S, Focus Range: Touch Target: one suit of light armour or light shield Duration: 1 hour/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 Black07-25-07, 11:59 PM | Reserved for overflow of the spell archives. |
| Aramar the Black07-25-07, 11:59 PM | Reserved for other magics, such as invocations or spellsongs. |
| Aramar the Black07-26-07, 12:00 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 _____________________ 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). _____________________ 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 _____________________ Rods Rod of Diablo (Demonfey) Powers: +2 caster level for evil spells/evil beings +3 unholy club unholy fire 3/day _____________________ 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). _____________________ 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). _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ Staff of the Elder's 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. _____________________ 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. _____________________ 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 _____________________ 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 _____________________ 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 _____________________ 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. _____________________ 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 _____________________ 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. _____________________ 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). _____________________ 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 _____________________ 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 _____________________ 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 _____________________ 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: --. _____________________ 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 _____________________ 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; _____________________ 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). _____________________ 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 Black07-26-07, 12:00 AM | Reserved for overflow of equipment. |
| Aramar the Black07-26-07, 12:00 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 Companion (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 Sense (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 (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 damage. 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 Black07-26-07, 12:00 AM | 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 one 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 Theory 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 Black07-26-07, 12:01 AM | Reserved for exotic and obscure magics, such as a Rune Magic, Bloodlore, and Rituals. |
| Aramar the Black07-26-07, 12:01 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 Black07-26-07, 12:01 AM | Philosopher 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. Hit Die: d4 Alignment: Any. A Philosopher can be of any alignment, for mere alignments do not deter the quest for understanding and knowledge. 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 First Level: (4+Intelligence modifier) x4 Skill Points at Each Level: 4 + Intelligence modifier Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +2/+0 +2/+0 +2 Domains, Philosophy, Quest for Knowledge Saving Throws, Spellcasting 2nd +1 +3/+0 +3/+0 +3 Instill Principle 3rd +1 +3/+1 +3/+1 +3 4th +2 +4/+1 +4/+1 +4 5th +2 +4/+1 +4/+1 +4 Lesser Aspect of Power 6th +3 +5/+2 +5/+2 +5 7th +3 +5/+2 +5/+2 +5 8th +4 +6/+2 +6/+2 +6 Instill Principle 9th +4 +6/+3 +6/+3 +6 10th +5 +7/+3 +7/+3 +7 Well of Knowledge 11th +5 +7/+3 +7/+3 +7 12th +6/+1 +8/+4 +8/+4 +8 Partial Ascension 13th +6/+1 +8/+4 +8/+4 +8 14th +7/+2 +9/+4 +9/+4 +9 Instill Principle 15th +7/+2 +9/+5 +9/+5 +9 Aspect of Power 16th +8/+3 +10/+5 +10/+5 +10 Ocean of Comprehension 17th +8/+3 +10/+5 +10/+5 +10 18th +9/+4 +11/+5 +11/+6 +11 Greater Aspect of Power 19th +9/+4 +11/+6 +11/+6 +11 20th +10/+5 +12/+6 +12/+6 +12 One with the Way, Instill Principle Class Features: Weapon and Armor Proficiency: The Philosopher is proficent with only light weapons and shields. 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, and learns the spells of each domain as (s)he gains the ability to cast spells of apropriate level. At every even level, a Philosopher may learn a spell of the highest level spell they can cast from the cleric spell list. Three levels later, the Philosopher may learn another spell of the same level or lower. 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 violates his/her philosophy, the philosopher loses ALL abilities granted by the class aside from BAB and hit dice (this includes access to and ability to use philosophical feats). If the act was unintentional, then the philosopher must atone, as the spell cast by a cleric/philosopher of his/her alignment, to regain his or her spellcasting abilities. In order to regain other class abilities, however, the philosopher must spend a year in contemplation, reaffirming their beliefs. The actual act of contemplating varies between philosophers. Some may spend their time in deep meditation, whereas others may go out into the world in order to see how well their philosophy holds up when applied to the real world. Philosophers who intentionally violate their philosophy, but on a relatively small level, lose all class abilities, and but may regain them as a philosopher who unintentionally violated their abilities. Philosophers who intentionally and grossly violate their philosophy lose all class abilities and can never become a philosopher of their chosen philosophy again. They may atone to a new philosophy, and gain spellcasting abilities. However, in order to regain other class abilities a philosopher must sacrifice 20,000 xp, and spend a year in contemplation. Ultimately, the philosopher must undergo a sort of mental rebirth in which his/her old philosophy is accepted to be false and his/her new philosophy is reaffirmed in his/her mind. If a philosopher violates his/her “second” philosophy in a gross manner, then he/she permanently looses all class abilities. 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. Saving Throws: The Philosopher always has a high base will save, but may choose to have either a high fortitude or high reflex save. If he chooses to have a high fortitude base save bonus, then he receives a low reflex base save bonus, and if he chooses to have a high reflex base save bonus, then he receives a low fortitude base save bonus. Spell Casting: The Philosopher casts divine spells. He/she begins play with up to 5 orisons of his/her choosing, and learns an additional cantrip once every two levels. The Philosopher’s spells are very different than those 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 “Carpe 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 spell “extended forcecage”. He now knows forcecage as if it was an eighth level spell with twice the duration of forcecage, but he must sacrifice one eighth level spell that he knows in order to “power” the slot for that day. Knowing his party will be fighting a white dragon today, he decides to get 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. Philosophers choose one mental ability on which to base their spellcasting, fitting to their Philosophy. *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 requests the aid of a deity whose portfolio agrees with the character’s Philosophy. Instill Principle: At second level, and every six levels later, the Philosopher gains one bonus philosophical feat. At the DM’s discretion, this may be a metamagic or item-creation feat. 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. Well of Knowledge: The Philosopher's Knowledge of all things has increased immensly. The Philosopher adds a +5 bonus to all knowlefdge checks made. Partial Ascension: At twelfth 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). The Philosopher has also transcended the mortal need for food and water, and no longer needs to eat or drink. Ocean of Comprehension: The Philosopher's ability to reason and comprehend has transcended the limits of ordinary men. The Philosopher gains a +3 bonus to any intelligence based checks, and may make Knowledge checks without ranks in a particular skill. Greater Aspect of Power: The Philosopher has achieved such a great height of power that even archangels and demon princes mark their actions. The philosopher has become literally steeped in the magic of his/her philosophy, emanating a strong magical aura. A further +2 bonus is added to all Charisma based checks, skills, etc, and he/she may select one spell whose level is no greater than 1 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 to all intimidate checks. 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 Spells learned by level: “>” means no greater than this level spell lvl 0 1 2 3 4 5 6 7 8 9 1 > - - - - - - - - - 2 - > - - - - - - - - 3 - > - - - - - - - - 4 - - > - - - - - - - 5 - - > - - - - - - - 6 - - - > - - - - - - 7 - - - > - - - - - - 8 - - - - > - - - - - 9 - - - - > - - - - - 10 - - - - - > - - - - 11 - - - - - > - - - - 12 - - - - - - > - - - 13 - - - - - - > - - - 14 - - - - - - - > - - 15 - - - - - - - > - - 16 - - - - - - - - > - 17 - - - - - - - - > - 18 - - - - - - - - - > 19 - - - - - - - - > - 20 - - - - - - - - - > 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. A philosophy should make sense on some level, and should be the source of some moral guidelines for the character. “Killing monsters is cool” is not a philosophy, but an opinion. |
| Aramar the Black07-26-07, 12:01 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. The Arcane Sage Hit Die: d4 Prerequisites: In order to qualify to become an Arcane Sage, a charater must meet the following criteria: Skills: Knowledge (Arcana) 10 ranks, Knowledge [Any Two] 10 ranks, Knowledge (Religion) or (Nature) 10 ranks, Spellcraft 7 ranks Feats: Any three metamagic or item creation feats, adn Skill Focus (Knowledge [any one]) Spells: Abiltiy to cast seven different divination spells, one of which must be 4th level or higher Spellcasting: Abilty to cast arcane and divine spells Class Skills: As the Loremaster Base Class Attack Fort Ref Will Level Bonus Save Save Save Special Spellcasting 1st +0 +0 +0 +2 Lore +1 level of existing spellcasting class 2nd +1 +0 +0 +3 Lord of Knowledge +1 level of existing spellcasting class 3rd +1 +1 +1 +3 Secret +1 level of existing spellcasting class 4th +2 +1 +1 +4 Magical Understanding +1 level of existing spellcasting class 5th +2 +1 +1 +4 Secret +1 level of existing spellcasting class 6th +3 +2 +2 +5 Pertinent Knowledge +1 level of existing spellcasting class 7th +3 +2 +2 +5 Secret +1 level of existing spellcasting class 8th +4 +2 +2 +6 Greater Lore +1 level of existing spellcasting class 9th +4 +3 +3 +6 Secret +1 level of existing spellcasting class 10th +5 +3 +3 +7 Magical Unity +1 level of existing spellcasting class Lore: At first level, the sage gains the ability to know legends or information regarding various topicss, just as a bard can with bardic knowledge. The archivist adds his/her level and Int. modifier to the Lore Check (PHB pg.28) Lord of Knowledge: The maximum number of ranks a sage may have in any class skilll is equal to his/her character level +4 Secret: At third level and every two levels afterward, a sage may choose one secret from the following table. Use his/her level + Int. modifier to determine availiable secrets. Magical Understanding: The sage begins to blur the line between the arcane and the divine. A sage may independantly study/reseach any divine spell of no higher than two levels below her highest arcane spells known, and add them to her repitoire as an arcane spell Perinent Knowledge: Four times per day, the sage may make a relevant knowledge check to do one of the following: - Gain a +1 attack bonus vs. particular creatures for 1 min. - Gain a +1 dodge bonus vs. particular creatures for 1 min. - Grant an ally a +1 bonus on a skill check. Greater Lore: The sage gains the abiltiy to understand magic items, as with the identify spell. Magical Unity: The sage may now research divine spells of a level no higher than one less his/her highest level spell known. Level + Int mod. Secret Benefit 1 Instant Mastery 4 ranks in skill in which the archivist had no previous ranks 2 Medical Learning +3 Hit Points 3 Stillness of Mind +2 bonus on Will saves 4 Linguistic Discovery One Bonus Language 5 Tips & Tricks 1 bonus rank in any skill 6 Forbidden Magic Bleed Constitution to power metamagic* 7 Runological Expertise Reduce gp cost of book, scroll, and magical writings by 10% 8 Applicable Knowledge One bonus feat 9 Newfound Arcana One bonus 1st level spell** 10 More Newfound Arcana One bonus 2nd level spell** 11 Esoteric Magic One bonus 2nd level spell*** 12 More Esoteric Magic One bonus 3rd level spell*** * See Tainted Scholar (HoH) for detailed information ** As though gained for having a high ability score *** Can be chosen from any class list 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] ---------------------------------------------------------------------------- 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. Gelidus (Gelid Mage) The Gelidi are mages who seek to become one with the nature of Cold. They are not flashy or exhuberant in thier evocativion-oriented studies, preferring the quiet, still, and subtle side of Winter. Many are loners, for with the study of magical cold, the Gelidus often becomes cold in spirit as well. Hit Die: d4 Prerequisites To qualify to become a Gelidus, a character must meet the following requirements. Knowledge (Arcana): 9 ranks Knowledge (The Planes): 5 ranks Knowledge (Nature): 5 ranks Feats: Endurance, Cold Substitution Alignment: LN, CN, NE, NG, or N Spellcasting: Must be able to cast 3rd level arcane spells, know at least 5 spells with the [cold] descriptor, and may not know or use any spells with the [fire] descriptor. Special: Must have at one point been reduced to at least 10% of one's HP due to cold temperature exposure. Class Skills: Balance (Dex), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Spellcraft (Int), Profession (Wis) Skill Points at Each Level: 2+Int. Modifier Base Class Attack Fort Ref Will Level Bonus Save Save Save Special Spellcasting 1st +0 +0 +0 +2 Cryogenic Blood, +1 level of existing spellcasting class cold resistance 5 2nd +1 +0 +0 +3 Hypothermic Touch 1/day +1 level of existing spellcasting class 3rd +1 +1 +1 +3 Cold Resistance 10, - Frozen Power 4th +2 +1 +1 +4 Freezing Magic +1 level of existing spellcasting class 5th +2 +1 +1 +4 Cold Resistance 20, - Aura of Cold 6th +3 +2 +2 +5 Cryogenic Blood II +1 level of existing spellcasting class 7th +3 +2 +2 +5 Cold resistance 30, +1 level of existing spellcasting class Chill Fires 8th +4 +2 +2 +6 Frozen Power - 9th +4 +3 +3 +6 Cold Resistance 40, +1 level of existing spellcasting class Hypothermic Touch 2/day 10th +5 +3 +3 +7 Phellinic Mastery - Class Features Weapon and Armor Proficiency: The Gelidus gains no new proficiencies with any weapons or armors. Spellcasting: At first level, and every other level there afterward, the Gelidus gains news spells and spells per day as though he/she has just gained a level in his/her existing arcane spellcasting class. Cold Resistance: At first level the Gelidus gains Cold Reistance 5. This increases to 10 at 3rd level, and continues to increase by 10 every other level. Cryogenic Blood: Limits of cold and heat drop by 10 degrees for the Gelidus. (The Gelidus doesn't began rolling agianst cold dangers until the temperature drops below 30) Aso, any damage the Gelidus takes from magical fire (spells, breath weapons) is increased by 50%. Hypothermic Touch: Once a day as a standard action, the Gelidus may attempt to drain the very heat out of a victim with a melee touch attack. A successful attack forces th victim to make a Fortitude save vs a DC of (10+Cha mod.+Gel lvl). A failed save results in the victim freezing to death. A successful save results in 5d6 points of cold damage. A hypothermic touch cannot be used against creatures with a Cold Resistance of 10 or greater, no Constitution score, or immunity to critical hits. Frozen Power: At 3rd level, the Gelidus recieves a +1 bonus to thier caster level for all cold spells that they cast. This bonus increases to +2 at 8th level. Freezing Magic: At 4th level, the Gelidus may choose to alter some of his [cold] spells so that they deal Str and Dex damag reather than HP damage. This effect may only be applied to spells that deal damage according to caster level. Affected spells deal 1 points of Str and Dex damage per three caster levels of the caster. Aura of Winter: A number of times per day equal 1/2 the Geldidus's level (max 5), he/she may emit an aura of pure cold. Any creatures in the area must succeed at a Fort. save (DC 15 + 1/2 Gel lvl.). Those who fail are frozen solid for the duration of the aura. Those who succeed are considered slowed for the duration. The aura lasts 1d4 rounds, and the range is 10 ft. + 5ft. per Gel lvl. Cryogenic Blood II: Limits for cold and heat drop an additional 20 degrees for the Gelidus (total 30). A gelidus retains his fire vunerability, but he also gains fire resistance 10. (The latter is applied first) Also, any creature who touched the Gelidus (grapple, touch attack, shaking hands, etc...) takes 1d4 points of cold damage per round. Chill Fires: As a standard action, the Gelidus may extiguish one medium or smaller sized fire within a (5ft. +5ft/lvl) range. Any attempts to use this against magical fires requires a targeted dispel check. (10 + 1/2 Ge lvl.) Phellenic Mastery: The air around the Gelidus in a 30 ft. radius is always 20 degrees colder. Any creature within 5ft. of the Gelidus suffer 1d4 cold damage per round. Structures and unattended magical objects loce 1 point of hardness. Touching the Gelidus in any way results in 2d4 cold damage. The Gelidus gains Cold Immunity. The Gelidus gains Fire Resistance 20 (in addition to fire vunerability) As long as the Gelidus is completely surrounded by air (or enviorment) that is 30 degrees or colder, he/she need not eat nor drink. 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 ----------------------------------------------------------------------------- 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 ---------------------------------------------------------------------------- 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 Black07-26-07, 12:02 AM | 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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. _____________________ 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) _____________________ 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 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). _____________________ 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). _____________________ 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). |
| Aramar the Black07-26-07, 12:02 AM | 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 Black07-26-07, 12:02 AM | 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. _____________________ 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 Black07-26-07, 12:02 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 Black07-26-07, 12:02 AM | reserved post 25 |
| Aramar the Black07-26-07, 12:02 AM | reserved post 26 |
| Aramar the Black07-26-07, 12:03 AM | reserved post 27 |
| Aramar the Black07-26-07, 12:03 AM | reserved post 19 |
| Aramar the Black07-26-07, 12:03 AM | reserved post 28 |
| Aramar the Black07-26-07, 12:04 AM | final reserved post |