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| Dyne10-25-04, 12:22 AM | You may now post on the Library Hello, everyone. I'm the Librarian for the Council of Archmages. This is where all the NEW material created by the Council of Archmages will be stored. If any of the material here is out-of-date or if I've forgotten anything, please PM me. All new creations by the Council of Archmages will be stored here. The older creations will not be stored here, but they can be found in the older Council Libraries. If you want an older creation to be put here, PM me and I'll gladly put it in. Links to all the previous Council Libraries as well as all the Council of Archmages Threads can be found in this Library. |
| Dyne10-25-04, 12:37 AM | This is how the Library will be set up: Section 1: Council Business 1. Council of Archmages FAQ 2. Members List 3. Council Noticeboard Section 2: Creations by Category 1. Spells 2. Creatures 3. Prestige Classes 4. Items 5. Feats 6. Epic 7. Artifacts Section 3: Creations by Creator 1. Creation Scoreboard 2. List of Creators and their Creations You can find all Council of Archmages threads here (except the first one, which we're still searching for): Second Thread (http://boards1.wizards.com/showthread.php?s=&threadid=45530) Third Thread (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showthread.php?threadid=117696&origin=) Fourth Thread (http://boards1.wizards.com/showthread.php?s=&threadid=140665) Fifth Thread (http://boards1.wizards.com/showthread.php?s=&threadid=191622) Sixth Thread (http://boards1.wizards.com/showthread.php?threadid=226369) Seventh Thread (Current Thread) (http://boards1.wizards.com/showthread.php?p=4749283&posted=1#post4749283) First Library (http://boards1.wizards.com/showthread.php?threadid=171995) Second Library (http://boards1.wizards.com/showthread.php?t=269101) Council of Archmages FAQ (http://boards1.wizards.com/showthread.php?s=&threadid=226368) |
| Dyne10-25-04, 12:52 AM | Council of Archmage FAQ version 1.2 Q. What is the Council of Archmages? The council is a group of like-minded individuals who all share a common interest: Magic. We are innovative thinkers and role-players as well. Q. What do we do here? We create spells, magical items, prestige classes related to magic and role-play. We all discuss new ideas relating to magic. But most of all we have fun and form new friendships. Q. How do I join? All you need to do is post in our current thread then choose a domain which isn’t taken and/or isn’t too powerful. We’re working on now a list of active people and there domains so hold tight. Once your membership is confirmed, you and your domain will be added to the list. Make sure to keep on topic, post often, and above all have fun. Q. Do I have to join? No, you don’t have to join. Anyone is welcome to pop in and post a quick reply or whatever. Anyone is welcome to be part of the Council. (Although we would love for you to join, so why not go ahead? ) Q. Do I need to join the Conforums Website? Ehh…Sorry guys the Confourms website has fallen a little out of shape. We might possible make a new site but not anywhere in the near future. Q. Do I have to be obsessed with my domain and will I get in trouble if I role-play/use other domain powers? No, Of course not. We have a High Archmage of Music and Emotions. He loves rangers and paladins as well as bards and often uses Cold Magic. We also have a High Archmage of Elven High Magic. He casts a whole list of spells not part of EHM and doesn’t always role-play as an elf. Q. What are High/Zenith Archmages? You might happen here of such ranks like High Archmage and Zenith Archmage. These are the ranks and titles from an older regime that have been taken down. Although there are ideas and such fluttering around and this will likely be the first Q. to change. Domains: Now, how do you pick your Domain Name? · Step 1) Look at the list of taken names · Step 2) Think up of a small number of things that interest you · Step 3) Check for “munchkinism” (IE: Archmage of Dragons) · Step 4) Start posting! And voila! you now officially have a domain name in the eyes of Council of Archmages. Finally as one last note: please contribute. We personally can't stand when people just join for a cool title and the ability to put in their sigs and say “I am in the well-respected Council of Archmages.” We hate that. If you do that we are going to take your domain name away unless you state you are leaving for a bit for vacation or can't post for a while. It’s hard enough to think of domain names but we don’t need domain fillers. However be invited to jump into the role-playing (as long as you don’t do it stupidly) and the debates and post spells and start your own debates and create PrCs and do whatever it is you like to do! Written and Revised: Frostbite Ravenheart 1st Amendment -10-26-04 |
| Dyne10-26-04, 12:38 AM | Here is the list of members of the Council of Archmages and their domains. If you are a member of the Council of Archmages and your name isn't on this list, please PM me and give me your domain. Agudo Archmage--Archmage of Light Anglar--Archmage of Use of Magic for Nonmagical Outcomes Aramar the Black--Archmage of Ice Baerdith--Archmage of Lore (Arcane, Ancient, or otherwise) Bait the Bard--Archmage of Sonic Energy ChaosEvoker--Archmage of Chaos Demonfey--Archmage of Fire Demon Lightfoot--Archmage of Demonology and Diabolism Dyne--In-Game Leader for the IFWG, Librarian, and Archmage of War Frostbite_Ravenheart--Lorewarden and Archmage of Music and Emotions Gurgetar (user: Orcy)--Archmage of the Mind He Who Shall Not Be Named--Archmage of the Uttercold Kedi--Archmage of Life and Death Kirstar--Archmage of Metamagic Lady Rolindin--Archmage of Netherilan Magic Law--Archmage of Research Legions of the Unknown--Archmage of Conjuration Master_of_Sarcasm--Archmage of Creation Necrodude16--Archmage of Pain Raven Dark--Archmage of Debilitation Magic Redhase--Archmage of the Red Mist Sculyblast--Archmage of Shadows Silvanus--Archmage of Machiavellian Maneuvers Solmund--Archmage of Phantasm/Illusion Swedish Viking--Archmage of Grandiose but Weird Creations Turalisj--Archmage of Serpents, Naga, and the like Von Crown--Archmage of Undeath Xen155--Archmage of Law Other than this list, I don't know who's still active in the Council. So, if you're still active in the Council (first, start posting in the Council thread), PM me and let me know. |
| Frostbite_Ravenheart10-26-04, 06:41 PM | <<Deleted to keep neat>> |
| Dyne10-26-04, 06:50 PM | The Noticeboard and the Creation Scoreboard (unknown date) Welcome to the new Noticeboard of the Council of Archmages. Basically, here I'll post news and notices regarding the Council of Archmages. The first news is one of my ideas for this Library Thread: The Noticeboard and the Creation Scoreboard. I've already explained the Noticeboard, so let me talk about the Creation Scoreboard. As you post new creations in the Council of Archmages thread (new items, new spells, and such), I'll post them in the Library, and I'll tally up the number of creations you have that are stored in the Library. Basically, it'll give you a good idea of the contributions that certain members have made to the Council of Archmages, and the member with the most creations will have the respect of the other members and the special title of Chief of Lore. So, what do you guys think? Post in the Council Thread or PM me what you think about my new ideas. I hope they can help to keep the Council organized and encourage members to post their ideas. Inter-Foundation War Games Update: Guild of Ultimate Evil vs. Half-Elven Foundation (unknown date) The Guild of Ultimate Evil has declared war on the Half-Elven Foundation. We have yet to see how the Half-Elven Foundation will react, but it is likely the Guild of Pure Good will become involved as well. It is unsure as to whether or not the Council of Archmages will become officially involved, but it is likely considering the large number of Archmages that owe allegiance to the Half-Elven Foundation. Whether or not the Council is officially involved, you may support one side or the other as an individual. This is the first major conflict between foundations since the start of the Inter-Foundation War Games. Update (unknown date) The Risen Dead Foundation has declared that it will remain neutral in the conflict between the Guild of Ultimate Evil and the Half-Elven Foundation. Seeing the list of allies running thin, the leader of the Guild of Ultimate Evil has decided that it would be foolish to fight in a war against the Half-Elven Foundation. The two foundations are currently trying to work out a truce (the Guild of Ultimate Evil would not sign a peace treaty). The Guild of Pure Good has declared that it will back the Half-Elven Foundation if war erupts. The Council of Archmages will remain neutral if the conflict continues, however, many Archmages will likely clamor to take sides anyway. Update (12/3/04) War has once again erupted between the Half-Elven Foundation and the Guild of Ultimate Evil. Silmarien Aldalome declared war on the minions of evil before the throne of the High Sovereign. I believe there has yet to be any acts of war between the foundations. It is unclear how Silmarien's declaration will affect things. A new update will be added to this story as soon as I have more information on the subject. Arena Deathmatch: Dyne vs. Droga (unknown date) Concerning the conflict between the Half-Elven Foundation and the Guild of Ultimate Evil, a deathmatch was fought between Dyne, a representative of the Half-Elven Foundation, and Droga, a member of the Guild of Ultimate Evil. The deathmatch was fought to settle accusations that Droga had murdered a Half-Elf. The High King Lord Frostbite declared that an arena battle would settle whether Droga was innocent or guilty. If Droga fell in battle, it would prove his guilt. If Droga succeeded, it would prove that he was innocent. Dyne faced off against Droga at the Mountain Top Arena. The fight lasted some time, and was quite close in the end, but due to some mistakes on Dyne's part, Droga ultimately ended up on top. With very little strength left, Droga destroyed Dyne, proving his innocence. Dyne, however, was able to come back to life through a clone that was prepared before the battle began. He is now walking among us, perfectly healthy, and much the same as he was before. Arena Deathmatch: Turalisj vs. Droga (unknown date) Turalisj recently faced Droga in a battle to the death at the Mountain Top Arena. Turalisj hoped to gain glory by defeating the one who had just slain Dyne, and so challenged Droga immediately after the end of the previous match. Turalisj's match was relatively short, however, and he unfortunately fell in battle against Droga due to a lack of preparation on his part. After Droga's recent wins, many combatants are clamoring to challenge to claim a portion of his wealth and to gain the glory of defeating a true foe. Arena Deathmatch: Helm vs. Droga (unknown date) On Wednesday, the 25th of November, Helm Dundragon faced off against the one called Droga, hoping to destroy Droga and vanquish his evil from the world. Droga immediately summoned a Vrock to the battlefield, hoping to team up with it against Helm. Helm dispatched of the demon in 3 rounds, and then made for Droga himself. Droga then used his Necklace of Demons to summon another Vrock between himself and Helm, hoping to use it to distract Helm. Helm, beginning to feel the exhaustion of battle, ignored the Vrock and headed for Droga, wanting to end the fight as quickly as possible. Failing to damage Droga, the creature of the shadow plane used the Vrock to flank Helm, causing massive damage to the knight from the two large creatures. Helm then collapsed in agony, and Droga finished him off with one quick stab. Helm Dundragon is now dead, and Droga stays undefeated, with a record of 4-0. The Noticeboard is quite out of date now. Forgive me, I have been rather busy. Also, the Scoreboard hasn't been updated in a long time, and there are several additions I need to make to the Library. I will get to them as soon as possible. |
| Dyne10-28-04, 08:09 PM | Agudo's Quick Passage Spell (by Agudo Archmage) Level: Clr 7, Dru, 7, Sor/Wiz 8 Divination Components: Sliver of Onyx, Half pound of Black Sand (Volcanic Sand) Three ounces of Mercury, One scrying pot and Blank Scroll. Casting Time: 15 minutes Range: Thousand miles full circle from the point of caster. Target: One Object or Creature. Duration: Forty Eight Hours Saving Throws: Special (Example-Magically Shielded Location, Divine Interference) Cost: Based on availability. Limitation: Land/Ocean based only. No interplanetary Realm/Plane Scrying Like the spell “Discern Location” that allows the caster to find an object or creature. By showing the Room, Building or Town that the object is located in Agudo Safe Passage Spell gives one more advantage. “How to get there!” The spell will show the most direct passage to the object/creature. Up to one thousand miles in any direction from the caster. It will magically draw into the blank scroll roads, water passages, mountain paths, underground caverns and so on. Starting from the location of where the spell was cast, leading all the way in detail to the final location. _____________________ Agudo’s Crystal Magic Missiles (by Agudo Archmage) Evocation Level: Brd 5, Sor/Wiz 5 Casting Time: 5 seconds Range: 100 Feet Target: 15 feet radius of targeted area Saving Throws: None Spell Resistance: Yes Ingredients: 1/2 inch Blue Crystal, Spell or scroll of Magic Missiles. Hold Blue Crystal in one hand fully stretched out. On your second hand, read and cast the spell. The crystal will magnify the magic; and cause twice as many missiles to shoot out. _____________________ Agudo’s Hovering Stone Spell (by Agudo Archmage) Transmutation Level: Wiz 6, Druid 5, Cleric 5 Casting Time: 1 minute Range: 100 feet Target: 1 Duration: 24 hours Spell Resistance: Special ( If they resist the Flesh to Stone spell) Saving Throws: Special ( If they resist the Flesh to Stone spell) Ingredients: 5 ounces of Pixie Dust, 3 ounces of White Sand, 1 pound Lime rock, 4 Chicken Feathers. Boil for ten minutes in an ordinary small pot, before casting magical energies into the pot. Once learned you no longer have to make the brew, its part of your normal magical casting skills. This spell will automatically cast it self right after Flesh to Stone spell is used. _____________________ Algeen’s Prismatic Aura (by Law) Evocation [Acid, Cold, Electricity, Fire, Force, or Sonic] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: 10 ft. Area: 10 ft.-radius-sphere centered on you Duration: 1 round/level (D) Saving Throw: Reflex half Spell Resistance: Yes A bright scintillating aura surrounds you. This spell deals damage to all enemies that come within 10 feet of the caster and each round they stay within the area of the spell. The type of damage and the amount of damage is dealt is determined at random at the time of casting as noted below: 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 (by Law) Evocation [Acid, Cold, Electricity, Fire, Force, or Sonic] Level: Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 40 ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half; see text Spell Resistance: Yes A scintillating sphere of color flies from your finger to detonate at the target point. The spell is identical in effect to fireball, except where noted above and as follows. The explosion deals 1d6 points of damage per caster level (maximum 15d6) of a certain type. The type of damage dealt is determined randomly at the time of casting, and all damage dealt is of that type. Each damage type also changes some of the spell's effects as noted below: 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) _____________________ Arbril's Disks (by Lady Rolindin) Transmutation Level: Sor/Wiz 5 Casting time: 2 standard rounds Range: 150 feet Effect: See Below Duration: Instantaneous Saving Throw: See Below Spell Resistance: See Below Shadow disks come from the casters hands four at fifth level, four more every four levels. The disks are made from the raw magic and turned into hard razor sharp silverskin disks four inches round, dealing 1d8 per disk. Caster get a normal saving throw, shadow magic users recievean -2 save at normal save vs. magic. Dispel magic, greater dispell magic has no effect on the disks, anti magic shell or Mordenkainen's Disjunction will stop the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, reflex saving throw for the target if can. the materail component is a small silver 1 inch disk. _____________________ Arbril's Spears (by Lady Rolindin) Transmutation (spears) Level: Sor/Wiz 5 Components: V/S,M Casting time: 2 standard rounds Range: 150 per level four levels Effect: See Below. Saving throw: See Below Spell Resistance: See Below With the activation of this spell, 100 little spears, silver in color, the hardness of silverskin, four inches long and 1/8 an inch thick, come from the caster's hands made from the magic weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The target or targets of the spears save at normal if using Mystra weave, if using shadow weave they get a will save at -2 for each spear plus dexterity if can avoid the spears, same for weave user. Each spear does 1 to 4 points of damage. Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics; Ever four levels the caster gets one hundred more little spears. Anti magic shell and Mordenkainen's Disjunction dispels the spears, dispel magic and greater dispell magic has no effect. the disks are made out of the raw magic from the magic field called upon. Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using or five hundred. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in a hallway it should be the width of the hall way plus height. the materail component is a small 1 inch silver needle. Hit the deck for this spell or run into the room through a door and hope not too many hit you. _____________________ Augmentation (by Kirstar) Universal Level: Sor/Wiz 4 Components: V, S Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell increases the damage of an affected spell by 50%. Only spells of 3rd level or lower are affected. _____________________ Augmentation, Greater (by Kirstar) Universal Level: Sor/Wiz 7 Components: V, S Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell increases the damage of an affected spell by 50%. Only spells of 6th level or lower are affected. _____________________ Blackbolt (by Von Crown) Necromancy [Evil] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart. Duration: Instantaneous Saving Throw: None Spell Resistance: Yes This spell functions like magic missile, except that the bolts are comprised of negative energy, healing undead creatures instead of harming them. However, since it is not comprised of force, it has no effect against incorporeal creatures (unless they are incorporeal undead, in which case they are healed) _____________________ 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. _____________________ Celerity (by Kirstar) Universal Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Personal Effect: Special Duration: 10 minutes. Saving Throw: Will (Harmless) Spell Resistance: Yes Celerity affects spells of levels 1-5 which alter the movement of the wizard such as feather fall, jump, spider climb, levitate, and fly. Spells to be affected must be cast within 10 minutes of the casting of the celerity. Spells do not expire when the celerity expires. Spells cast following the celerity receive a 25% bonus to duration. This effect may not be gained in conjunction with other means of magically extending a spell's duration. The celerity gives the wizard a +2 dodge bonus to his saving throws against spells of levels 1-4 which directly affect his movement. This includes web, hold person, and slow. The wizard also gains a +2 enhancement bonus on all saving throws against magical paralysis attacks. _____________________ Cold Globe of Invulnerability Abjuration Level: Sor/Wiz 7 Components: V, S, M Casting time: 1 standard action Range: 10 ft. Area: 10 ft. radius spherical emanation, centered on you. Duration: 1 round/ level cold Globe of Invulnerability Saving throw: None Spell resistance: no An immobile, shimmering magical moving cold mist sphere surrounds you and excludes all spell effects of 4th level or lower; the cold shield makes it hard to cast because of whirling clod mist going around the globe. The caster receives a -3 on spells casts form inside the cold globe, the cold globe does 2d4 damage to any creature that touches it(fire creatures take double damage), half damage for reflex save. The area or effect of any such spells does not include the area of the lesser globe. Such spells fail to affect any target located within the globe. Excluded effects include spell like abilities and spells or spell like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted greater dispel magic spell,or mordenkain's disjunction and anti magic, and not a lower dispel magic(the globe gets a save at the casters level). field You can leave and return to the globe without penalty. Spell component is for a gem spell caster: blue diamond 150 gold pieces value, and crystal dust. A regular caster will use a glass or crystal bead that shatters at the expiration and a blue diamond worth 150 gold pieces. _____________________ Contingent Note (by Kirstar) Universal Level: Sor/Wiz 1, Brd 1 Components: V, S, F Casting Time: 10 minutes/Special Range: Personal Target: You Duration: 1 day/level, until discharged A condition is set as with contingency, when the condition is met a short and precise sequence of notes, selected when the spell is cast, is played, at a volume determined upon casting (cannot be loud enough to deafen). You may have multiple Contingent Notes cast on yourself at one time. Focus: A small ivory medallion of yourself, worth at least 15 gp, which must be carried for the spell to function. Three conditions may be set + 1 for every 5 full levels. The number of notes for each alert is 4, a Bard can use 12 notes including chords etc. By itself, not so great, although you could use it to alert party members: CN (on falling below 0 hp): High/Low/High/Low CN (on being poisoned/cursed/diseased): High/High/High CN (on being petrified, etc): Low/Low/Low However, you can use it with contingency: Cast CN (if below 0 hp), play a certain sequence Cast CN (if unable to move), play the same sequence Cast CN (if you say 'Exunt Omnes'), play the same sequence Cast Contingency (if the sequence is played), Teleport away to safety _____________________ Dilation, Lesser (by Kirstar) Universal Level: Sor/Wiz 5 Components: V, S Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell increases the area of effect (in all dimensions) of an affected spells of 3rd level or lower by 100%. _____________________ Dilation (by Kirstar) Universal Level: Sor/Wiz 8 Components: V, S Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell increases the area of effect (in all dimensions) of an affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell. _____________________ Dimensional Barrier (by Dyne) Abjuration Level: Sor/Wis 9 Components: V,S Casting Time: 10 minutes +1 round per 5 ft. Range: Point where spellcaster is standing Area: (400 ft. +40 ft./level) radius Duration: Permanent Saving Throw: None Spell Resistance: Yes Functions like dimensional lock, except area covered is larger and effect is permanent. The area affected by the spell has a fadius equal to 400 ft. +40 ft./level of the spellcaster, with the area centered on the point where the spellcaster is standing. When casting, you weave a tracery of faintly glowing lines around the area to be affected by the spell, similar to a glyph of warding. When the spell is completed, the tracery becomes nearly invisible. When completed, the tracery acts as a barrier against extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ehtereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, teleport without error, vanish, teleportation circle, or any similar spells, abilities, or psionics. _____________________ Extension, Lesser (by Kirstar) Universal Level: Sor/Wiz 3 Components: V, S Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell increases the duration of an affected spells of 3rd level or lower by 100%. _____________________ Extension (by Kirstar) Universal Level: Sor/Wiz 6 Components: V, S Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell increases the duration affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell. _____________________ Extension, Greater (by Kirstar) Universal Level: Sor/Wiz 9 Components: V, S Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell increases the duration affected spells of 9th level or lower by 100%. Two spells of 4th -> 6th level or three spells of 3rd level or lower may be affected by this spell. _____________________ Far Reaching, Lesser (by Kirstar) Universal Level: Sor/Wiz 3 Components: V, S Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell increases the range of an affected spells of 3rd level or lower by 100%. _____________________ Far Reaching (by Kirstar) Universal Level: Sor/Wiz 6 Components: V, S Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell increases the range of an affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell. _____________________ Far Reaching, Greater (by Kirstar) Universal Level: Sor/Wiz 9 Components: V, S Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell increases the range of an affected spells of 9th level or lower by 100%. Two spells of 4th -> 6th level or three spells of 3rd level or lower may be affected by this spell. _____________________ Fire Globe of Invulnerability (by Lady Rolindin) Abjuration Level: Sor/Wiz 7 Components: V, S, M Casting time: 1 standard action Range: 10 ft. Area: 10 ft. radius spherical emanation, centered on you. Duration: 1 round/ level Fire Globe of Invulnerability Saving throw: None Spell resistance: no Saving throw: None Spell resistance: no An immobile, shimmering magical fire sphere surrounds you and excludes all spell effects of 4th level or lower; the fire shield makes it hard to cast because of whirling fire going around the globe. The caster receives a -3 on spells casts form inside the fire globe, the fire globe does 2d6 damage to any creature that touches it(cold creatures take double damage), half damage for reflex save. The area or effect of any such spells does not include the area of the lesser globe. Such spells fail to affect any target located within the globe. Excluded effects include spell like abilities and spells or spell like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted greater dispel magic spell, and Anti magic field will bring it down and Mordenenkain's Disjunction will bring it down, but not by a lower dispel magic,(the globe gets a save at the level of the caster). You can leave and return to the globe without penalty. Spell component is for a gem spell caster: fire opal 150 gold pieces value, and red ruby dust. A regular caster will use a glass or crystal bead that shatters at the expiration and a fire opal. _____________________ Fire Hawk (by Lady Rolindin) Evocation Level: Wiz/ Sor 5th Components: V, S, M Casting time: 1 standard round Range: (100 ft. +10 ft. / level) Area: Creatures in a 50 ft. radius Duration: 1 round per level Saving throw: none Spell resistance: (see below) A fire hawk spell causes a small hawk made of fire that will attack what ever the caster is pointing at, and will attack one target at a time. The caster has to concentrate to keep the spell on going. The Fire Hawk will stay for along as the caster concentrates and for as many levels as she or he has. The Fire Hawk will attack the target the caster is pointing at. The caster can attack another target the next round or the same target if they choose. The Fire Hawk will attack with its sharp fire claws 1d4 damage +1 for every 5 levels, and beak attack 1d3 points of damage +1 for every four levels. The creature being attacked can be set on fire (plus fire damage per round, when set on fire), (if the creature has something to catch fire); a reflex save will stop the creature from being set on fire. A dispel magic won’t work on the fire hawk, a Moedenkain’s disjunction, Anti Magic zone, or any spell that makes water or cold attack. Material component for the fire Hawk is a small hawk figure made of copper and a fire opal worth 100 gp. At 10th level the caster can make two fire hawks appear they need two hawks figures. At 15th level the caster can make a second fire hawk, the attack bonus is that of the caster level. _____________________ Frosty’s: Council Magical Alert, Lesser (by Frostbite Ravenheart) Divination Level: Brd 2, Clr 2, Sor/Wiz 2 Components: V, Pointing into the sky Casting Time: 1 Round Range: Up into the Skies or maximum distance of 1000 ft underground Target: Area Duration: 3 Rounds +1 per caster level (see post) Saving Throws/SR: N/A This spell was one of five designed by the Lorewarden Frostbite Ravenheart (Aka Frosty) so that not only he, but all members of the council could summon each others aid in times on peril. To active this spell the caster points his hands up into the air and says “Blessed be the Bonds of the Brotherhood” [Sorry…late…insert something better if you have better idea] after which, like a firework, a big bolt of energy strikes from your hands and it’s hits the stars shattering into a loud boom and bright colors. Although there are not really any signs that this is the symbol of a member of the CoA but it has become a very recognized spell. The more the spell gets in use, the more formalized it has become with different colors and shapes representing different meanings. The caster can however choose only to let those with CoA blessings to see and hear it. _____________________ Gurgetar's Faithful Pet (Orcy the Green Wonder) Transmutation [mind affecting] Level: sorc/wiz 7 Components: V, S Casting Time: 1 standard action Range: Medium (100ft +10ft/level) Target: 1 creature Duration: Permanent Saving Throw: Fortitude Negates, Will partial Spell Resistacne: yes The final, and likely one of the most powerful, spells created by the sorcerer Gurgetar. This spell changes the body of the target into an animal one size smaller than the targeted creature or smaller. This animal can have no more hit dice than the target of the spell. A successful fortitude save negates this effect. If the save fails, the character's mind begins to change as well, into an animal form like the effects of Baleful Polymorph. When the change is complete (the end of the round) that creature gains the intelligence, wisdom, and charisma scores of the animal it has become. This animal however is feircely loyal to the caster of the spell. If this will save is successful, then the creature keeps it's own mind, and does not have any loyalty toward the caster. The change of body however, still occurs. Gurgetar's Hamster Dance (Orcy the Green Wonder) Enchantment (Compulsion) [Mind Affecting] Level: sorc/wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25ft +5ft/2 levels) Area: All creatures in a raduis of 10ft +5ft/level Duration: Instantaneous Saving Throw: Will partial Spell Resistance: yes (harmless) A spell developed by the sorcerer Gurgetar, nobody really knows how it works, but it has been proven effective. The caster places or tosses a hamster cage to the ground nearby. When they cast the spell, the hamster cage transforms into a stage and the hamsters within appear on top, dancing. Everyone within the radius of the spells effect that can see or hear the hampsters takes 1 point of wisdom damage per two caster levels of the spells caster. A successful save negates the damage, but instead leaves the victim fascinated by the dance, much like the spell Gurgetar's Hamster Jig. Material Component: A "Cage of the Hamster Tamer" Gurgetar's Hamster Jig (Orcy the Green Wonder) Enchantment (Compulsion) [Mind Affecting] Level: sorc/wiz 2 Components: V, S, M Casting Time: 1 standard Action Range: Close (25ft +5ft/2levels) Area: All creatures in a radius of 15ft Duration: 1 round/level Saving Throw: Will Negates (harmless) Spell Resistance: yes A spell developed by the sorcerer Gurgetar, nobody really knows how it works, but it has been proven effective. The caster places or throws a hamster cage to the ground. When the spell is cast the hampster cage changes into a stage and the hamsters within appear on top of it, doing a jig. Those within range who can see and hear the hamster jig become fascinated. A successful will save negates the effect. Material Component: A "Cage of the Hamster Tamer" _____________________ Imitate Voice (by Dyne) Illusion (Glamer) Level: Sor/Wiz 1 Components: V,S,M Casting Time: 1 standard action. Range: Personal Duration: 10 min/level Saving Throw: Will (disbelief) (See text) This spell changes your voice to match that of another. Your voice can imitate a particular person or a certain type of creature. When you cast the spell, you choose what creature to imitate. To imitate a creature's voice, you must have heard the creature speak before (and you know the aspects of its voice well, since the imitated voice comes from your memory). You can still speak only languages that you already know. This spell can be used to imitate any creature's vocal sounds, whether they are actually speech or not (such as imitating a lion's roar). If you use this spell for a disguise, you get a bonus on your disguise check. Make an Intelligence check DC 10. Your check is +1 for every point exceeding the DC (max +10). The Disguise bonus also applies to the DC to disbelieve the imitated voice. _____________________ Intensify Summoning, Lesser (by Kirstar) Universal / Conjuration Level: Sor/Wiz 4 Components: V, S Casting Time: 1 Round Range: Personal Effect: Next Summoning Spell Cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 3rd level or lower can be intensified by this spell. _____________________ Intensify Summoning (by Kirstar) Universal / Conjuration Level: Sor/Wiz 6 Components: V, S Casting Time: 1 Round Range: Personal Effect: Next Summoning Spell Cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 4th -> 6th level or two spells of 3rd level or lower can be intensified by this spell. _____________________ Intensify Summoning, Greater (by Kirstar) Universal / Conjuration Level: Sor/Wiz 8 Components: V, S Casting Time: 1 Round Range: Personal Effect: Next Summoning Spell Cast Saving Throw: Will (Harmless) Spell Resistance: Yes This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 7th -> 9th level or two spells of 4th -> 6th level or 3 spells of 3rd level or lower can be intensified by this spell. _____________________ Mordred's Morbid Marionette (by Von Crown) Necromancy [Evil] Level: Sor/Wiz 2 Components: V, F Casting Time: 1 standard action Range: Close (10 ft) Effect: 1 corpse plus one additional corpse per five levels (maximum +4 corpses) Duration: Concentration, up to 2 rounds/level Saving Throw: None Spell Resistance: No This spell temporarily turns one corpse plus one additional corpse per five levels (maximum 5 corpses total) into either a skeleton or a zombie, depending on the condition of the corpses. They remain active and follow commands for the duration of the spell, at the end of which they become uncontrolled and begin losing two hit points per round until destroyed. Arcane Focus: Two of those wooden thing used to control puppets, one in each hand. _____________________ Rainbow Beam (by Lady Rolindin) Evocation (light) Level: Sor/Wiz 2 Components: V, S, M Casting time: 1 standard action Range: Close (25 ft. + 5 ft./ 2 levels) Effect: Ray Duration: Instantaneous Saving throw: None Spell resistance: Yes This spell fires a ray of swirling, multihued light drawn from radiant energies. If the caster succeeds at a ranged touch attack, the target is dazzled for 1 minute (a dazzled creature suffers a -1 penalty on attack rolls, search checks, and spot checks). The spell also deals 1d8 points of damage plus 1 point per caster level (maximum of +20). The rainbow beam deals a random type of damage as determined by the following table. If two types of energy are indicated, damage in not doubled; instead, rainbow beam deals half its damage from each type of energy indicated. Creatures apply energy resistance separately to each type of damage. Material Component: a small clear gem or crystal prism worth at least 10 gp. 1d8 Color Damage type 1 Red Fire 2 Orange Acid 3 Yellow Electricity 4 Green piercing damage due to force (force effect) 5 Blue Cold 6 Indigo Sonic 7 Violet Bludgeoning damage due to force (force damage) 8 multihued roll twice (ignore further results of 8), damage is not doubled _____________________ Sense Shifting (by Kirstar) Universal Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 Round Range: Personal Duration: 30 minutes Effect: Any three spells Saving Throw: Will (Harmless) Spell Resistance: Yes Sense shifting allows the wizard to affect all spells of levels 0 through 4 that he casts within the duration of the spell. For each spell, he can modify one of three sensory features pertaining to the spell: colour, sound, or patterned visual appearance of the spell effect. The changes produced by this spell do not affect the functions of the affected spell nor any saving throws that apply against their effects. Sense shifting might be used to produce green fireballs, magic missiles that streak through the air with a scream, coloured continual light globes, customized designs for a hypnotic pattern, or a spectral hand that makes scrabbling sounds as it attempts to grasp a target. Sense shifting cannot create any form of invisibility. It cannot completely silence a spell effect (thus, a fireball's blast might be muted, but not wholly eliminated). If used to alter how detectable a spell is, the check may be made easier or more difficult by 5 points. For example, to hear the detonation of a fireball may require a listen check of 15. A muted version however could require a 20 check. The material component is a twist of multi-coloured ribbon with a small silver bell fastened to its end. _____________________ Solipsism (by Lady Rolindin) Illusion (phantasm) (mind-affecting) Level: Sor/Wiz 6 Components: V Casting Time: 1 standard action Range: Medium (100 ft. +10/level) Target: One Creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes You manipulate the senses of one creature so that it perceives itself as the only real creature in all of existence and that everything around it is merely an illusion. If the target fails its save, it is convinced of the unreality of every situation. It makes no actions, not even purely mental actions, and instead watches the world around it with bemusement. The target becomes effectively helpless and takes no steps to defend itself from any threat, as it considers any hostile action merely another illusion. _____________________ Spell Absorbtion, Minor (by Dyne) Abjuration Level: Sor/Wiz 6 Components: V,S,M Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius spherical emanation, centered on you Duration: 1 round/level Saving Throw: None Spell Resistance: No An immobile, faintly shimmering magical sphere surrounds you and absorbs all spell effects up to 3rd level. The absorbed spells grant you additional spell slots equal to their spell level. The new spell slots can be used by Sorcerers to cast spells (just as the spell slots granted by class), or they can be used by Wizards to retain a spell they just cast (similar to the effects of Mnemonic Enhancer). EXAMPLE: A 12th level Sorcerer (6 0-level spell slots, 6 1st-level spell slots, 6 2nd-level spell slots, 6 3rd-level spell slots, 6 4th-level spell slots, 5 5th-level spell slots, 3 6th-level spell slots) casts Minor Spell Absorbtion. He then has a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains a 3rd-level spell slot, which he can use to cast a spell. EXAMPLE: A 11th level Wizard casts Minor Spell Absorbtion. He then hasd a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains 3 charges. He can now cast a 3rd-level spell (like Fireball) without losing the prepared spell, he can cast a 2nd-level spell and a 1st-level spell without losing the prepared spells, or he can cast 3 1st-level spells without losing the prepared spells. The area or effect of any such spells do not include the area of the sphere. Such spells fail to affect any target located within the sphere. This includes spell-like abilities and spell or spell-like effects from devices. However, any type of spell can be cast through or out of the magical sphere. Spells of 4th level or higher are not affected by the sphere. The sphere can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the sphere without penalty. _____________________ Spell Absorbtion (by Dyne) Abjuration Level: Sor 8 As minor spell absorbtion, except that it absorbs spells up to 5th level. _____________________ Spell Sculpting (by Kirstar) Universal Level: Sor/Wiz 7 Components: V, S Casting Time: 1 Round Range: Personal Duration: 1 minute per level Effect: special Saving Throw: Will (Harmless) Spell Resistance: Yes The wizard can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any spells that are shaped have a minimum dimension of 5 feet instead of 10 feet for area allocation. The wizard may sculpt 1 spell per full 3 caster levels, 4 @ 12th, 5 @ 15th, 6 @ 18th etc. _____________________ Tazer (by Baerdith) Evocation [Electricity] Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (20 ft. + 10 ft./level) 'Ray attack' Targets: Up to three creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: Reflex save for 1/2 - 1/4 if wearing metal armor Spell Resistance: Yes An electric jolt shoots forth from your fingertips and strikes its targets, dealing 1d6+1 points of electrical damage per caster level (maximum 14d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is carring more than 5 pounds of metal. Additionally, each jolt delivers +2 damage to those carrying more than 5 pounds of metal. At 6th level, the pillow focuses on one target. Every four caster levels another target can be added. At the casters option all jolts can also target just one being. If more than two targets are possible, the caster can choose to wait a round before releasing the next jolt. (Ex.: at 14th level an attack could be a single target with 14d6+14, or 2 targets at 7d6+7 each, or 6 targets at 3d6+3, 3d6+3, 2d6+2, 2d6+2, 2d6+2, 2d6+2) _____________________ Transfer Enchantment (by Kirstar) Enchantment Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 Hour Range: Touch Duration: Permanent Effect: 1 magic item Saving Throw: Willing Only Spell Resistance: Yes This spell "steals" the enchantment from a magical item and places it within another, non-magical item (the material component). Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armour, wand, etc.). The enchantment can be transferred only to a non-magical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any). At the culmination of the spell, the original magical object is left non-magical but unharmed. Only un-attended or willing attended objects may be effected by this spell. The success of this spell is not guaranteed. There is a chance that the enchantment might be lost during transfer. The chance of success is 75% + 1% per level of the caster, to a maximum of 95% at 20th level. If the transfer fails, the enchantment is lost, both items become non-magical. The material component is the non-magical item which is to receive the enchantment. It must be of masterwork quality, and of equal or greater value than the object to be drained. _____________________ Vocalize, Lesser (by Kirstar) Universal Level: Sor/Wiz 2 Components: V Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes A metamagic spell has similar functionality to a metamagic feat. When cast this spell removes the somatic component of the next spell to be cast. The somatic component is expresses as additional verbal components. The affected spell must be cast immediately after this spell, and must have a casting time of 1 standard action or less. The combined casting time of both the spells becomes a full round action. There is no way to decrease the casting time in a anyway. The spell to be affected can be subject to other metamagic feats, but not to other metamagic spells or magic items. This spell can affects a spell of 5th level or lower. The affected spell must have somatic components. _____________________ Vocalize (by Kirstar) Universal Level: Sor/Wiz 5 Components: V Casting Time: special Range: Personal Effect: Next Spell cast Saving Throw: Will (Harmless) Spell Resistance: Yes A metamagic spell has similar functionality to a metamagic feat. When cast this spell removes the somatic component of the next spell to be cast. The somatic component is expresses as additional verbal components. The affected spell must be cast immediately after this spell, and must have a casting time of 1 standard action or less. The combined casting time of both the spells becomes a full round action. There is no way to decrease the casting time in a anyway. The spell to be affected can be subject to other metamagic feats, but not to other metamagic spells or magic items. This spell can affects a spell of 9th level or lower. The affected spell must have somatic components. |
| Dyne10-29-04, 11:35 PM | Aertai (by Law) Medium-size Monstrous Humanoid (Aertai) Hit Dice: 1d8+1 (5 hp) Initiative: +2 (+2 Dex) Speed: 30 ft., fly 20 ft. (poor) AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Claw +3 (1d4+1 plus posion) Full Attack: 2 Claws +3 (1d4+1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison Special Qualities: - Saves: Fort +1, Ref +4, Will +4 Abilities: Str 12, Dex 14, Con 13, Int 11, Wis 14, Cha 11 Skills: Hide +4, Move Silently +5, Survival +5 Feats: Weapon Focus (Claw) Environment: Temperate forests Organization: Solitary or Family (3-8 adults 1-2 non-combatants and one 5th level druid leader) Challenge Rating: 1 Treasure: Standard Alignment: Any neutral Advancement: By character class Level Adjustment: +3 The Aertai are a reclusive race of insect-like people. Their bodies resemble that of a lean humanoid but they are actually covered in black chitinous exoskelton with strikeing flashes of green and dark purple. Four sets of wings, similar to that of a dragonfly, sprout from their back and their heads have an elongates oval shape. Not much is known about the Aertai and their contact with humanoinds has ben very limited. Even though they are not outwardly hostile, occasional attempts by human explorers and traders to establish contact have repeatedly failed. One major difficulty in establishing and sort of a relationship is the Aertai language which seem to be made up from a mixture of high pitched sounds which are inaudible to most humanoids without the aid of magic. In addition, they do not seem to have any use for wealth and they are extremely self-reliant which makes it that much more difficult to find common ground with other races. What is certain about them is that they take great care to preserve and nuture the lands they live in. They only take what they need and they are very careful not to deplete the natural resources of their habitat. In fact the only occions that Aertai have been known to initiate contact with other beings is when they need help combating threats to their territory. Aertai typically make their home on treetops and they make sure their settlements blend in with the forest around them. Many adventures have passed underneath an Aertai settlement unaware of their presence above. Combat Aertai are slow to anger and they will walk away from casual offers of violence, preferring to study their opponent before they engage in combat. They are expert tactians and can quickly evaluate the strength and weaknesses of their adversaties. They are fearless when defending their land from creatures that seek to spoil it or when protecting their settlements and young. They take full advantage of their expert knowledge of their homeland and frequently prepare many traps at key locations with the aim to subdue or kill, depending on the nature of the threat. Poison (Ex): Injury, Fortitude DC 11, initial damage 1d2 Str, secondary 1d4 Con.The save DC is Constitution-based. Aertai as Characters There love of nature makes them love in small groups that stick to them selves most of the time. Aertai characters possess the following racial traits. - +2 Strength, +4 Dexterity, +2 Constitution, +4 Wisdom. - Medium size - An Aertai’s base land speed is 30 feet, base fly speed 20 ft. (poor). - Darkvision: Aertai can see in the dark up to 60 feet. - Racial Feats: An Aertai character gains feats according to its charcter class. - +4 natural armor bonus. - Natural Weapons: 2 claws (1d4) - Special Attacks (see above): Poison - Automatic Languages: Aertai. Bonus Languages: Common, Elven, Sylvan. - Favored Class: Druid - Level adjustment +3 Aertai Druid Medium-size Monstrous Humanoid (Aertai) Hit Dice: 5d8+15 (37 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 30 ft., fly 20 ft. (poor) AC: 14 (+ Dex, +4 natural), touch 10, flat-footed 14 Base Attack/Grapple: +3/+4 Attack: Claw +5 (1d4+1 plus posion) Full Attack: 2 Claws +5 (1d4+1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, spells Special Qualities: Animal companion, nature sense, resist nature’s lure, spontaneous casting, trackless step, wild empathy, wild shape 1/day, woodland stride Saves: Fort +6, Ref +2, Will +8 Abilities: Str 13, Dex 13, Con 16, Int 10, Wis 18, Cha 8 Skills: Concentration +10, Heal +12, Knowledge (nature) +2, Spellcraft +8, Survival +14 Feats: Improved Initiative, Weapon Focus (Claw) Environment: Temperate forests Organization: Solitary or Family (3-8 adults 1-2 non-combatants and one 5th level druid leader) Challenge Rating: 5 Treasure: Standard (including Amulet of Health +2) Alignment: Any neutral Advancement: By character class Level Adjustment: +3 Animal Companiom (Ex): Aertai druids commonly have a dire bat as an animal companion. Its stastics are as described on page 62 of the Monster Manual, except the the Aertai druid can handle it as a free action and share spell if the companion is within 5 feey (see page 36 of the Player’s Handbook). Nature Sence (Ex): The Aertai gains a +2 bonus on Knowledge (nature) and Survival checks (already figured into the statistcs above). Poison (Ex): Injury, Fortitude DC 15, initial damage 1d2 Str, escondary 1d4 Con. The save DC is Constitution-based. Resist Nature’s Lure (Ex): Aertia druid gains a +4 bonus on saving throws against the Spell-like abilities of fey. Spontaneous Casting: Aertai druids can lose a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Trackless Step (Ex): Aertai druids leave no trail in natural surroundings and can’t be tracked. Wild Empathy (Ex): Aertai duids can improve the attitude of an animal in the same way a Dimplomacy check can improve the attitude of a sentient being. Wild Shape (Su): The Aertai druid can change into a Small, Medium, or Large animal and back again one time per day, as per the polymorph spell. Woodland Stride (Ex): The Aertai druid may move through natural undergrowth at normal speed and without taking damage or suffering any other impairment. Common Druid Spells Prepared (5/4/3/2; save DC 14 + spell level): 0-Flare (x2), Cure Minor Wounds (x3); 1st-Cure Light Wounds, Longstrider, Produce Flame (x2); 2nd-Bear’s Endurance, Flame Blade, Flaming Sphere; 3rd-Call Lightning, Greater Magic Fang. Common Possessions: +2 Amulet of Health The Aertai druid presented here had the following ability scores before racial adjustments, and level increases: Str 11, Dex 9, Con 12, Int 10, Wis 13, Ch 8. The Ice Hawk Small Hawk Hit Dice: 2d12+2 Intiative: +2 Speed: 15 ft. (3 squares), fly 60ft.(good) Armor Class: 18 (+2 size, dex +2, +4 natural, touch 14, flat footed 14) Base Attack/Grapple: +/-6 Attack: Sting +4 melee (1d3-2 plus poison) claw 1d2 per claw (poison), bite 1d4 Full Attack: Sting+4 melee (1d3-2 plus poison) and bite -1 melee Space/ Reach: 2-1/ 2ft./ 0ft. (4 ft with tail) Special Attack: Poison Special Qualities: Blindsense 60 ft., dark vision 60 ft. immunty to cold spell attack or spells that produce a cold magical attack, immunty to parilazing attacks(see below)spell resistance 18 Saves: Fort +4, Ref +5,Will +5 Abilities: Str 8, Dex 16, Con 13, Int 14, Wis 13, Cha 11 Skills: Hide + 18 (in the snow peaked mountains of the north), Listen +7, Sense movment +7, Surval +2, spot (from the air over land or water) +15 Feats: Alertness, Flyby attack Environment: Mountains of the North (Forgotten Realms), the snow peaks Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Neutral Good Advancement: - Level Adjustment: - Randor's Acount The Ice Hawk looks like a regular snow hawk, except that its is all white with red eyes. The Ice Hawk is found in the North in the forgotten Realms, thier terroity is high in the ice mountains. Some have been seen hunting fish in the ice flow, not much is know about these hawks; except for waht a wizard name Randor left behind in his books. It is said that Randor had a Ice Hawk as a fimailar. In his writting on the bird, Randor said he was high in the ice mountains and found a snow rabbit laying on its side. the snow rabbits body begain to move and a small white hawk came from inside the rabbits body. Randor notice that they small hawk couldn't fly so he took it along with him, within four hours the small hawk could fly and Randor feed the hawk what he had. the Ice Hawk grew to be almost three feet in length from head to tail, What Randor also found out during his mountain visite is that the Ice Hawk as he name it, claws were as cold as the ice and snow around him. The hawk had a small thin appendex mixed in the tail feathers that would delever a dose of paralizing poison to its victum. Randor watched as one of the hawks was leaving a snow rabbit and not trying to take it awy to eat. Randor saw the rabbit was still alive, but had a puncer mark from the scorpin like appeandge. He watched the rabbit for two days and a small hawk came forth from the rabbit. Randor grabed this young Ice Hawk too, knowing that one of his mage friends would like one to study. What he found out is that the Ice Hawk has the scorpin like appendex, but that the claws radaited a coldness to them. He found that the claws induce a cold parizalation like the appendex does, and that when the hawk flys in one place it can realse a attack like cone of Cold; freezing it victum also. Randor tryed cold spells on the hawks and found that cold spells won't efeect them, but that fire based spells would kill the hawks. He found this out on a second trip to the cold ice mountains; one attacked him when he got to close while trying to watch it eat a fish. Randor also found out that the ice Hawk makes a good fimilar pet, if you don't mind having claws that radiate cold on your shoulder or arm, and that are sharp as any good blade: just make sure your arm or shoulder has thick leather padding. Very cold bird to the touch. This hawk could be adapted to any world, not just the Frogotten Realms. Ice Hawk Descrption The Ice Hawk attackes with its claws, if hit by claws; make save verse paralazation and claw dammage. The Ice Hawk also has a scorpion-like appendage that can deliver a dose of paralyzing poison and is used to put a small larva into a snow rabbit, or a mammal usally to create another Ice Hawk. The Ice hawk can fly in place and deliver a cold attack, treat as a Cone Of Cold Spell. the Ice Hawk lives in the ice mountains in the North and hunts both small animals and for fish in the ice flow. The Ice Hawk is almost three feet from head to end of tail, and the wing span can reach six feet, (usally between four and five feet, and stand one and a half to two feet tall). The Ice Hawk would be considered almost as big as an american eagle, a little smaller though. When the Ice Hawk does reproduce it will inject a snow rabbit or other victum with the paralyzing poison and then use the scorpion-like appendage to inject a small larva into the creature. In two days or less a small version of the hawk will come out the the body, and cannot fly for a few hours. This is the time that most creatures that know about them, chooses to capture one, trying later the hawk will attack if you try to capture it. The hawk is all white with deep black eyes, and the talons are bluish-black. When first come out of the paralyzed prey the Ice Hawk will stand six inches tall, and have a wing span of almost one foot, and from head to tail be six to nine inches in length. The Ice Hawk can't fly for four hours at first, but can feast on the body of its host, (if hasn't already eaten most of it). Medium size rabbits and such pray, along with a few other such species have been known to be used too. When first born the Ice Hawk stinger can still inject the paralyzing poison. The Ice Hawk reproduce this way every two years, once a bird has reached maturity at six months of age. Ice Hawks live to be eight to ten years old before dying. They can make up to six more during the reproductive season (they make six larva during this time). |
| Dyne10-30-04, 11:56 PM | Arcane Master* (by Dyne) Hit Die: d4 Requirements: Skills: Spellcraft 8 ranks Knowledge (arcana) 8 ranks Concentration 8 ranks Feats: Greater Spell Focus in the specialized school of magic Spell Mastery of at least 3 spells from specialized school of magic Spells: Able to cast 3rd-level arcane spells Specialized in a school of magic Must designate 2 more schools of magic as prohibited Class Skills: Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Class Features Weapon and Armor Proficiency: Arcane masters gain no proficiency with any weapon or armor. Spells per Day: When a new arcane master level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane master, he must decide to which class he adds the new level for purposes of determining spells per day. Enhanced Specialization: The specialized character can now prepare an additional spell of each level from his specialized school (cumulative to when he first specialized in a school), for a total of 2 additional spells each level from his specialized school. At 2nd-level, the Arcane Master becomes better at withstanding the spells of his specialized school, gaining a +1 bonus to saving throws to resist them. At 3rd-level, the Arcane Master's spells from his specialized school become harder to resist, giving him a +1 bonus to the DC of spells he casts from his specialized school. At 4th-level, the Arcane Master becomes more powerful at casting spells from his specialized school, giving him a +1 bonus to caster level for casting spells of his specialized school. These bonuses increases as the character gains levels in the Prestige Class. School Mastery: At 10thlevel, Arcane Masters are considered to have Spell Mastery on all spells of their specialized schools of magic that they know how to cast. In addition, the bonuses for saving throws, DC's, and Caster Level for the Arcane Master's specialized school increase to +4. Arcane Master Base Fort Ref Will Level Attack Bonus Save Save Save Special Spells per Day 1 +0 +0 +0 +2 Enhanced Specialization +1 level of existing arcane spellcasting class 2 +1 +0 +0 +3 +1 Saving Throw +1 level of existing arcane spellcasting class 3 +1 +1 +1 +3 +1 DC +1 level of existing arcane spellcasting class 4 +2 +1 +1 +4 +1 Caster Level +1 level of existing arcane spellcasting class 5 +2 +1 +1 +4 +2 Saving Throw +1 level of existing arcane spellcasting class 6 +3 +2 +2 +5 +2 DC +1 level of existing arcane spellcasting class 7 +3 +2 +2 +5 +2 Caster Level +1 level of existing arcane spellcasting class 8 +4 +2 +2 +6 +3 Saving Throw +1 level of existing arcane spellcasting class 9 +4 +3 +3 +6 +3 DC +1 level of existing arcane spellcasting class 10 +5 +3 +3 +7 School Mastery +1 level of existing arcane spellcasting class *The name of the class depends on the specialization the character chooses. If the character chooses abjuration as his specialization, he is called a master abjurer; if the character chooses conjuration as his specialization, he is called a master conjurer; if the character chooses divination as his specialization, he is called a master diviner; if the character chooses enchantment as his specialization, he is called a master enchanter; if the character chooses evocation as his specialization, he is called a master evoker; if the character chooses illusion as his specialization, he is called a master illusionist; if the character chooses necromancy as his specialization, he is called a master necromancer; if the character chooses transmutation as his specialization, he is called a master transmuter. _____________________ Song Mage (by Baerdith) It has long been known that Music has a magic of its own. A select few have been able to occasionally bend true power out of music. An even rarer number can do this at will. These are the Song Magi. At first glance most think of them as bards or Lorists, and there are many similarities, but there are just as many differences. Bard tend to travel just to learn new songs and Lore, Lorists tend to stay in their library studying some particular subject. A Song Mage, travels the world seeking Lore and songs, but really searching for that one particular song that may have helped create the universe. They do sometimes seem a bit cold and distant, that is until they give a performance. Song mages can come from any arcane spellcasting class, with most favoring the wizard class. Song Mage Hit Die: d4. Requirements: To qualify to become a Song mage, a character must fulfill all the following criteria. Skills: Concentration, Diplomacy, Perform-Song, Perform (any other) 10 ranks in each. Feats: Skill Focus (Perform) Spell Focus (Enchantment). Spells: Able to cast Arcane spells Class Skills: The Song Mage’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language, pillowcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 4 + Int modifier. pillows per day: +1 level of existing class per level Spell Ability: Each Level of Song Mage adds +1 to any other spell casting class the character has. If the character has more than one class granting arcane spells the Song Mage chooses which class gets the +1 SPECIAL ABILITIES: 1 Bardic Music Abilities, Song of the Heart 2 Entomology, Epic Skill Focus: Perform 3 Arcana 4 Entomology 5 Bardic Knowledge, Practiced Spell caster 6 Entomology 7 High Arcana 8 Entomology 9 Lost arcana 10 Hidden arcana Song of the Heart From this moment on the Song Mage can only cast spells as part of his music (any 'bardic' performance, such as singing, storytelling or instrument playing) If the Song mage doesn't already cast spells spontaneously, he gains this ability. If he can, this song of the Heart gains him 1 new spell of one level lower than the maximum that he can cast. Bardic Music Abilities: This functions exactly as the Bard ability, if the Song Mage has Bard levels these abilities stack. Etymology: Song Magi, through their travels and study of ancient documents, begin to understand the languages contained in them. At 2nd level, they gain the Speak Language Skill as a bonus in any one language they have seen. At 4th level they get a 2nd language, at 6th they get a 3rd language and at 8th level they get a 4th. Epic Skill Focus: perform +10 to all Perform checks Arcana: Song Magi study many magical texts and so havedeveloped an increased knowledge of magic. Arcana grants a bonus of +2 to each level of Known spells. If character is a wizard this doubles the 'free' spells per level. Bardic Knowledge: Through their travels and studies the Song Mage also picks up a bit of knowledge about just about anything. This Song Mage can add his level to his intelligence bonus to see if he knows some relevant information about local notable people, legendary items, or noteworthy places. (if the Song mage also has bard levels these stack) Practiced Spell Caster: If the Song mage is Multiclassed (most are) at 5th level he gains the Practiced Spell caster feat for Free. This adds +4 to the effective spell level of one of the character's classes. High Arcana: Song Magi also pore over scrolls and spell books whenever they get the chance searching for 'lost songs'. This enhances their understanding of magical spells so much that they gain a bonus 1st level spell each day. Hidden arcana: The Song Mage has studied so many magical texts that he gains a bonus 2nd level spell each day. Lost arcana: Song Magi's continuing search of scrolls and spell books further enhances their understanding of magical spells so much that they gain a bonus 3rd level spell each day. Daily Readying of spells: Each day, Song Magi must focus their minds on the task of casting their spells. A Song Mage needs 8 hours of rest (just like a wizard), after which he spends 15 minutes singing, reciting, or playing an instrument of some kind while concentrating.) During this period, the Song Mage readies his mind to cast his daily allotment of spells. Without such a period to refresh himself, the character does not regain the spell slots he used up the day before. Song Magi spells MUST have a verbal and or Somantic Component, even if the PbH says the spell doesn't. If the Song Mage plays an instrument, he may not make use of Still spell or Silent spell. In some rare Song Magi (those that use Mime), Silent spell may be used. Sample spells known list: Cantrips: Song Magi have access to all 0th level spells. First: Summon MonsterI, Unseen Servant, Comprehend Languages, Identify, Charm Person, Ventriloquism. Second: Arcane Lock, Summon Monster II, Daze Monster, Continual Flame, Magic Mouth, Eagle’s Splendor, Whispering Wind. Third: Summon Monster III, Tongues, Deep Slumber, Heroism, Hold Person:, Rage, Suggestion. Fourth: Remove Curse, Secure Shelter, Charm Monster, Geas-Lesser, Shout, Bestow Curse. Fifth: Break Enchantment, Summon Monster V, Contact Other Plane, Dominate Person, Sending. |
| Dyne10-31-04, 07:03 PM | Weapons Fernigar's Whip of Doom (by Baerdith) +3 shocking burst, goblinoid bane whip. Damage: 1d6 electrical damage, an additional +1d10 on a critical hit, +2d6 additional damage to goblinoids. Assumed requirments to make the item: Craft Magic Arms and Armor. CL 10th. Summon Monster I; Lightning Bolt. 72,301 gp cost _____________________ Rings Ring of Initiative (by Law) This powerful gold ring offers a luck bonus on initiative checks, from +1 to +5. Moderate Transmutation; CL 6th; Forge Ring, Haste, caster level must be for times that of the ring's bonus; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5). _____________________ Rods ROD OF DIABLO (by Demonfey) Powers: +2 caster level for evil spells/evil beings +3 unholy club unholy fire 3/day _____________________ 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. _____________________ +1 Sorcerer's Rod (by Dyne) Functions as a +1 Quarterstaff. Any spell you cast using this Staff counts against your spells per day limit. Spells you cast using this staff have +1 DC, +1 effective caster level, and are treated as though affected by the Empower Spell feat (without using a higher-level spell slot). Cost: 10,000 gp. _____________________ +2 Sorcerer's Rod (by Dyne) Same as +1 Sorcerer's Rod, except +2 Quarterstaff, +2 DC and effective caster level, and spells cast using this staff are treated as though affected by the Heighten Spell feat (heightened by only one level), as well as being empowered. Spells cast using this staff do not need to take up higher spell slots to be heightened or empowered. Cost: 25,000 gp. _____________________ +3 Sorcerer's Rod (by Dyne) Same as +2 Sorcerer's Rod, except +3 Quarterstaff, +3 DC and effective caster level, and spells can be heightened up to two levels as well as being empowered. Cost: 40,000 gp. _____________________ +4 Sorcerer's Rod (by Dyne) Same as +2 Sorcerer's Rod, except +4 Quarterstaff, +4 DC and effective caster level, and spells can be heightened up to three levels as well as being empowered. Cost: 55,000 gp. _____________________ +5 Sorcerer's Rod (by Dyne) Same as +2 Sorcerer's Rod, except +5 Quarterstaff, +5 DC and effective caster level, and spells can be heightened up to four levels as well as being empowered. Cost: 70,000 gp. _____________________ +1 Wizard's Rod (by Dyne) Functions as a +1 Quarterstaff. Has 20 charges maximum. Can store any spell that the character can cast. Each spell takes up a number of charges equal to its level (0-level spells take up 1/2 charge each). Spells cast from the staff have +1 DC and +1 effective caster level. Cost: 12,000 gp. _____________________ +2 Wizard's Rod (by Dyne) Same as +1 Wizard's Rod, except +2 Quarterstaff, 30 charges, and +2 DC and effective caster level. Cost: 28,000 gp. _____________________ +3 Wizard's Rod (by Dyne) Same as +1 Wizard's Rod, except +3 Quarterstaff, 40 charges, and +3 DC and effective caster level. Cost: 48,000 gp. _____________________ +4 Wizard's Rod (by Dyne) Same as +1 Wizard's Rod, except +4 Quarterstaff, 50 charges, and +4 DC and effective caster level. Cost: 72,000 gp. _____________________ +5 Wizard's Rod (by Dyne) Same as +1 Wizard's Rod, except +5 Quarterstaff, 60 charges, and +5 DC and effective caster level. Cost: 100,000 gp. _____________________ Staffs Apprentices Staff (by Law) This simple copper staff was first made bye the arcane league as a way to help younger wizards have a staff of there own. Now this staff is common in every place. This staff allows the use of the following spells: - Arcane Mark (1 charge) - Detect Magic (1 charge) - Read Magic (1 charge) - Mage Hand (1 charge) - Mending (1 charge) - Presitidigitation (1 charge) - Resistance (1 charge) - Open/Close (1 charge) - Ghost Sound (1 charge) Moderate varied; CL 8th; Craft Staff, Arcane Mark, Detect Magic, Read Magic, Mage Hand, Mending, Presitidigitation, Resistance, Open/Close, Ghost Sound; Price 31,500 gp. _____________________ Chill Staff (by Law) This staff was made to give that little touch of winter to thos people that live in places that don’t feal cold that often. If the maker of the staff new that the spell he picked did more damage and had mostly combate uses he might have picked weeker spells. The staff seams to be made of ice and is cold to the touch. This staff allows the use of the following spells: - Chill Touch (1 Charge) - Cone of Cold (2 Charges) - Polor Ray (2 Charges) Strong evocation; CL: 16th; Craft Staff, Chill Touch, Cone of Cold, Polor Ray; Price: 58,000 gp. _____________________ Fernigar's Staff of Electricity (by Baerdith) Very smooth oak +1 Quarterstaff has a blue-white tint and always seems to have a minor charge to it (much like static electricity). It allows use of the following pillows: Electric Jolt (No charge expended) Shocking Grasp (No charge expended) Electric Loop (1 charge) Lightning Bolt (1 charge) Ball Lightning (2 charges) Chain lightning (3 charges) The Quarterstaff may be used in Melee causing 1d6+1 damage per hit. (it is a +1 weapon) In addition twice per day on command the staff is sheathed in crackling electricity. This electricity does not harm the wielder, but does an extra 1d6 electrical damage upon a successful strike. On a critical hit the staff deals an additional 1d10 electrical damage. The Quarterstaff when created has 50 charges, and may be recharged by casting each of the pillows into it within 1 hour. Strong evocation; CL 13th; Craft Staff, Craft Magic Arms and Armor, chain lightning, Lightning Bolt, Ball Lightning, shocking grasp, electric jolt, and electric loop ; Market Price 73,000 gp. Cost to create: 40,000 gp and 3000 xp. _____________________ Staff of the Elders Might (by Law) This wooden staff was made by a old wizard that wanted to feel as that he did not age as much as he did, but could also improve his ability mental abilities. Thus he found some good strong wood for strength, jade to have the toughness of the earth, and copper to think like lightening. He then put a bundle of eagle and owl feathers on a rope full of cat hares and went to put them into his staff. When he was done he had a wooden staff with a cap of copper with a feather tassel as well as a line of copper on one side. Thus his staff was made. He never really got to use it as a dragon came and plundered the place where he lived but by using his noted many other wizards have made there own if not better copy of the staff. This staff allows the use of the following spells: - Bull’s Strength (2 Charges) - Cat’s Grace (2 Charges) - Endurence (2 Charges) - Eagle’s Splender (1 Charge) - Fox’s Cunning (1 Charge) - Owl’s Wisdom (1 Charge) Moderate transmutation; CL 10th ; Craft Staff, Bull’s Strength, Cat’s Grace, Endurence, Eagle’s Splender, Fox’s Cunning, Owl’s Wisdom; Price: 40,000 gp. _____________________ Staff of the FireBolt (by Law) This red colored wooden staff has copper caps on both ends. It was made to be a cheap staff to sell in magic shops. What the maker of the staff did not think of was that other people then just wizards would love this cheap staff. The person that made it is now lost in time but its use is on the rise for its cost mostly. This staff allows the use of the following spells: - Magic Missile (1 Charge) - Scorching Ray (2 Charges) Moderate evocation; CL 8th; Craft Staff, Magic Missile, Scorching Ray; Price: 10,500 gp. _____________________ Wands Wand of Tazing (by Baerdith) Caster Level 14. Craft Wand. pillow: Tazer 50 Charges (6 jolts at 14d6+14 hp damage). 15,750 gp to create & 630xp. _____________________ Wondrous Items Bracers of Insightful Defense (by Law) These silver and platinum bracers usually bear the image of an owl or other insightful creature. They grant the wearer an Insight bonus to AC, and a Luck bonus to AC, from +1 to +5. Strong varied; CL 16th; Craft Woundrous Item, Haste, Moment of Prescience, caster level must be for times that of the bracer's bonus; Price: 7,500 gp (+1), 30,000 gp (+2), 67,000 gp (+3), 120,000 gp (+4), 187,500 gp (+5). _____________________ Ioun Stone of Toughness (by Law) These Ioun stones (Color: Light Brown, Shape: Rhomboid) possess all the features of a standard ioun stone. Ioun stones of toughness give the benefit of the toughness feat when used. Moderate varied; CL 12th; Craft Wondrous Item, the caster must have the toughness feat, creator must be 12th level; Market Price: 8,000 GP; Weight: --. _____________________ Journey Book (by Kirstar) This medium sized leather bound book looks to be the sort of book more commonly used for journals or notes. It is 6" x 8" x 1". The covers are stiff treated leather, each 1/8" thick. There are 100 fine quality paper pages with waxed edges. Within the spine of the book is a space for a scribing tool. Laces attached to the covers allow the book to be tied shut. When tied in this way consider the book water resistant. Journey books are created in pairs. When writing in one book, an exact duplicate appears in its twin and vice versa. Note no magical writing or symbol type affects affects may be translated between copies. Any attempt to do so fails completely, wasting the spell. The books even work across planar boundries, but will not function through barriers that protect from scrying or similar affects. If the link between books is blocked for any reason, writing will not copy itself between books until the blockage is removed. A journey book that becomes full may have its text erased (as per the spell) without damaging the book or its magic. As noted above, Journey Books are created in pairs. If one book of a pair is destroyed there is no way to recreate it. There is also no way to add another book to the set. The creation price is for 2 books. CL 9th; Craft Wondrous Item, sending; Price 30,000 gp;Weight 1 lb _____________________ Journey Scribe (by Kirstar) This writing tool was originally developed for use with Journey Books. Each Scribe is about 6" long and 1/2" thick. One end is pointed the other rounded. The pointed end will will write like a pen. Colours may be selected by the writer by willing the pen to change colourand stating aloud the required colour. The rounded end will eraze what the Scribe has written. The scribe may write on any surface that a marker pen can write to, in other words dont try to write on clouds or sand etc. The Scribe actually produces ink, the longevity of which is dependant on the surface. CL 1st; Craft Wondrous Item, Arcane Mark; Price 1,000 gp; _____________________ Robe of Defense (by Law) This powerful robe offers continual magic protection in the form of an armor bonus to AC and a resistance bonus to saving throws, from a +1 to +5. Moderate conjuration; CL 7th; Craft Wonderous Item: mage armor, resistance, caster level must be three times that of the robe's bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5). _____________________ Yarting of Hope (by Baerdith) Yarting of fine wood with golden inlays and silver strings. When played by a bard with perform strings his performance gains a +2, and any allies hearing his song gain a +2 morale bonus to all attacks saves and skill checks.This should stack with the bardic music bonus (if not then the superior bonus wins out). Caster Level 7th. Craft Wondrous Item. Fine Tuning. Good Hope. Cost to create: 26,460 & 1058xp. |
| Dyne11-02-04, 04:14 PM | <<Reserved for Feats>> |
| Dyne11-02-04, 04:16 PM | Epic Spells Adonic Fury (by Von Crown) Conjuration (Creation) [Transportation] Spellcraft DC: 92 Components: V, S Casting Time: 1 free action Range: see text Effect: One duplicate of caster Duration: 1 round Saving Throw: None Spell Resistance: No Nuts and Bolts: Seed: conjure (to make base substance) (DC 21), transform (DC 21), animate (to allow duplicates to attack) (DC 25). Factors: nonliving substance to humanoid (+10 DC), transform into specific individual (+25 DC), Replicates Equipment (Ad Hoc +10). Mitigating factor: 1-round duration (DC -20) Upon casting Adonic Fury, the character creates three duplicate versions of themselves surrounding an adjacent opponent. Each Duplicate Takes a full-attack action with whatever weapons it has that will deal the most damage. These duplicates gain and grant flanking bonuses as normal, and are in every respect like the caster. _____________________ Anti-Antimagic Field Field (by Von Crown) Abjuration Spellcraft DC: 26 Components: V, S Casting Time: 1 minute Range: Touch Target or Effect: 10-ft.-radius spherical emanation, centered on you Duration: 24 hours Saving Throw: None Spell Resistance: Yes Nuts and Bolts: Seed: ward (to protect against antimagic field) (DC 21) This spell creates a field that cancels out animagic fields. In places where their area's overlap, all antimagic fields are cancelled, having no effect on spellcasting or spell effects in that area. _____________________ Epic Fireball (by Law) Evocation [Fire] Spellcraft DC: 95 Components: V, S, XP Casting Time: 1 standard action Range: 600 ft. Area: 60-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 855,000 gp; 17 days; 34,200 XP. Seed: Energy (DC 19). Factors: 1-action casting time (+20 DC), Change area from bolt to ball (+2 DC), Increase area by 200% (+8 DC), Increase range by 100% (+2 DC), Increase Damage to 40d6 (+60 DC), Increase damage dice three steps (+30 DC). Mitigating factors: 2d6 backlash (-2 DC), Burn 4,400 XP (-44 DC). Epic Fireball is a massive ball of fire that detonates with a mass of flames. It deals 40d12 points of fire damage. Unattended objects also take this damage. The spell can barely be controlled and the caster takes 2d6 points of damage as it is released (in addition to burning 4,400 XP). You point your finger and determine the range (distance and height) at which Epic Fireball is to detonate. A red, fist-sized globe of glowing energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, it blossoms into a blast of fire that commonly leaves only ashes of all that where in the area of effect. XP Cost: 4,400 XP. _____________________ Kimber’s Blasting Forceball (by Law) Evocation [Force] Spellcraft DC: 126 Components: V, S, XP Casting Time: 1 free action Range: 1,500 ft. Area: 100-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 1,134,000 gp; 22 days; 45,360 XP. Seed: Energy (DC 19). Factors: Change to force spell (ad hoc +10), Quickened spell (+28 DC), increase range by 400% (+8), change area from bolt to ball (+2 DC), increase area by 400% (+16 DC), Increase damage to 60d6 (+100 DC), Increase damage dice for steps (+40 DC), increase DC on the fly (ad hoc +3). Mitigating factors: Burn 10,000 XP (-100 DC). Kimber’s Blasting Forceball is a massive blast of force energy that detonates with a thundering roar. It deals 60d20 points of force damage. Unattended objects also take this damage. You point your finger and determine the range (distance and height) at which Kimber’s Blasting Forceball is to detonate. A clear, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, blossoms into a blast of force energy that has been known to topple castles. As a special feature of this spell, you can increase the saving throw DC at the time of casting by sacrificing more XP. For every 1,000 XP you sacrifice beyond the 10,000 XP required to cast the spell, the saving throw DC increases by 5. XP Cost: 10,000 XP. _____________________ Kimber’s Massive Forceball (by Law) Evocation [Force] Spellcraft DC: 820 Components: V, S, XP Casting Time: 1 free action Range: 1,200 ft. Area: 400-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 7,380,000 gp; 148 days; 295,200 XP. Seed: Energy (DC 19). Factors: Change to force spell (ad hoc +10 DC), Quickened spell (+28 DC), change area from bolt to ball (+2 DC), Increase area by 1,900% (+76 DC), Increase range by 400% (+8 DC), Increase Base saving throw DC to 100 (+160 DC), Increase damage to 400d6 (+780 DC), Increase damage dice for steps (+40 DC), increase DC on the fly (ad hoc +3). Mitigating factors: 206d6 backlash (-206 DC), burn 10,000 XP (-100 DC). Kimber’s Massive Forceball is a massive blast of force energy that detonates with a thundering roar and gives off a small shock wave up to 800 ft. (no damage for the wind). It deals 400d20 points of force damage. Unattended objects also take this damage. The spell is barely controlled, and the caster takes 206d6 points of damage as you release it (in addition to burning 10,000 XP). You point your finger and determine the range (distance and height) at which Kimber’s Massive Forceball is to detonate. A clear, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, blossoms into a blast of force energy that has been known to leave small bits of everything in the area. As a special feature of this spell, you can increase the saving throw DC at the time of casting by sacrificing more XP. For every 1,000 XP you sacrifice beyond the 10,000 XP required to cast the spell, the saving throw DC increases by 5. XP Cost: 10,000 XP. _____________________ Infernal Counterspell Abjuration Spellcraft DC: 139 Components: V, S Casting Time: 1 standard action Range: 300 ft. Target: One creature or object Duration: Instantaneous Saving Throw: None Spell Resistance: No Nuts and Bolts: Seed: dispel (DC 19). Factors: +100 to dispel check (+100 DC), 1-action casting time (+20 DC). To use infernal counterspell, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+110 against a DC of 11 + the foe?s caster level. If the check is successful, the character?s spell negates the foe?s spell. _____________________ Obliterate (by Von Crown) Transmutation Spellcraft DC: 163 Components: V, S Casting Time: 1 free action Range: 12,000 ft. Target: One creature, or up to a 10-foot cube of nonliving matter Duration: Instantaneous Saving Throw: Fortitude half (object) Spell Resistance: Yes Nuts and Bolts: Seeds: Destroy (DC 29 DC). Factors: Free action casting time (+28 DC), Increase damage dice to d20 (+40 DC), 33 extra dice of damage (+65 DC). This spell deals 53d20 points of damage to the target. The damage is of no particular type or energy. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so obliterate destroys only part of any very large object or structure targeted. Obliterate affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell. _____________________ Reverse Regeneration (by Von Crown) Transmutation Spellcraft DC: 85 Components: V, S Casting Time: 1 free action Range: 6,000 ft. Target: One creature with regeneration Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Nuts and Bolts: Seeds: Destroy (DC 29). Factors: Reverses Regeneration instead of normal effect (Ad Hoc + 25), Only works on creatures with Regeneration (Ad Hoc -5), free action casting time (+28), Diables Regeneration (Ad Hoc +8), Limited Target (one creature) (Ad Hoc -5), 1 round/level duration (Ad Hoc +7), Decrease Range by 50% (Ad Hoc -2), Will save instead of Fortitude (Ad Hoc +5). This spell causes the targets regeneration to begin functioning in reverse, causing the target to take an amount of damage equal to the amont of subdual damage that it's regeneration would normally heal. Beacause it's regeneration is working backwards, the target does not gain any benefit of regeneration for the duration of the spell. This spell has no effect on fast healing, or on creatures that don't have regeneration. _____________________ Rot in the Gray Wastes! (by Von Crown) Enchantment (Compulsion) [Teleportation] [Mind-Affecting] Spellcraft DC: 155 Components: V, S Casting Time: 1 standard action Target: Creature touched Duration: Instantaneous (28 days for compulsion) Saving Throw: Will negates (see text) Spell Resistance: Yes Nuts and Bolts: Seeds: foresee (to preview likely hellscape) (DC 17), transport (DC 27), compel (to keep target in hades) (DC 19). Factors: interplanar travel (+4 DC), unwilling target (+4 DC), +15 to DC of subject?s save (+30 DC), Increase Duration by 2800% (DC +56), Add DC bonus as penalty to entrapment (DC +2). The character sends his or her foe to hades. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or she fails this saving throw, he or she is sent straight to a layer of a neutral evil plane (Usually Hades) swarming with fiends. The subject will not willingly leave the plane for 28 days, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane and takes a penalty against It's entrapping traits and the grays equal to the DC for this spell. Unless the GM devises a specific location and scenario in hades, the subject encounters a group of 1d4 pit fiends or balors (50% chance of either) every hour he or she spends in Hades. _____________________ Spell Harbinger (by Von Crown) Abjuration Spellcraft DC: 130 Components: V, S Casting Time: 1 minute Range: Touch Target or Effect: 10-ft.-radius spherical emanation, centered on you Duration: Permanant Saving Throw: None Spell Resistance: Yes Nuts and Bolts: Seed: ward (to protect against antimagic field) (DC 14+12). Factors: Change duration to permanant (DC x5) This spell creates a field that cancels out animagic fields. In places where their area's overlap, all antimagic fields are cancelled, having no effect on spellcasting or spell effects in that area. _____________________ Epic Creatures Kawaze the Shark Lord (by Law) Colossal Outsider (Aquatic, Extraplanar, Kaiju, Water) Hit Dice: 114d8+4,473 (5,385 hp) Initiative: +20 (+12 Dex, +8 Superior Initiative) Speed: 60 ft., Fly 300 ft. (poor), Swim 300 ft. AC: 78 (-8 size, +12 Dex, +40 natural, +12 insight, +12 luck), touch 38, flat-footed 66 Base Attack/Grapple: +114/+148 Attack: Bite +160 melee Full Attack: 8 Bites +160 melee Damage: Bite 8d6+59/15-20/x3 Space/Reach: 80 ft./20 ft. Special Attacks: Augmented Critical, Battle Frenzy, Breath Weapon, Energized Attack, Frightful presence, Improved grab, Ray Attack, Spell-Like Abilitys, Swallow Whole, Trample Special Qualities: Darkvision 120 ft., Death Throes, DR 10/Epic, Fast healing 50, Immunities, Keen scent, Low-light Vision, No Breath, Reflect Spells, See Invisibility, SR 89 Saves: Fort +89, Ref +75, Will +72 Abilities: Str 63, Dex 34, Con 65, Int 17, Wis 29, Cha 42 Skills: Knowledge (the planes (Elemental Plane of Water)) +130, Listen +152, Search +144, Spot +152, Swim +166 Feats: Ability Focus (Breath Weapon) (B), Alertness, Blind-Fight, Cleave, Combat Expertise, Combate Reflexes (B), Dodge, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative (B), Improved Natural Attack (bite), Mobility, Power Attack, Skill Focus (Swim), Toughness x9, Weapon Focus (bite) Epic Feats: Epic Ability Focus (Breath Weapon)* (B), Epic Fortitude, Epic Reflexes, Epic Skill Focus (Swim), Epic Weapon Focus (bite), Epic Will, Fast Healing (x10), Improved Spell Resistance, Superior Initiative Environment: Elemental Plane of Water Organization: Solitary Challenge Rating: 77 Treasure: None Advancement: - Level Adjustment: - You see this massive shark with eight hydra looking neckes, each has a shark head on it, you see his massive for webbed feat, a large bettle looking shell that might have wings in them, and a larg fin that looks like its stremlined to the shell as well as his body. He seams to have icy armor that looks like you can see into him as well. You can also feal a chill in the area as it moves your way. He is the one most people do not know about, the one they don’t want to know about. Those that know of kawaze, know that running is only a way to get your self-killed faster bye him. Yes he’s smart bye human standards but that does not mean he won’t eat you. He has one rule and one rule only eat first ask questions later. For he’s no small thing he big and in order to feed himself he uses that rule. He is known bye other names on other worlds, like the eight headed one, the bringger of death ECT. For once every 10,000 years he some how leaves the elemental plane of water to another plane. How does it is not known but when he gets there he’s eats all sea life and every things else on the plane. His hunger is like none other. Know one knows how long he has been around, if any one does there most likely dead. He has bean known to be killed but not often (usually during his 10,000 shift) and comes back every time. It seams when he dies he’s died for over a 1,000 years then reforms in his home plane. Usually buy the time every one has forgotten about him so it’s a new thing for most people when he comes back. Some people think he might be an elemental lord of some kind (at least those that have seen him and lived any way). The fact that that’s a small few and that most of the history of him is small means that theirs not many ways to tell if this is true or not for he wont say so himself (like any ones around while he’s talking anyway). He looks like a hydra in the front but with a shark head in place of the common hydra heads. His back is that of a really large shark, instead of fines he has for legs with webbed feet. His back like it has a beetle shell that holds his massive wings. His main fin sticking out of the top (the shell is streamlined to the body so the fin has plenty of space to come out). Kawaze speaks Aquan. Combat Battle Frenzy (Ex): When Kawaze is reduced to 25% of his maximum hit point total, he gains a +4 bonus to Strength and can make an additional melee attack with his primary natural attacks each round at a –5 penalty. These benefits cease if the he is healed above 25% of its maximum hit point total or he is rediced to 0 hit points or less. Breath Weapon (Su): Kawaze possesses eight powerful breath weapons. As he uses them they look like a stream of icy cold water. He can use these breath weapons once every 1d4 rounds. These breath weapons takes the form of a line (ten feet wide and ten feet tall) with a length of 100 feet, and does 10d6 points of cold damage. Creatures can make Reflex saving throws (DC 107) for half damage. Energized Attack (Su): As a standard action once per minute, kawaze can infuce his natural attacks with cold energy. This lasts for 1d4+1 rounds; during this time, all his melee attacks do an extra 3d6+13 points of cold damage. This damage is not multiplied on a successful critical. Frightful Presence (Ex): Kawaze can inspire terror by charging, attacking, snarling, using his breath weapons, ray attacks, or any of his spell-like abilitys. Affected creatures must succed on a DC 83 Will save or become shaken, remaining in that condition as long as they remain within 120 feet of kawaze. The DC is Charisma-based. Improved Grab (Ex): If kawaze hits a Huge or smaller opponent with a bite attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If he gets a hold, he can try to swallow it in the next round. Alternatively, the kawaze has the option to conduct the grapple normally, or simply use his mouth to hold the opponent (-20 penalty on grapple check, but kawaze is not considered grappled). In either case each successful grapple check it makes during successive rounds automatically deals bite damage. Ray Attack (Su): Once every 1d4 rounds, kawaze can generate a beam of energy from each of his eight mouths. He must make a ranged touch attack to hit the targets with its rays; all his rays have a range of 300 feet. If any of his rays hits, it causes 15d6+13 points of cold damage. Spell-like Abilities (Sp): 5/day-blur, darkness; 3/day-call lightning, cloudkill, dimension door, gaseous form, ice storm, invisibility, minute form, vulnerability; 1/day-control weather, haste. These spell-like abilities function as if cast by a 35th-level sorcerer. The DC to resist these spell-like abilities is 16 + spell level.. Swallow Whole (Ex): Kawaze can try to swallow an opponent of Huge or smaller size by making a successful grapple check. Once swallowed, the opponent takes crushing damage equal to 2d8+26 , plus 3d6 points of acid damage from kawaze’s digestive juices per round. A swallowed creature can cut its way out using claws or a light weapon by dealing 50 points of damage to kawaze’s digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. Trample (Ex): As a standard action during kawaze’s turn each round, he he can run over an opponent of Gargantuan size or smaller. Kawaze has to merely move over the opponent. The trample deals 4d12+26. Trampled opponents can attempt attacks of opportunity, but these incur a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves for half damage (DC 106). Death Throes (Su): When he is killed, he explodes in a burst of energy that deals 20d6 points of cold damage to everything within 100 feet. Creatures in this region must make Reflex saving throws (DC 94) to take half damage. Immunities (Ex): Kawaze is completely immune to acid, cold, electricity, fire and sonic attacks. He is also immune to disease and poison. Keen Scent (Ex): Kawaze notices creatures by scent in a 180-foot radius and detects blood in the water at a range of up to 1 mile. No Breath (Ex): Kawaze does not breathe and is immune to gas-based attacks that require a Fortitude saving throw. He can also exist buried in the earth, underwater, or in other airless environments with ease. Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate his spell resistance are reflected back upon their caster. See Invisibility (Su): Kawaze can continously see invisibility as the spell cast by a 20th-level sorcerer. He can suppress or resume this ability as a free action. *New feat see below. _____________________ Epic Items Ring of Epic Initiative (by Law) This powerful gold ring offers a luck bonus on initiative checks, from +6 or higher. Overwhelming Transmutation; CL 21st; Forge Ring, Forge Epic Ring, Haste, caster level must be for times that of the ring's bonus; Price 1,800,000 gp (+6), 2,450,000 gp (+7), 3,200,000 gp (+8), 4,050,000 gp (+9), 5,000,000 gp (+10), 6,050,000 gp (+11), 7,200,000 gp (+12), 8,450,000 gp (+13), 9,800,000 gp (+14), 11,250,000 gp (+15), 12,800,000 gp (+16), 14,450,000 gp (+17), 16,200,000 gp (+18), 18,050,000 gp (+19), 20,000,000 gp (+20), 22,050,000 gp (+21), 24,200,000 gp (+22), 26,450,000 gp (+23), 28,800,000 gp (+24), 31,250,000 gp (+25), 33,800,000 gp (+26), 36,450,000 gp (+27), 39,200,000 gp (+28), 42,050,000 gp (+29), 45,000,000 gp (+30). _____________________ Bracers of Epic Insightful Defense (by Law) These platinum and adamantine bracers usually bear the image of an owl archon or other insightful creature. They grant the wearer an Insight bonus to AC, and a Luck bonus to AC, from +6 or higher. Overwhelming varied; CL 21st; Craft Woundrous Item, Craft Epic Woundrous Item, Haste, Moment of Prescience, caster level must be for times that of the bracer's bonus; Price: 2,700,000 gp (+6), 3,675,000 gp (+7), 4,800,000 gp (+8), 6075,000 gp (+9), 7,500,000 gp (+10), 9,075,000 gp (+11), 10,800,000 gp (+12), 12,675,000 gp (+13), 14,700,000 gp (+14), 16,875,000 gp (+15), 19,200,000 gp (+16), 21,675,000 gp (+17), 24,300,000 gp (+18), 27,075,000 gp (+19), 30,000,000 gp (+20), 33,075,000 gp (+21), 36,300,000 gp (+22), 39,675,000 gp (+23), 43,200,000 gp (+24), 46,875,000 gp (+25), 50,700,000 gp (+26), 54,675,000 gp (+27), 58,800,000 gp (+28), 63,075,000 gp (+29), 67,500,000 gp (+30). _____________________ Robe of Epic Defense (by Law) This powerful robe offers continual magic protection in the form of an armor bonus to AC and a resistance bonus to saving throws of +6 or higher. Overwhelming conjuration; CL 21st; Craft Wonderous Item, Craft Epic Woundrous Item, mage armor, resistance, caster level must be three times that of the robe's bonus; Price 594,000 gp (+6), 808,000 gp (+7), 1,056,000 gp (+8), 1,336,500 gp (+9), 1,650,000 gp (+10), 3,630,000 gp (+11), 4,320,000 gp (+12), 5,070,000 gp (+13), 8,880,000 gp (+14), 6,750,000 gp (+15), 7,680,000 gp (+16), 8,670,000 gp (+17), 9,720,000 gp (+18), 10,820,000 gp (+19), 12,000,000 gp (+20), 13,230,000 gp (+21), 14,520,000 gp (+22), 15,870,000 gp (+23), 17,280,000 gp (+24), 18,750,000 gp (+25), 20,280,000 gp (+26), 21,870,000 gp (+27), 23,520,000 gp (+28), 25,230,000 gp (+29), 27,000,000 gp (+30). _____________________ Epic Feats Epic Ability Focus [Epic] (by Law) One of the creature’s special attacks is really more potent then normal. Prerequisite: Ability Focus Benefit: The difficulty class for all saving throws against the selected special attack increases by +2. This bonus stacks with ability focus. Special: This feat can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a different special attack. |
| Dyne11-04-04, 08:13 PM | Lady Polaris Silver Dragon Star (by Lady Rolindin) Description: The Silver Dragon Star is a 1ft. diameter cluster of lights amd glowing motes of swirling in a misty globe of silver-white light. Although it has an ethereal apperrance, it can be pick up and carried, even though it remains weightless. The powers of the Silver Dragon Star remain dormant untill a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiance then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Silver Dragon Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Silver Dragon Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature silver-white flashes and crackles of electricity race across the Silver Dragon Star, and its powers are ready to be used, one per round. By simple mental command (the Silver Dragon Star will impart the full range of its powers, and the ability how to use them to its new wearer). Item Powers (all cast at 35st level, 3.5 level 30) 4x day: Cone of Cold 4X day Paralyzing Gas (Silver Dragon gas) 2X : Shirkens Spears (100 per square foot, this depends on the width on hight of area 2X day Reverse Gravity (Silver Dragon Abilty no saving throw) 1X day The Silver Dragon Star can be called upon to envelop its wielder in a sheath of scintillating Silver-White armor Ac-8. This armor has 80 hit points, and absorbs all damage done to its wearer. The creature gets a 75% magic resistance, as well as complete immunitty to cold based attacks, and silver dragon breath weapons attacks and spell abilties attacks. The ability to breath normally in hostile conditions, (I.E. under watewr, in a void, or while surrounded by any kind of cloud spell), as well as cloud walk like the Silver Dragon and turn invisible at will. The wearer is also granted the ability to fly at the speed of a silver dragon foir a maximum of 12 hours. The suit of armor generated disappears after 12 hours, or when its brought down to 0 hit points. For 1d4 rounds afterward, the Silver Dragon Star is inactive A successful dispell magic cast on the Sliver Dragon Star will cause it to become "dormant" for one round. During this time the flashes of silver-white energy ceases, although the globe still gives off enough silver-white light to read by. the Silver Dragon Star saves at a +10 on all magical attacks. Finally, if necessary the Silver Dragon Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an ezplosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Silver Dragon Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unlleashed by the Silver Dragon Star passes through all magical proctections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones). When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life. The Silver Dragon Star is temporarily destroyed in the strike, but will be refformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Silver Dragon Star to reaccumate itself to a wearer before it is ready to be used again. armor class 2e= -8 armor class 3.5 =26 Karsas Silver Dragon Star (by Lady Rolindin) Description: The Silver Dragon Star is a 1ft. diameter cluster of lights amd glowing motes of swirling in a misty globe of silver-white- yellow light. Although it has an ethereal apperrance, it can be pick up and carried, even though it remains weightless. The powers of the Silver Dragon Star remain dormant untill a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiance then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Silver Dragon Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Silver Dragon Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature silver-white- yellow flashes and crackles of electricity race across the Silver Dragon Star, and its powers are ready to be used, one per round. By simple mental command (the Silver Dragon Star will impart the full range of its powers, and the ability how to use them to its new wearer). Item Powersd (all cast at 41st level, 3.5 level 35) 4X day: Split Lightning Bolts Greater (6 at the release of the spell, can direct to targets x10 damage of lighting bolt spell) 4x day: Blizzard Storm 4X day Paralyzing Gas (Silver Dragon gas) 2X : Shirkens Spears (100 per square foot, this depends on the width on hight of area 2X day Reverse Gravity (Silver Dragon Abilty no saving throw) 1X day The Silver Dragon Star can be called upon to envelop its wielder in a sheath of scintillating Silver-White-yellow armor Ac-8. This armor has 100 hit points, and absorbs all damage done to its wearer. The creature gets a 90% magic resistance, as well as complete immunitty to cold based attacks, and Silver Dragon attacks breath and spell abilities . The ability to breath normally in hostile conditions, (I.E. under watewr, in a void, or while surrounded by any kind of cloud spell), as well as cloud walk like the Silver Dragon and turn invisible at will. The wearer is also granted the ability to fly at the speed of a silver dragon foir a maximum of 12 hours. The suit of armor generated disappears after 12 hours, or when its brought down to 0 hit points. For 1d4 rounds afterward, the Silver Dragon Star is inactive. A successful dispell magic cast on the Sliver Dragon Star will cause it to become "dormant" for one round. During this time the flashes of silver-white energy ceases, although the globe still gives off enough silver-white- yellow light to read by. the Silver Dragon Star saves at a +10 on all magical attacks. armor class2e -8, armor class 3.5 =26 Finally, if necessary the Silver Dragon Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an ezplosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Silver Dragon Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unlleashed by the Silver Dragon Star passes through all magical proctections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones). When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life. The Silver Dragon Star is temporarily destroyed in the strike, but will be refformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Silver Dragon Star to reaccumate itself to a wearer before it is ready to be used again. |
| Dyne11-04-04, 08:16 PM | This is a scoreboard of the number of creations each member has contributed to the Council of Archmages. Whenever you submit one of your creations, it will be added to the Library and tallied. The member with the most number of creations will be proclaimed the Chief of Lore and gain the respect of his fellows. If you want to be on top, submit your creations. :angel: :king: Kirstar, Chief of Lore :king: :angel: 22 Creations Augmentation (Spell) Augmentation, Greater (Spell) Celerity (Spell) Contingent Note (Spell) Dilation, Lesser (Spell) Dilation (Spell) Extension, Lesser (Spell) Extension (Spell) Extension, Greater (Spell) Far Reaching, Lesser (Spell) Far Reaching (Spell) Far Reaching, Greater (Spell) Intensify Summoning, Lesser (Spell) Intensify Summoning (Spell) Intensify Summoning, Greater (Spell) Sense Shifting (Spell) Spell Sculpting (Spell) Transfer Enchantment (Spell) Vocalize, Lesser (Spell) Vocalize (Spell) Journey Book (Item) Journey Scribe (Item) Law-19 Creations Algeen’s Prismatic Aura (Spell) Algeen’s Prismatic Ball (Spell) Aertai (Creature) Kawaze the Shark Lord (Epic Creature) Ring of Initiative (Item) Apprentices Staff (Item) Chill Staff (Item) Staff of the Elders Might (Item) Staff of the FireBolt (Item) Bracers of Insightful Defense (Item) Ioun Stone of Toughness (Item) Robe of Defense (Item) Epic Fireball (Epic Spell) Kimber’s Blasting Forceball (Epic Spell) Kimber’s Massive Forceball (Epic Spell) Obliterate (Epic Spell) Ring of Epic Initiative (Epic Item) Bracers of Epic Insightful Defense (Epic Item) Robe of Epic Defense (Epic Item) Epic Ability Focus (Epic Item) Dyne-16 Creations Dimensional Barrier (Spell) Imitate Voice (Spell) Minor Spell Absorbtion (Spell) Spell Absorbtion (Spell) Arcane Master (Prestige Class) Archmage's Staff (Item) The Sorcerer's Staffs (Items) The Wizard's Staffs (Items) Baerdith-7 Creations Von Crown-3 Creations Anti Anti-Magic Field Field (Epic Spell) Obliterate (Epic Spell) Spell Harbinger (Epic Spell) Agudo Archmage-3 Creations Agudo's Crystal Magic Missiles (Spell) Agudo's Hovering Stone (Spell) Agudo's Safe Passage (Spell Demonfey-1 Creation ROD OF DIABLO (Item) Aramar the Black Frostbite_Ravenheart |
| Dyne11-04-04, 08:17 PM | <<Reserved for Creations by Agudo Archmage>> |
| Dyne11-04-04, 08:18 PM | <<Reserved Creations by Anglar>> |
| Dyne11-05-04, 06:16 PM | <<Reserved Creations by Aramar the Black>> |
| Dyne11-07-04, 06:42 PM | <<Reserved for Creations by Baerdith>> |
| Dyne11-11-04, 01:27 AM | <<Reserved for Creations by Bait the Bard>> |
| Dyne11-11-04, 07:18 PM | <<Reserved for Creations by ChaosEvoker>> |
| Dyne11-11-04, 07:35 PM | <<Reserved for Creations by Demonfey>> |
| Dyne11-13-04, 04:35 PM | <<Reserved for Creations by Demon Lightfoot>> |
| Dyne11-19-04, 07:29 PM | <<Reserved for Creations by Dyne>> |
| Dyne11-22-04, 10:23 PM | <<Reserved for Creations by Frostbite_Ravenheart>> |
| Dyne11-26-04, 04:47 PM | <<Reserved for Creations by Gurgetar (Orcy)>> |
| Dyne11-27-04, 03:20 PM | <<Reserved for Creations by He Who Shall Not Be Named>> |
| Dyne11-29-04, 10:29 PM | <<Reserved for Creations by Kedi>> |
| Dyne12-03-04, 12:29 AM | <<Reserved for Creations by Kirstar>> |
| Dyne12-03-04, 06:32 PM | <<Reserved for Creations by Lady Rolindin>> |
| Dyne12-08-04, 11:27 PM | <<Reserved for Member1>> |
| Dyne12-08-04, 11:28 PM | The entire second page will be reserved for new sections I might add, as well as places for the creations of each member. |
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| Dyne12-09-04, 11:32 PM | <<Reserved5>> |
| Dyne12-09-04, 11:32 PM | Bloodlore This section will be reserved for Bloodlore, a creation by Aramar the Black, inspired by a trio of books called "The Second Chronicles of Thomas Covenant." It was inspired by an event in the first book, called "The Wounded Land," but both the first and the third, "White Gold Wielder," use a type of Bloodmagic, and give ideas for such Lore. This section is temporary. As soon as I find a spot for Bloodlore, it will be moved to a new place in the Library. |
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| Dyne12-17-04, 01:18 PM | You may now post on the Library. |
| Dyne12-20-04, 08:34 PM | Just a reminder, you are now free to post your creations here. You can even keep your signature on. See? || \/ |
| Lady Rolindin12-20-04, 11:27 PM | The Ice Hawk Small Hawk Hit Dice:2d10+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) specail Attack: Poison Special Qualities: Blindsence 60 ft., dark vision 60 ft. Low Light vision, immunty to cold spell attack or spells that produce a cold magical attack, immunty to parilazing attacks(see below)spell resistance 18, fly by attack +2, fire based attacked double damage Saves: Fort +3, Ref +3,Will +3 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 +3, Flyby attack +2 Environment:Mountains of the North (Forgotten Realms), the snow peaks Organization: Solitary Challing 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 what 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 rabbit's 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's body. 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 release 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 (or take double damadge from them). He found this out on a second trip to the cold ice mountains; one attacked him when he got to close while trying to watch it eat a fish. Randor also found out that the ice Hawk makes a good fimilar pet, if you don't mind having claws that radiate cold on your shoulder or arm, and that are sharp as any good blade: just make sure your arm or shoulder has thick leather padding. Very cold bird to the touch. This hawk could be adapted to any world, not just the Frogotten Realms. Ice Hawk Descrption The Ice Hawk attackes with its claws, if hit by claws; make save verse paralazation and claw dammage. The Ice Hawk also has a scoripn like appandex that can deliver a dose of paralzation poison and is used to put a small larva into a snow rabbit, or a mamual usally to create another Ice Hawk. The Ice hawk can fly in place and delever 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 reperduce it will inject a snow rabbit or other victum with the parializing poison and then use the scropin like appendex to inject a small larve into the creature. In two days or less a small verson 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 latter the hawk will attack if you try to capture it.The hawk is all white with deep black eyes, and the talons are blueish-black. When first come out of the paralized pray the Ice Hawk will stand six inches tall, and have a winf span of almost one foot, and from head to tail be six to nine inches in lenght. The Ice Hawk can't fly for four hours at first, but can feast on the body if its host, (if hasent aready eaten most of it). Medium size rabbits and such pray, along with a few other such species has been know to be used too. When first born the Ice Hawk stinger can still inject the peralizing poison. The Ice Hawk reproduce this way every two years, once a bird has reached matuary at six months of age. Ice Hawk's live to be eight to ten years old before dying. They can make up to six more during the reporducive season, (they make six larva during this time). |
| Lady Rolindin12-20-04, 11:31 PM | Rings Of Binding Evocation Level: Wiz/Sor 6th, clr6 Components: V, S, M Casting time: 1 standard action Range: Close (25 ft. +5 ft. / level) Target: one creature Duration: 10 minutes / level Saving throw: dex Spell resistance: yes (see below) The rings of binding spell is four rings thrown at the target. They turn into rings large enough to go around the target body. A dispel magic won’t work on the rings, but a spell turning will. To dispel the rings a MordenKainen’s Disjunction will work on the rings, a dextary check to avoid the rings will also cause the target to avoid the rings being thrown around their body. If the target fails dexitary check the four rings go over the head, one down to the ankles, the second ring will stay by the upper legs, the third ring will trap the arms to the sides of the body, the fourth will trap the arms to the upper arms. Once around the body with the mage concentration on the rings, they will tighten where they are being held in place around the body. A target has no room to move their arms or legs that much while the rings are not yet tight, they can try but the other rings will prevent them from taking out their arms or legs. The mage closes his fist and the rings will tighten, so the target cannot move their legs or arms. If the target is captured they are helpless until released and can become a free target. The material component Is 4 1 inch brass rings worth 1 gold piece a peace and thrown at the target. |
| Lady Rolindin12-20-04, 11:52 PM | Netheril cantrip Dust Transmutation Level: Wiz/Sor0, Clr0 Components: V,S,M Casting Time: instantanous Range: close (25ft. +5ft. /level) Target: one creature Saving throw: reflex Spell resistance: yes The spell causes a small dust cloud to appear in the face of the targeted creature,it blinds the target for the round. A reflex save will cuase no damage if the creature moves out of the cloud dust area. dispel magac,anti magic zone, Mordenkanens' disjunction will negate the cloud dust. If the subject fials their reflex saving throw they will be blinded for the round and untill they clear the dust out of their eyes they will fight half blind with blured vision, the materail component is a pinch of dust. Netheril Cantrip Bakers Hands Transmutation Level: Wiz/Sor 4, clr 4 Components: V,S,M Casting time :1 standard action Range: you Duration 2 rounds Saving throw: no spell resistance" no This spell is used to speed up the caster, for casting spells. The caster can cast two spells in one round, one extra the same round and two spells the next round. Both spells have to be 1 round spells and under 3rd level. The materail component is a small copper hand worth 10 copper pieces. this spell was used by Netheril bakers on thmseves so they could use prepare their food faster. Rug Sweep Evocation Level: Wiz/sor 0, Clr0 Components: V,S,M Casting time: 1 standard action Range: medium (100 ft. +10/level) Target: one creature Duration: one minute then faids saving throw: reflex Spell resistance: yes this spell was made by Kartz a Netherilian Arch arcanist, he saw a rug being beat on a line by hands using a rug rod. Kartz thought that a magic rug could be made to appear under an enemys feet, then pulled out from under them.the spell cause a magic rud to appear under the targets feet, its 2 ft wide by 4 ft long. Once the rug is under the target, the caster makes a pulling motion with their hands and the rug will be magically pulleds out from under them. A dispell spell magic, Mordenkainen's disjuction or anti magic field will stop the rug from appearing. Once the rug is puled out from under the targets feet, they get a reflex save. If reflex save is made the target will loose their action for the round having to readjust their balance.If the target fails then reflex throw the target will loose their balance and fall to the floor, the damage is 1d2 for falling . the materail component is a small 1 inch rug that disappears when spell is used cost of rug is 1 silver piece. |
| ChaosEvoker12-21-04, 12:18 AM | FINALLY I FIND MY NOTES: OBSERVE THE BRILLANCE! Skeletal Army Necromancy [Evil] Spellcraft DC: 42 Components: V, S, XP Casting Time: 1 day Range: 1200 ft. Area: 320 ft radius Duration: Instantaneous Save: None Spell Resistance: No To Develop: 603, 000 GP, 13 days, 20,520 XP Factors: Seed: Animate Dead (DC 23), From touch to target (+4 DC), Raise +30 HD of Undead (+30 DC), Target to 20 ft radius (+10 DC), Increase range by 100%*2(+4 DC), Increase area by 100%*5(+20 DC), Increase casting time to 10 min. (-20 DC), Backlash of 10d6 (-10 DC), XP Burn of 500 (-5 DC), Raises Skeletons (-12 DC), Increase casting time to one day (-2 DC) This deadly spell was one of the spells reffered to by many a bard as part the Vile Three: a series of epic spells created by the dread demilich Racanath Xiltyn in the Ages of Darkness. The history of Racanath can be found at any good local bard, or by PMing ChaosEvoker, or looking for the record of the Staff of Racanath. As for the spells effect: This spell raises up to 50 HD of Skeletons. This spell is used by a few Lich Lords in the Dead Nations who have managed to discover it, usually after a large scale battle where much death has been dealt. The typical rules for controlling undead still apply. However the great energies channelled by this spell are not without reprecusions. The energy coursing though one's body causes a sudden violent shock at the end of the spell causing 10d6 backlash damage. Also, part of the spell requires the sacrificing of memories and personal experiences causing a burn of 500 XP. Recently, notes on variants for this spell in the handwriting of Racanath himself were found. They detail how to alter the spell in order to raise other kinds of undead: Zombie Army: Raises Zombies (No change to spell stats other than that) Ghoul Army: Raises Ghouls (Spellcraft DC: 44) Shadow Army: Raises Shadows (Spellcraft DC: 46) Ghast Army: Raises Ghasts (Spellcraft DC: 48) Wight Army: Raises Wights (Spellcraft DC: 50) Wraith Army: Raises Wraiths (Spellcraft DC: 52) Mummy Army: Raises Mummies (Spellcraft DC: 54) Spectre Army: Raises Spectres (Spellcraft DC: 56) Morhg Army: Raises Morhgs (Spellcraft DC: 58) Vampiric Army: Raises Vampires (Spellcraft DC: 60) Ghost Army: Raises Ghosts (Spellcraft DC: 62) |
| ChaosEvoker12-21-04, 12:34 AM | Deathball Necromancy [Evil, Death] Spellcraft DC: 53 Components: V, S, XP, Ritual Casting Time: 1 action Range: 300 ft. Area: 40 ft Burst Duration: Instantaneous Save: Fort Negates Spell Resistance: Yes To Develop: 702,000 GP, 28,080 XP, 15 days Factors: Seed: Animate Dead (DC 23), Seed: Slay (DC 25), Target to Area: 20 ft radius (+10 DC), 1 Action Casting Time (+10 DC), Double Area of Effect (+4 DC), Increase Save DC by 10 (+20 DC), Backlash of 5d6 (-5 DC), Burn 500 XP from both casters (-10 DC), Remove Damage on Succesful Save (AD HOC: -15 DC), 1 additional caster contributing a 7th Level spell slot (-13 DC) Raises Shadows (-8 DC) Another of the Vile Three spells. This nasty spell invented by Racanath was used by him in battle. He had plenty of lich allies who would help with the small ritual. This spell forces all within the area of effect to make a Fortitude Save with an additional +10 to the DC, or die. Those who die from this spell are immediately raised as Shadows under the control of the caster. This cannot create more than 20 HD of Shadows at one time. This is a ritual requiring a single otehr caster who sacrifices a 7th lv spell slot. This spell causes 5d6 backlash to the caster and requires both the caster and the assistant caster to sacrifice 500 XP. |
| Lady Rolindin12-21-04, 04:37 AM | Arbril's Spears Transmutation (spears) Level: Sor/Wiz fifth Com: V/S,M Casting time: two standard rounds Range: 150ft. every four levels effect see: 100 spears /5 levels Saving throw: see below Spell Resistance: See below With the activation of this spell one hundred little spears Sliver in color, the hardness of silverskin four inches long and one eight of an inch thick come from the caster hands made from the magic weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The targets or targets of the spears save at normal if using Mystra weave, if using shadow weave they get a will save at -2 for each spear plus dexterity if can avoid the spears, same for weave user. Each spear does 1 to 4 points of damage. Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics; Ever four levels the caster gets one hundred more little spears. Anti magic shell and Mordenkainen's Disjunction dispels the spears, dispel magic and greater dispell magic has no effect. the spears are made out of the raw magic from the magic field called upon. Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using or five hundred. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in a hallway it should be the width of the hall way plus height. the materail component is a small 1 inch silver needle. Hit the deck for this spell or run into the room through a door and hope not too many hit you. Arbril's disks Transmution Level: Sor/Wiz fifth Casting time: two standard rounds Range: one hundred and fifty feet Effect: 4 disk's every four levels duration: Instantaneous Saving throw: See below Spell resistance: See below Shadow disks come from the casters hands four at fifth level, four more every four levels. The disks are made from the raw magic and turned into hard razor sharp silverskin disks four inches round, dealing 1d8 per disk. Caster get a normal saving throw, shadow magic users recievean -2 save at normal save vs. magic. Dispel magic, greater dispell magic has no effect on the disks, anti magic shell or Mordenkainen's Disjunction will stop the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, reflex saving throw for the target if can. the materail component is a small silver 1 inch disk. Solipsism Illusion (phantasm) (mind-affecting) Level: Sor/Wiz 6 Components: V Casting time: 1 standard action Range: Medium (100 ft. +10 /level) Target: One creature Duration: 1 round/ level Saving throw: Will negates Spell Resistance: Yes You manipulate the senses of one creature so that it perceives itself as the only real creature in all of existence and that everything around it is merely an illusion. If the target fails its save, it is convinced of the unreality of every situation. It makes no actions, not even purely mental actions, and instead watches the world around it with bemusement. The target becomes effectively helpless and takes no steps to defend itself from any threat, as it considers any hostile action merely another illusion. For my next post I want to post the Netheril Neglace of the Arch Arcantest (female) |
| Lady Rolindin12-21-04, 03:02 PM | Necklace of the Arch Arcanist (female) The necklace is a 30 inch silverskin chain hightly decerated in leavers and vines. the necklaces has 5 gems, middle one is a 2 inch tear droped shape ruby to the left and right is a 1 inch baby blue white diamons tear droped shaped, next to them is a 1 inch red ruby tear droped shaped, each ruby and diamond has golden Loin with Black Dragon wings embeded in them. Powers of the gems: 2 inch ruby Teleport 2 enemys you point at x3 a day, you can teleport at random if wish. Anti magic zone 3x day, when this power is actavated all the gems loose their other powers for one round untill the anti magic zone is taken away ; for 1 round after powers come back. Fireball 3x day left blue diamond 1 inch Lighting bolt 3x day invisibilty 2x day Blade barrior 2x day right blue diamond cone of cold 2z day wall of ice 2x day Ice storm 2x day left ruby 1 inch Sunburst 2x day magic Misile 2x day Dispell magic 2x day right ruby fire ring 2x day ( makes a fire surround your enemy) fire/acid lighting bolt 2x day Fire animal (your imaganation of aniaml) 2x |
| Dyne12-21-04, 04:17 PM | Thanks for all the input, everyone. I'll work all your stuff into the correct places when I can. (actually, I think I have time right now....) Lady Rolindin, on the Ice Hawk: I believe its type would be Magical Beast with the Cold subtype. Which means its HD should be a d10, its BAB would be +2, Fort and Ref Base Saves at +3 (Will at +0), Darkvision 60 ft., and Low-Light Vision. It should also have vulnerability to Fire. |
| Lady Rolindin12-21-04, 05:02 PM | based off small hawk, thats the stats for small hawk. not d10 |
| Dyne12-21-04, 05:04 PM | based off small hawk, thats the stats for small hawk. not d10 It sounds like a Magical Beast to me. And all Magical Beasts have d10 HD, according to the SRD: Magical Beast Type: Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits. Features: A magical beast has the following features. —10-sided Hit Dice. —Base attack bonus equal to total Hit Dice (as fighter). —Good Fortitude and Reflex saves. —Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Traits: A magical beast possesses the following traits (unless otherwise noted in a creature’s entry). —Darkvision out to 60 feet and low-light vision. —Proficient with its natural weapons only. —Proficient with no armor. —Magical beasts eat, sleep, and breathe. |
| Lady Rolindin12-21-04, 05:17 PM | look in the wizards description of them. |
| Dyne12-21-04, 05:21 PM | look in the wizards description of them. That's confusing. Stuff like that is usually put right in the stats for quick and easy reference. And, fire vulnerability is usually an additional 50% damage, but I suppose double damage works also. |
| Lady Rolindin12-21-04, 05:39 PM | I've seen it written up both ways, so I guess it's up to the creator for the fire damage. |
| Demonfey12-21-04, 07:41 PM | Chains of Sin SCDC: 50 You manifest the sins of your opponent in the form of corporeal chains around them, binding them instantaneously, and one end manifests in the caster's hand. They can't escape from them unless you let them or they atone for each sin. They are treated as helpless while contained as such, and are also treated as weightless by the caster, who can hurl them around and drag them in any fashion he or she decides to. QUOTE: "Link, by, link..." A Christmas Carol. |
| Von Crown12-26-04, 02:05 PM | reposted for the library- Blackbolt Necromancy [Evil] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes This spell functions like magic missile, except that the bolts are comprised of negative energy, healing undead creatures instead of harming them. However, since it is not comprised of force, it has no effect against incorporeal creatures (unless they are incorporeal undead, in which case they are healed) Mordred's Morbid Marionette Necromancy [Evil] Level: Sor/Wiz 2 Components: V, F Casting Time: 1 standard action Range: Close (10 ft) Effect: 1 corpse plus one additional corpse per five levels (maximum +4 corpses) Duration: concentration, up to 2 rounds/level Saving Throw: None Spell Resistance: No This spell temporarily turns one corpse plus one additional corpse per five levels (maximum 5 corpses total) into either a skeleton or a zombie, depending on the condition of the corpses. They remain active and follow commands for the duration of the spell, at the end of which they become uncontrolled and begin losing two hit points per round until destroyed. Arcane Focus: Two of those wooden thing used to control puppets, one in each hand. |
| Dyne12-26-04, 08:45 PM | All right, I'll add all the new stuff to the Library in its proper place. For the Ice Hawk, it's entry has the stats for a Magical Beast. Also, from this point on, I'd prefer that things not be discussed here. If you have a creation to post, fine. If you have a comment to make on another person's creation, please make that comment at the Council of Archmages thread. |
| Lady Rolindin12-26-04, 09:57 PM | Lady Polaris Spray (Netheril spell) Evocation (force) Level:Sor/Wiz 4, clr 4 components: V, S, M Casting time: 1 action Range: 100 +10 ft. /level (med) Targets: one or more targets Duration: Instaneous Saving throw: reflex half, specail Spell resistance: yes When this spell is cast white stream come from the caster hands, (at 10 ft wide per 5 levels), a wall of force will hit the target or targets. The target gets a reflex save, if moves out of the way they receive half damage of 6d6. If they fail then recieves 6d6 damage plus needs to make a saving throw vrs. force blast. If the target fails the second saving throw, they then get thrown back wards. The target recieves damage from objects they hit, or the wall, or the floor 1d4 per object. If they make saving throw nothing happens, they just feel a force rush past them pushing them back wards a little. Dispell magic has no effect, but Mordenkain's disjunctions, greater dispel magic, greater spel turning, anti magic zone wil stop the spell. The materal component is a shard of white crystal, and a 1 inch square piece of white cloth. Dispel war spell Abjuration (war) level: Clr 4, Wiz/Sor 4 Components: V, S, M Casting time: 1 minute Range: long (400 ft. + 40 ft./ level) Target or area: One spellcaster, creature, or object: or 60-ft. radius burst Duration: Instantaneous Saving throw: None Spell Resistance: No As dispel magic, except as noted above. You also gain a +10 bonus on dispel or counterspell was spells. Although dispel war spell can be used to counterspell normal spells, its long casting time makes it impractical or impossible to use it in this way except against a spell with a casting time of at least 1 minute. Material component: Sapphires, sun stones, and topazes worth a total of 1,500 gp. Feed the Many Conjuration (creation) (war) Casting Time: 10 minutes Level: Clr 4 Components: V, S, M Range: medium (100 ft. +10 ft. / Level) Effect: food and water to sustain one hundred humans or thirty-horses/ level for 24 hours Duration: 24 hours (see text of create food and water in players handbook) Saving Throw: None Spell resistance: No As create food and water, except as noted above. Material component: a silver, gold or platinum plate worth 500 gp, engraved with holy symbols. Cavalry Call Conjuration (summoning) (war) Level: Sor/Wiz 2 Components: V, S, M Casting time: 1 minute Range: Medium (100 ft. + 10./ level) Effect: Up to twenty- five light horses or ponies per caster level Duration: 2-hours/ level(d) Saving throw: None Spell Resistance: NO As mount, except as noted above, the summoned mounts must all be of the same kind (light horses or ponies). Material Component: a miniature statue of a horse made of copper, silver, or gold, worth 1,000 gp. Morning Mist Conjuration (creation) (war) Level: Clr 2, Drd 2, Sor/Wiz 2 Casting time: 1 minute Range: Long (400 ft. +40 ft./ level) Effect: 100- ft. -radius cloud 20 ft. high Duration: 1 minute/ level Saving throw: None Spell Resistance: NO As obscuring mist, except as noted. You may center the cloud anywhere within range. The cloud may be stationary or move away from you at a rate of 10 feet per round, but you must make this choice at the time of casting. Material Component: bloodstones worth a total of 100 gp. Small Stronghold Conjuration (creation) (war) Level: Clr 6, Drd 6, Wiz/Sor 6 Components: V, S, M, Df Casting time: 1hour Effect: One small stone keep (see text) Duration: 1hour/ level Saving Throw: None Spell Resistance: No You create a small stronghold made of magically conjured rock. This stronghold is identical to the “cheap keep” described in the stronghold builder’s guidebook. The walls of the fortress cannot be placed so that any solid portion of one would occupy the same space as a creature. The stronghold may enclose a creature in one of its open spaces but not harm or trap it. For example, a squadron of soldiers could be arranged within the outer walls of the prospective keep in such a way that the walls would form around them, placing them in defense-ready positions inside. When the spell ends, the keep collapses into dust. A dispel magic spell used successfully against the keep affects only the area encompassed by the dispel magic effect (a 30-ft. radius burst). Material component: 10,000-gp worth of gems(agate, sapphire, and topaz) that have been crushed, mixed into a crude model of the keep. Burned to Bare Rock Evocation (fire, War) Level: Sor/wiz 4 Components: V, S, M Casting Time: 1 minute Range: Long (400 ft. + 40./level) Area: 60 ft.- radius spread Duration: Instantaneous: Saving throw: Reflex half Spell Resistance: Yes As fireball, except as noted above. Burned to Bare rock can deal a maximum of 10d6 points of fire damage. Material Component: three flasks of alchemist’s fire and powdered ruby worth at least 3,500 gp. Force Missile Storm Evocation (force, War) Level: Sor/ Wiz 2 Components: V, S, M Casting Time: 1 minute Range: long (400 ft. + 40 ft./ level) Targets: Up to twenty- five creatures/ level within a 60 ft. radius Duration: Instantaneous Saving throw: None Spell Resistance: Yes As Magic missile, except as noted. You can fire only one missile at each target, regardless of your caster level. Material Component: 600-gp worth of diamond dust. Great Electric Bolt Evocation (Electricity, war) Level: Sor/ Wiz 4 Components: V, S, M Casting time: 1 minute Range: Long (400 ft. + 40 ft./ level) Effect: Bolt of electricity 100 ft. long and either 10 ft. or 20 ft. wide Duration: Instantaneous Saving Throw: Reflex half Spell resistance: Yes As lightning bolt, except as noted. You can create the bolt anywhere within range and in any orientation you desire; it does not have to extend from you. Material Component: a handful of engraved copper and gold spheres worth at least 4,000 gp and a bit of animal fur. Rolling Fire Evocation (Fire, war) Level: Drd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 minute Range Long (400 ft. + 40 ft./ level) Effect: Wall of fire 3ft. tall and 100 ft. wide. Duration: 1 round/level Saving throw: Reflex negates Spell Resistance: Yes You create a low movable wall of fire. Any creature struck by the wall takes 2d6 points of fire damage (reflex save negates). It ignites any flammable materials that it touches and illuminates its surroundings like a torch. It can be extinguished like a torch. It can be extinguished in 5-foot increments by any means that would put out a normal fire of that size. You may move the wall up to 30 feet along the ground as a move-equivalent action; otherwise it remains in place. The motion must be in a strait line, but can be either backward or forward. The wall can climb over barriers less than 4 feet tall, but it cannot cross water or other nonflammable liquids. The wall moves as a whole, even if parts of it have been extinguished. Material Component: a comb made of copper and gold powdered with a ruby dust, worth 1,500 gp as a whole. Field of Blurs Illusion (Glamer, war) Level: Brd 3, Sor/Wiz 3 Components: V, M Casting time: 1 minute Range: Long (400 ft. +40 ft./level) Targets: Up to 500 creatures Duration: 1 minute Saving throw: will negates (harmless) Spell resistance: Yes (Harmless) As the spell blur, except as noted above. Material component: 1,500-gp worth of chrysoprase gems, powdered. Friendsight Illusion (Phantasm) (Mind-affecting, war) Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting time: 1 minute Range: Medium (100ft. +10 ft./ level) Area: Allied creatures within a 60 ft. radius spread Duration: 1 minute/level Saving throw: None Spell Resistance: NO All subjects of this spell perceive each other as surrounded by a glowing aura of color you specify upon casting. Distance, cover, and concealment do not negate the aura unless they prevent any possibility of sight. (That is, any subject capable of spotting another subject under the prevailing conditions can see the latter’s aura.) Normally, this spell is used to prevent accidental attacks against allies in darkness, fog, battles with similarly dressed foes, and other confusing situations. This spell also gives each subject a +4 circumstance bonus on saving throws or opposed Charisma checks made to avoid any magical affect that would cause that subject to harm another target of the spell. Friendsight is a phantasm, so the perceived auras are entirely in the mind of the subject. The recipients do not actually glow, although they radiate magic that can be detected with detect magic spell and similar effects. Material Components: 100-gp worth of carbuncle and cat’s-eye agate, crushed. Mire \Transmutation (war) Level: Drd 6, Sor/Wiz 6 Components: V, S, M, DF Casting Time: 10 minutes Range: Long: (400 ft.+ 40 ft. /level) Area: Surface rock in a 60 ft. radius spread, 10 ft. high Duration: Permanent (see text of transmute rock to mud in players handbook) Saving Throw: See text of transmute rock to mud Spell Resistance: No As transmute rock to mud, except as noted. Material Component: Brown, gray and black gems worth a total of 7,000 gp, all of which must be dissolved in acid. Teleport Legion Transmutation (Teleportation, war) Level: Sor/Wiz 6 Components: V, S, M Casting Time: 10 minutes Range: Medium (100 ft.+10 ft./ level) Targets: Willing creatures within a 60 ft. radius burst (see text) Duration: Instantaneous Saving throw: None Spell Resistance: NO You instantly transport the target creatures to a location you designate, the destination must be on the same plane and either very familiar to you or a place you have studied carefully. You may transport up to ten medium or smaller creatures per caster level. Along with their gear. (A large creature counts as two medium creatures; a Huge or larger creature cannot be transported.) Mounts, familiars, and animal companions of the spell’s target are also considered willing creatures for the purpose of this spell for the purpose of this spell. Familiars do not count toward the spell limit, but mounts and animal companions do. Material Components: Two linked metal rings (one silver, one gold) studded with jacinths, worth a total of 7,000 gp. Enhance Weapons Transmutation (war) Level: Brd 2, Clr 2, Wiz/Sor 2 Casting time: 1 minute Components: V, S, M, Df Range: Medium (100 ft. + 10ft./ level) Targets: Weapons in a 60 ft. radius burst, up to twenty five-weapons/ level Duration: 1 minute / level Saving throw: Will negates (harmless) Spell Resistance; Yes (Harmless, object) As magic weapon, except as noted above. You choose which weapons to enhance, you may affect more than one weapon carried by a single creature, but each weapon affected by the spell counts towards the spell limit. Material Component: pieces of hematite worth a total of 1,000 gp. Enhance Armor Transmutation (war) Level Clr 4 Components: V, S, M, Df Casting Time: 1 minute Range: Medium (100 ft. + 10 ft. / level) Targets: Armor and shields in a 60 ft. radius burst, up to twenty-five items/level Duration: 1 minute/level Saving throw: Will negates (harmless), object) Spell Resistance: Yes (harmless, object) As magic vestment, except as noted, you choose which armor and shield to enhance. You may affect both the armor and shield of a single creature, but these count as two items toward the spell’s limit. Material Component: a mixture of adamantine shards and crushed beryl, worth a total of 3,00 gp. |
| Demonfey12-26-04, 11:57 PM | Here is the Hadoken: Hadoken epic SCDC: 100 Seed: destruction Damage: 10d10*10d10/caster level Focus: a pure black heart, namely yours Draining the world of some love, and focusing it into a beam of mass destruction, you destroy more or less anything you want. "it is fueled by...you know what? Screw it. Some things are just too horrible." Red mage, 8-bit theater. That is what is posted on the site, and so that is what's here. |
| redhase12-27-04, 05:41 PM | Alter Memory (Brain Washing) Conjuration Level: Sor/Wiz 6, Clr6 Casting time: 3 rounds Range: touch Duration: 5 minutes per caster level Saving throw: Will save Spell resistance: yes This spell allows a creature to change the memorys of an another creature, a will save stops the spell. if the target fails then caster can change the victums memory of events by suggestion taking to them. You can change attudes towards an event or person if done long enought, two or more times the spell is cast on the target. over a long time peroid the subject can be made to believe that a friend is a enemy, and an enemy is a friend, A limited wish or wish spell has to be used to restore the memory of the target. Casting the spell into a item, ie head band or ring made permant allows the spell to be used easer.the materail component are a small 1 inch square of beholders brain and a silver ring worth 100 gold pieces. Teleportation Portal Conjuration (Teleportation) Components: V, S, and M Level: Sor/Wiz Casting Time: 30 minutes Range: see below Effect: the caster opens up a stable portal that teleports one creature at a time to the other end of portal. Duration: 5 minutes per caster level Saving throw: None Spell resistance: yes This is a Netheril spell they used to move troops around from one place to another place. A black 10-foot circle opens up with flickering red specks. The caster needs to know location of the place to open the other portal; a scurrying will help do this. A greater dispel magic, Mordenkaien's Disjunction, or anti magic field will close the portal. Once open the portal will stay in place until the magic fails or magic is used to close it. It can be made permanete by using a permanency spell once opened. The material’s components are one blue diamond worth 5,000 gold pieces each and a small 1-foot gold rod, which are used up after the spell takes place. Delusions of Grandeur Illusion (phantasm) (mind-affecting) Level: Brd 2, Sor/Wiz 2 Components: V Casting time: 1 standard action Range: Medium (100ft.+10./level) Target: One creature Duration: 10 min./level Saving throw: will negates Spell resistance: Yes This powerful phantasm fools the subject into believing itself more competent than it really is. The spell makes any action the target considers attempting, even the most daunting feats, seem easily accomplished requiring only a token effort. Deadly wounds seem like mere scratches, stalwart foes appear weak and intimidated, and the subject’s own attacks seem stronger and more effective. As a result of its skewed perceptions, the subject suffers a-2 penalty on all attack rolls, saves, ability checks, and skill checks, as well as a -2 to its wisdom score. This penalty cannot reduce the target’s wisdom below 1. finally, the subject becomes so completely enmored with its own (false) abilities that it cannot fight defensively or take the total defense action. Shield Companion Transmutation Level: V, S, Dragon Magic Casting time: 1 action Range: touch Target: 1 shield Duration: 1 round/ level Saving throw: none Spell Resistance: NO The caster can make one unattended shield and have it float magically around him, protecting him as if he was using it, but suffering none of the penalties. Maximum dexterity, and spell failure chance. If anyone attempts to snatch the shield away, the spell resists it as if the caster was indeed wearing the shield, so a normal disarm attempt is necessary. Small enough Transmutation Level: wiz/Sor 2 Components: V, S, Casting Time: 1 action Range: touch Target: one creature touched Duration: 1 round/ level Saving throw: Fortitude negates Spell resistance: Yes (harmless) The target can fit through any opening or passage up to 6 inches wide, regardless of the target actual size. While passing through the opening or passage, the target shrinks down to become small enough to fit. While shrunk, the target can take only move-equivalent actions. As soon as he is once again in an area that can accommodate his size, he returns to normal, whether he wishes to or not. While his size is different, the caster gains appropriate ac modifications based on size, but nothing else about him changes (strength, hit points, an so on). If the duration ends and the target is within a space too small for him, he is ejected out of the space into the nearest space that will accommodate him. If such a space is not available, the target remains small but suffers 1 hp per round of damage. His surroundings also suffer that damage (ignoring hardness), so if the target has more hp than the surroundings, eventually he will destroy them and grow to fit the space. For example, if a huge dragon uses this spell to move through a narrow hole in a stone wall but foes plug up either end of the hole to trap her inside, the dragon and the stone wall suffer 1 hp of damage per round after the spell’s duration ends. The dragon likely has more hit points than the wall and eventually smashes out of it, most likely very angry. Unstoppable Energy Transmutation Level: Wiz/ Sor 5 Components: V, S Casting time: 1 full round Range: personal Duration: 10 minutes/ level or until discharged The next time the caster releases any kind of discharged of energy damage, whether it be a breath weapon, a fire ball spell, or a lightning bolt from a wand, the energy ignores any protection offered by a protection for elements, endure elements, or resist elements spell. Innate resistance to energy type is also ignored, but immunities are not. Vorpal Claws Transmutation Level: Wiz/Sor 8 Components: V, S, Dragon Magic Range: Touch Casting time: 1 action Target: creature touched Duration: 1 round / 2 levels (harmless) Spell resistance: Yes (harmless) One creature’s claws become magically sharp and prone to beheading other creatures. Upon a successful critical, the claws sever the opponent’s head if it has one. Some creatures (like many abominations and all oozes) have no head. Others (like golems and undead other than vampires) are not affected by the loss of their head. Most other creatures, however, die. |
| redhase12-27-04, 09:47 PM | Profane Weapon Transmutation (evil) level:Anti Paladin1, Corrupter 1, Despot 1 components: V, S Casting time: 1 standard action Range: touch Effect: weapon touched duration: 1 min/level saving throw: none Spell resistance: no This transmutation makes a weapon strike true against good foes. The weapon is treated as having a +1 enchancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporeal creatures (though the spell doesen't grant an actual enhancement bonus). Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer thebenefit to the projectiles they shoot. In addition, all critical hit rolls against good foes are automatically successful, so every threat is a critical hit. This last effect has a magical effect relatede to critical hits, such as a keen weapon or a vorpal sword. Unholy sword Evocation (evil) level: Anti Paladin 4 Components: V,S Casting time: 1 standard action Range: touch Effect: Melee weapon touched Duration: 1 round/ level Saving throw: none Spell resistance: no This spell allows you to channel unholy power into your sword, or any other melee weapon you choose. Thw weapon acts as a +5 unholy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against good opponents). It also emits a magic circle against good effects (as the spell). If the magic circle ends, the weapon creates a new one on your turn as a free action. This spell is automatically canceled 1 rounde agter the weapon leaves your hand. you cannot have more than one unholy sword at a time. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with profane weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. Blood Drinker Necromancy (evil) Level: Clr 4, Sor/ Wiz 4 Components: S, F/df Casting time: 1 action Range: touch target: Creature touched Duration: 1 round/ level saving throw: fortitude negates spell resistance: yes (harmless) The target's teth elongate into fangs, and it gians the ability to suck blood with its bite, as a vampire does. As an attack action, the creature can make a successful grapple check against a pinned target. If successful, it inflicts 1d4 points of permanent constitution drain. If the target already has a blood drain attack (such as that od a dire weasel, gibbering mouther, rast, or stirge), it deals an additional 1d4 points of pernanent constitution drain. Also , if its blood drain attack deals temporary constitution damage, it instead deals permanent constitution drain for the duration of the spell. Arcane focus; the tooth of vampire. Spit Poison Necromancy level: clr 5, drd 4 components; S, Df casting time; 1 action range; 30 ft. effect; spray of poison, up to 30 ft. long duration; instantaneous (see text) spell resistance; yes you spit a spray of poison toward one target within range. You must make a ranged touched attack to hit the target. If you are currently poisoned, the target creature is subjected to the same poison. If you have a natural attack that transmits poison, the target is subjected to that poison. Alternatively, if you previously cast poison and have not discharged that spell, the target is subjected to the effects of that spell. |
| Lady Rolindin12-29-04, 09:21 PM | Ebon Eyes Transmutation(war) Level: Ass 2, Clr 2, Sor/wiz 2 Components: V, S, M Range: Touch Casting time: 1 standard action Target: Creature touched Duration: 10 min. / level Saving throw: None Spell Resistance: Yes (harmless) The subject of this spell gains the ability to see normally in magical darkness and magical shadowy condition, although it does not otherwise improve the subject’s ability to see in natural dark or shadowy conditions. While the spell is in effect, a jet- black film covers the subject’s eyes, a visual effect that gives the spell its name. Material component: a pinch of powdered black gemstone of any type. Lightwall Evocation (light)(war) Level: Clr 4, Sor/Wiz 4 Components: V, S, M Casting time: 1 standard action Range: Close (25 ft. + 5 ft. /2 levels) Effect: wall whose area is up to one 10 ft. square/ level or a sphere or hemisphere with a radius of up to 1 ft./ level) Duration: 1 min/ level (d) Saving throw: None Spell Resistance: Yes; see text This spell causes a wall of dazzling yellow- white light to come into being at any point within range. A Lightwall sheds light equivalent to a daylight spell. The wall is opaque to all creatures except the caster and so grants total concealment to any creature behind it. The caster can see through it without difficulty. A Lightwall has no physical substance and does not otherwise hinder attacks, movement, or spells passing through it. A creature that passes through a Lightwall becomes dazzled for the duration of the spell (a dazzled creature suffers a-1 penalty on attacks rolls, search checks, and spot checks). Spell resistance applies when passing through the wall. Sightless creatures and those already dazzled are not affected by passing through the Lightwall. Lightwall counters or dispels and darkness spell of equal or lower level, and any darkness spell of equal or higher counters or dispels it. Material component: a pinch of powdered sunstone. Burden Enchantment (mind-affecting)(war) Level: Brd 3 Sor/ wiz 3 Casting time: 1 action Range: Medium (100 ft. + 10 ft. / level) Target: One creature /level no two of which can be more than 30 feet apart. Duration: 1 round/ level Saving Throw: Fortitude negates Spell resistance: yes The target suddenly feels burdened, as if she is carrying much more than she really is. The additional weight is 25 pounds per caster level. If this additional weight puts the target in the range of her medium or heavy load, she suffers maximum dexterity, check penalties, and a reduction in speed as outlined in the player’s handbook. If the additional weight puts the target over twice her maximum load, she cannot move more than 5 feet per round (as a full round action) and loses all dexterity bonuses to ac. If the additional weight puts her load at more than five times her maximum load, she cannot move and is helpless. Of course, the target can drop gear or even armor to reduce her load. Dragons sometimes use this spell nor to stop thieves running out of their liar, but to get them to drop valuables- both those they were stealing and those they brought in with them. Dragons find forcing thieves in their lair to leave with less than they came with the height of ironic humor Thunder Head Evocation: Electricity(war) Level: Brd 0, Drd 0, Wiz/Sor 0 Components: V, S, M Casting time: 1 action Range: close (25 feet. + 5 feet/ level) Target: One creature Duration: 3 rounds Saving throw: Reflex negates (see below) Spell resistance: Yes Thunderhead creates a small thundercloud over the targets head. Every round of the spell duration a miniature bolt of lighting leaps from the thundercloud to strike the target’s head. Each bolt inflicts 1 point of electricity damage that is negated by a successful reflex save. Flag Illusion (figment)(war) Level: Brd 0, Cir 0, Sor /wiz 0 Components: V, S Casting time: 1 action Range: touch Target: creature touched Duration: 1 round Saving throw: will negates (harmless) Spell resistance: Yes Flag causes a illusory flag 2 feet by 3 feet to appear over the targets head. The flag can be 1-20 feet up in the air and has a design of the caster’s choice. The spell is used as a signal, to rally troops, or as it was originally used, to mark which team you’re on in a pick up game of thalft. Glittering razors Transmutation(war) Level: Brd 0, Clr 0, Wiz/ Sor 0 Components: V, S, M Casting time: 1 round Range: touch Target: 1 metal object/ caster level Duration: Instantaneous Saving throw: None Spell resistance: Yes This spell polishes to a perfect shine any metal object touched by the caster. In addition to this effect, bladed weapons enchanted thus gain a +1 to damage for their next strike only. The spell effect is instantaneous and does not prevent further soiling of the object due to normal tarnishing and wear. Yell Transmutation(war) Level: Brd 0, Drd 0, Sor/Wiz Components: V Casting time: 1 action Range: personal Target: you Duration: 1 minute or until discharged This spell amplifies the caster voice for one message up to 10 words in length. The amplification gives those within earshot a +10 to listen rolls to hear the message. Resize Transmutation(war) Level: Clr 0, Drd 0, Wiz/Sor 0 Components: V, S Casting time: 1 action Range: touch Target: One article of clothing or armor Duration: permanent Saving throw: Fortitude negates (object) Spell resistance: Yes Resize alters one piece of non- magical clothing or armor to fit a differently sized creature. The object to be resized can be expanded or shrunk to fit a target up to one size larger or smaller than it originally fit. If resize is dispelled, the clothing or armor falls off its wearer and returns to normal size. Mirror Eye’s Abjuration(war) Level: Sor /Wiz 2 Components: V, S, M Casting time: 1 action Range: touch Target: Creature touched Duration: 1 minute/ level Spell resistance: Yes (harmless) When this spell is cast, the subject’s eyes appear reflective and the subject gains the ability to resist harmful visual effects. For the duration of the spell, the subject has a + 10 resistance bonus on saving throws against the gaze attacks of monsters such as basilisks and cockatrices, as well as the gaze effects of spells and spell like ability such as eyebite. The same bonus applies to savers against spells that affect vision, such as also glittterdust and blindness. The subject is also immune to being dazzled by any visual effect. Arcane Material component: A fragment of mother-of -pearl. Dispel war spell Abjuration (war) level: Clr 4, Wiz/Sor 4 Components: V, S, M Casting time: 1 minute Range: long (400 ft. + 40 ft./ level) Target or area: One spellcaster, creature, or object: or 60-ft. radius burst Duration: Instantaneous Saving throw: None Spell Resistance: No As dispel magic, except as noted above. You also gain a +10 bonus on dispel or counterspell was spells. Although dispel war spell can be used to counterspell normal spells, its long casting time makes it impractical or impossible to use it in this way except against a spell with a casting time of at least 1 minute. Material component: Sapphires, sun stones, and topazes worth a total of 1,500 gp. Feed the Many Conjuration (creation) (war) Casting Time: 10 minutes Level: Clr 4 Components: V, S, M Range: medium (100 ft. +10 ft. / Level) Effect: food and water to sustain one hundred humans or thirty-horses/ level for 24 hours Duration: 24 hours (see text of create food and water in players handbook) Saving Throw: None Spell resistance: No As create food and water, except as noted above. Material component: a silver, gold or platinum plate worth 500 gp, engraved with holy symbols. Cavalry Call Conjuration (summoning) (war) Level: Sor/Wiz 2 Components: V, S, M Casting time: 1 minute Range: Medium (100 ft. + 10./ level) Effect: Up to twenty- five light horses or ponies per caster level Duration: 2-hours/ level(d) Saving throw: None Spell Resistance: NO As mount, except as noted above, the summoned mounts must all be of the same kind (light horses or ponies). Material Component: a miniature statue of a horse made of copper, silver, or gold, worth 1,000 gp. Morning Mist Conjuration (creation) (war) Level: Clr 2, Drd 2, Sor/Wiz 2 Casting time: 1 minute Range: Long (400 ft. +40 ft./ level) Effect: 100- ft. -radius cloud 20 ft. high Duration: 1 minute/ level Saving throw: None Spell Resistance: NO As obscuring mist, except as noted. You may center the cloud anywhere within range. The cloud may be stationary or move away from you at a rate of 10 feet per round, but you must make this choice at the time of casting. Material Component: bloodstones worth a total of 100 gp. Small Stronghold Conjuration (creation) (war) Level: Clr 6, Drd 6, Wiz/Sor 6 Components: V, S, M, Df Casting time: 1hour Effect: One small stone keep (see text) Duration: 1hour/ level Saving Throw: None Spell Resistance: No You create a small stronghold made of magically conjured rock. This stronghold is identical to the “cheap keep” described in the stronghold builder’s guidebook. The walls of the fortress cannot be placed so that any solid portion of one would occupy the same space as a creature. The stronghold may enclose a creature in one of its open spaces but not harm or trap it. For example, a squadron of soldiers could be arranged within the outer walls of the prospective keep in such a way that the walls would form around them, placing them in defense-ready positions inside. When the spell ends, the keep collapses into dust. A dispel magic spell used successfully against the keep affects only the area encompassed by the dispel magic effect (a 30-ft. radius burst). Material component: 10,000-gp worth of gems(agate, sapphire, and topaz) that have been crushed, mixed into a crude model of the keep. Burned to Bare Rock Evocation (fire, War) Level: Sor/wiz 4 Components: V, S, M Casting Time: 1 minute Range: Long (400 ft. + 40./level) Area: 60 ft.- radius spread Duration: Instantaneous: Saving throw: Reflex half Spell Resistance: Yes As fireball, except as noted above. Burned to Bare rock can deal a maximum of 10d6 points of fire damage. Material Component: three flasks of alchemist’s fire and powdered ruby worth at least 3,500 gp. Force Missile Storm Evocation (force, War) Level: Sor/ Wiz 2 Components: V, S, M Casting Time: 1 minute Range: long (400 ft. + 40 ft./ level) Targets: Up to twenty- five creatures/ level within a 60 ft. radius Duration: Instantaneous Saving throw: None Spell Resistance: Yes As Magic missile, except as noted. You can fire only one missile at each target, regardless of your caster level. Material Component: 600-gp worth of diamond dust. Great Electric Bolt Evocation (Electricity, war) Level: Sor/ Wiz 4 Components: V, S, M Casting time: 1 minute Range: Long (400 ft. + 40 ft./ level) Effect: Bolt of electricity 100 ft. long and either 10 ft. or 20 ft. wide Duration: Instantaneous Saving Throw: Reflex half Spell resistance: Yes As lightning bolt, except as noted. You can create the bolt anywhere within range and in any orientation you desire; it does not have to extend from you. Material Component: a handful of engraved copper and gold spheres worth at least 4,000 gp and a bit of animal fur. Rolling Fire Evocation (Fire, war) Level: Drd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 minute Range Long (400 ft. + 40 ft./ level) Effect: Wall of fire 3ft. tall and 100 ft. wide. Duration: 1 round/level Saving throw: Reflex negates Spell Resistance: Yes You create a low movable wall of fire. Any creature struck by the wall takes 2d6 points of fire damage (reflex save negates). It ignites any flammable materials that it touches and illuminates its surroundings like a torch. It can be extinguished like a torch. It can be extinguished in 5-foot increments by any means that would put out a normal fire of that size. You may move the wall up to 30 feet along the ground as a move-equivalent action; otherwise it remains in place. The motion must be in a strait line, but can be either backward or forward. The wall can climb over barriers less than 4 feet tall, but it cannot cross water or other nonflammable liquids. The wall moves as a whole, even if parts of it have been extinguished. Material Component: a comb made of copper and gold powdered with a ruby dust, worth 1,500 gp as a whole. Field of Blurs Illusion (Glamer, war) Level: Brd 3, Sor/Wiz 3 Components: V, M Casting time: 1 minute Range: Long (400 ft. +40 ft./level) Targets: Up to 500 creatures Duration: 1 minute Saving throw: will negates (harmless) Spell resistance: Yes (Harmless) As the spell blur, except as noted above. Material component: 1,500-gp worth of chrysoprase gems, powdered. Friendsight Illusion (Phantasm) (Mind-affecting, war) Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting time: 1 minute Range: Medium (100ft. +10 ft./ level) Area: Allied creatures within a 60 ft. radius spread Duration: 1 minute/level Saving throw: None Spell Resistance: NO All subjects of this spell perceive each other as surrounded by a glowing aura of color you specify upon casting. Distance, cover, and concealment do not negate the aura unless they prevent any possibility of sight. (That is, any subject capable of spotting another subject under the prevailing conditions can see the latter’s aura.) Normally, this spell is used to prevent accidental attacks against allies in darkness, fog, battles with similarly dressed foes, and other confusing situations. This spell also gives each subject a +4 circumstance bonus on saving throws or opposed Charisma checks made to avoid any magical affect that would cause that subject to harm another target of the spell. Friendsight is a phantasm, so the perceived auras are entirely in the mind of the subject. The recipients do not actually glow, although they radiate magic that can be detected with detect magic spell and similar effects. Material Components: 100-gp worth of carbuncle and cat’s-eye agate, crushed. Mire \Transmutation (war) Level: Drd 6, Sor/Wiz 6 Components: V, S, M, DF Casting Time: 10 minutes Range: Long: (400 ft.+ 40 ft. /level) Area: Surface rock in a 60 ft. radius spread, 10 ft. high Duration: Permanent (see text of transmute rock to mud in players handbook) Saving Throw: See text of transmute rock to mud Spell Resistance: No As transmute rock to mud, except as noted. Material Component: Brown, gray and black gems worth a total of 7,000 gp, all of which must be dissolved in acid. Teleport Legion Transmutation (Teleportation, war) Level: Sor/Wiz 6 Components: V, S, M Casting Time: 10 minutes Range: Medium (100 ft.+10 ft./ level) Targets: Willing creatures within a 60 ft. radius burst (see text) Duration: Instantaneous Saving throw: None Spell Resistance: NO You instantly transport the target creatures to a location you designate, the destination must be on the same plane and either very familiar to you or a place you have studied carefully. You may transport up to ten medium or smaller creatures per caster level. Along with their gear. (A large creature counts as two medium creatures; a Huge or larger creature cannot be transported.) Mounts, familiars, and animal companions of the spell’s target are also considered willing creatures for the purpose of this spell for the purpose of this spell. Familiars do not count toward the spell limit, but mounts and animal companions do. Material Components: Two linked metal rings (one silver, one gold) studded with jacinths, worth a total of 7,000 gp. Enhance Weapons Transmutation (war) Level: Brd 2, Clr 2, Wiz/Sor 2 Casting time: 1 minute Components: V, S, M, Df Range: Medium (100 ft. + 10ft./ level) Targets: Weapons in a 60 ft. radius burst, up to twenty five-weapons/ level Duration: 1 minute / level Saving throw: Will negates (harmless) Spell Resistance; Yes (Harmless, object) As magic weapon, except as noted above. You choose which weapons to enhance, you may affect more than one weapon carried by a single creature, but each weapon affected by the spell counts towards the spell limit. Material Component: pieces of hematite worth a total of 1,000 gp. Enhance Armor Transmutation (war) Level Clr 4, wiz/sor 4 Components: V, S, M, Df Casting Time: 1 minute Range: Medium (100 ft. + 10 ft. / level) Targets: Armor and shields in a 60 ft. radius burst, up to twenty-five items/level Duration: 1 minute/level Saving throw: Will negates (harmless), object) Spell Resistance: Yes (harmless, object) As magic vestment, except as noted, you choose which armor and shield to enhance. You may affect both the armor and shield of a single creature, but these count as two items toward the spell’s limit. Material Component: a mixture of adamantine shards and crushed beryl, worth a total of 3,00 gp. Easy March Transmutation Level: Clr 5, wiz/sor 5 Army 5(war) Components: V, S, Df Casting Time: 10 minutes Range: Close (25 ft. +5 ft. /level) Area: 30 ft. radius spread Duration: 1 day/ level Duration: fortitude negates Spell Resistance: Yes (harmless) You enable all creatures making local or overland movements (as per Table 9-3 on page 162 of the Players Handbook), including mounts, to move swiftly overland without suffering the tiring effects of prolonged travel. Creatures hustling under the effects of this spell are treated as though they are merely walking, ignoring the potential to take damage or become fatigued from hustling. In addition, forced march movements are easier to sustain, require only a dc 5 (+1 per extra hour), Constitution check each hour after a day’s initial 8 hours of travel. For example, a troop (all which have a speed of 30 feet) marching under the effects of this spell could hustle for an entire day’s travel (8 hours), moving 48 miles without making any checks for fatigue. If the troop wanted to make a force march by traveling for longer than 8 hours, it must make a dc 5 Constitution check (+1 per every hour it continues on after its first additional hour) per continued hour of travel, moving another 6 miles each hour. This spell has no effect on round to round (tactical) movement or to modifiers to speed due to terrain, fatigue, weather, or other factors. Lighten Load Transmutation Level: Clr 2,wiz/sor 2 Army(war) Components: V, S, Df Casting Time: 1 action Range: touch Target: Creature touched Duration: 1 hour/ level Saving throw: Will Negates (harmless) Spell Resistance: Yes (harmless) You are capable of carrying a greater load than your strength might allow. While affected by this spell, your carrying capacity (as per table 9-1 on page 162 of the Players handbook) is improved as if you had gained 1 point of strength per caster level, to a maximum of + 10. This virtual strength is only useful for calculating carrying capacities and determining the effects of carrying loads (as per table 9-2 on page 162 of the Players Handbook). The strength bestowed by this spell offers no benefit to combat rolls, skill checks, or other activities moving a grappled creature; the bonus should not be interpreted as a bonus to any other situation except to those noted above. Thus, if a 6th level cleric were to cast this spell upon a character with a 12 strength, the target’s strength score remains the same, yet his maximum heavy load increase to 300 lb. As if he had a strength of 18. Blackthorn's Preserving Ice Abjuration (war) Level: Wiz/Sor 5, clr 5 range: 3 yards/level Components" V,S Casting time: 1 round Area of effect: on or more creatures Duration: special Saving throw: none: Spell resistance :yes half damage This spell will encase a unwilling or willing or unconscious creature in a block of ice halting any deterioration due to wounds, disease, or harmful effects. While in the ice the target does not need to eat, drink, sleep, or even breath. the target does not age in antway while encased in the ice. the ice is fragile having only 5 hp per level of the caster and if broken all the beneficial properties of the ice are lost. the spell will also end if the ice melts (at 100f the ice melts at 1 hp per round, at 60 f the ice melts at 1 hp per turn). this spell is generally used for the preserving of hurt companions. Blackthorn's Fireproof Abjuration (war) level:wiz/Sor 3, clr 3 range: touch(personal) components: V,S, M duration: specail casting time: 1 round area of effect: 3'sq/level saving throw: no Spell resistance:no (vonatary) This spell confers complete invulnerability to normal fire and to exposure to magical fire such as demon fire, fiery dragon breath, fireball,ect. untill an acclamation of 12 hit points of potential damage per level of the caster at which time the spell is negated, only items can be affected by this spell, no creature can be affected by this spell under any circumstances, the material component for this spell is powered ruby equal to 10gp per point to be protected. Blackthorn's Body Armor Abjuration (waR) level:Wiz/Sor4, clr4 Range: touch (personal) Componebts: V,S,M Duration: special Casting time:1 round area of affect: (personal 1 creature) saving throw: none spell resistance: no By means of this spell the caster creates a magical field of force that will protect a creature from physical harm. If this spell is cast upon a person that has any armor greater than elfen chainmail it has no effect. the body armor does not slow or hinder movement, adds no weight or encumbrance, it also does not orevent spell casting. The spell will benefit normal armor class by 2 steps. the points of damage that the spell will orovide total proptection from are 8 hp +2 per level of the caster. the spell last untill dispelled or the spell sustains damage equal to the total protection of the spell. the material compontent is a piece of platinum armour of at leasty 100gp, which has been blessed by a priest. Blackthorn's Quicksand Alteration (war) level: wiz/sor 5, clr 5 range: 5 yards/ level Components; V Duration: 2 turns/ level Casting time: 3 Area of effect; 10'X10'/ level saving throw: none Spell resistance:no The wizard transforms normal earth or stone into a pool of quicksand. Anyone stepping into it will find himself sonking at a rate of 3 feet per round. Struggling doubles the sinking rate. the area affected looks normal and is 79% undetecable outdoors, 97% undetectable in a swampy area, and 50% undetectable indoors. Arcane Bolt Evocation Level: Sor/wiz 1 Components: V,S Casting time: 1 action Range: Med (100ft. +10/ level) Targets: up to five creatures, no two of which can be more than 15 ft apart. Duration: Instaneous saving throw: reflex half spell resistance: yes A bolt of magical energy shoots forth from your fingers tips at its target, dealing 1d6+1 points of damage. Fro every 2 levels of experience past 1st, you gain an additional bolt, which you fire at the same time. you have two at 3rd level, 3 at 5th level, 4 at 7th level, and the maximun of 5 bolts at 9th level or higher. if you shoot multiple bolts you can have them strike a single target or several targets. a single bolt can strike only one creature. you must designate targets befire you roll for sr or roll damage. Sonic Blast Evocation (sonic) Level: Sor/Wiz 3 Components: V, S, M Casting time: 1 action Range: close(25ft. +5 ft/ 2 levels) Area: 5ft. wide to close range )25ft.+5ft./2levels) Duration: Instantaneous saving throw: reflex half spell resistance: yes you generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level maximim 10d6) to eack creature with in its area. The sonoc blast may shove creatures in the area along the path of the spell. Any creature failing its saving throw must make a strenght check(dc equal to damage inflicted by the spell); those who fail find them selves bull rushed directly away from the caster as if by a larger creature with a strenght score equal to the damage the spell inflicted. the spell moves with the target; see the bull rush description in chapter eight og the players handbook for details on attacks of opportunity, stability modifiers, etc. if a creature is shoved back into a solid barrier such as a wall or strong door, the creature sustains additional 1d4 points of damage. like a lighting bolt, the sonic blast damages or destroys objects in its path. if the damage caused to an interposing barrier such as a closed door shatter or breaks throughit, the sonic blast may continue beyond the barrier if the spell's rang permits; otherwise it stops at the barrier. material components; a tiny glass cone. |
| Lady Rolindin12-31-04, 10:36 PM | Second wind Transmution Leve:1 Pal casting time:1 components: V,S, DF Range: touch Target: Creature touched Duration: 1hour/level Saving throw: will negates (harmless) Spell resistance:yes (harmless) for the duration of the spell, the affected creature can perform long term strenuous activity as if it had the endurance feat. Clear Mind Abjuration Level: 1 Pal Casting time: 1 action Range: personal Target: you Duration: 10 minutes/level you gain a +4 sacred bonus to saving throws against mind affecting spells and effects. Find temple divination Level:1 Pal Casting time: circle, centered on you, witha radius of 5 miles +1/level Saving throw: none Spell resistance: no With this spell, apaladin can easily find a place to worship and possible aid or shelter from the priest within. When this spell is cast, you sence the direction of the nearest temple to your god. If there is none within the spell's area, the spell instead shows you the diewction of the nearest temple dedicated to a god of the same alignment as yours. You can also specify a particular temple to search for, but you must have visited the temple personally at some point in the past. Sacred Haven Abjuration Level: pal 4 components: V,S, DF Casting time: 1 action Range: touch Target: creature touched Duration: 1 minute/level saving throw: will negates Spell resistance: yes (harmless) you shield one creature in a nimbus of holy energy. The creature gains a +2 sacred bonus to armor class. In addition, while proctected by this spell, the creature does not loose its dexerity bonus to armor class when flat footed. Holy Mount transmutation Level: 3 Pal Components: V, S Casting time: 1 action Range: touch Target : your special mount duration: 1 round/ level Saving throw: none Spell resistance: yes (harmless) When you cast this spell, your special mount gains the celestial template for the duration of the spell (see page 211 of the Monster Manual for details on the celestial template). In addition, the affected mount gains a +2 sacred bonus to attack and damage rolls with its natural weapons. Mass Stabilize Conjuration (healing) Components: V, S, Df Level: 2 Pal, clr2 Casting time: 1 action Area: 10ft./ level radius burst, centered on caster Duration: Instantaneous Saving throw: Fortitude negates(harmless) Spell resistance: Yes (harmless) this spell. designed to work on the battlefield, allows you to stabilize the dying all around you. A burst of positive energy spreads out from you , healing 1 point of damage to all living creatures in the area of effect, whether allied or not. This spell does damage to undead creatures. Less Energized Shield Abjuration Level: clr 3, pal2 Components: V,S, DF Casting time: 1 round/level Range: shield touched Duration 1 round/level Saving throw: none Spell resistance:no When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire,cold,electricity, acid, or sonic). Whoever bears the shield gains a resistance of 5 against the chosen energy type. Additionally, if the wielder successfully hits someone with the shield with a shield bash attack, the victim takes 1d6points of appropriate energy damage in addition to the normal shield bash damage. The energy resistance overlaps(and does not stack) with endure elements and resist elements. A given shiled cannot be the target of more than one lesser energized shield or energized shield spell at the same time. Moment of Clarity Abjuration Level: 2 pal Components: V,S, Df Casting time: 1 action Range: touch Duration: Instantaneous Saving throw: none Spell resistance: no When you cast htis spell and touch a creature that is under the influence of a mind affecting spell or effect, that creature immediately receives another saving throw against the effect's original dc to break free of the effect. If the spell or effect did not originally permint a saving throw, this spell has no effect. One mind l divination Level:1 pal Components: V, S, Df Casting time: 1 action Range: close (25ft.+5 ft/ level) target: your special mount Duration: 10 minutes/ level Saving throw None Spell resistance: no you temporarily strengthen the mental bond with your special mount when you cast this spell. If you do not already share an empathic link wioth your mount, you gain one for the duration of this spell. Additionally, the link with your mount sharpens your senses, giving you a +2 bonus to spot and listen checks and the scent special quality for the duration of the spell as long as your mount stays within range of the spell. The scent special quality is described on page 10 of the monsters manual. One Mind ll divination Level: pal 3 Components: V,S, Df Casting time: 1 action Range: close (25ft. +5 ft./level) Target: your special mount Duration: 1 round/ level Saving throw: none Spell resistance: no you temporarily strengthen the mental bond with your mount when you cast this spell , allowing you and your special mount to predict each other's movements, giving you a significant edge in combat. You and your mount gain a +4 flanking bonus to hit instead of +2 when the two of you are flanking the same opponent. One Mind lll Divination Level:pal4 components: V, S, DF Casting time: 1 action Range: close (25ft. +5 ft/level) Target: special mount Duration: 1 round/level or untill discharged Saving throw: none: Spell resistance: no You temporarily strengthen the mental bond you share with your mount when you cast this spell. This allows you to share your comabt expertise with your mount when this spell is cast. Your special mounts gains a +1 competence bonus to attack rolls for every three paladan levels you possess (maximum +5) for the duration of the spell as long as it remains within range of the spell.. You may instead indicate (via the mental bond) one enemy within the spell's range. You r special mount can then make a single attack against that enemy. If the attack hits, the mount does extra damage equal to your paladan level. Using the spell this way instantly discharges it. The mental bond is in all other ways identical to the empathic link that paladans share with their special mounts (see page 43 of the players handbook for information on the empathic link). Sense Hertic divination Level:1 pal Components: V,S, Df Casting time: 1 action Range: touch Target: object touched duration: 10 minutes/level Saving throw: noneSpell resistance: no This spell is usually cast on a weapon or holy symbol. If a n evil creature with the ability to cast divine spells comes within 100 feet of the item, it begins to glow with a faint blue radiance.You cannot tell where, or even in which direction, the detected crwature is, only that such a creature is near. Spirtual Chariot Conjuration (creation) LeveL: pal 4 Components:V,S, Df Casting time:1 action Range: close (25 ft. +5 ft./level) Target: special mount Duration: 1 hour/level When this spell is cast, a ghostly chariot forms behind the paladan's special mount. The charoit is large and ornatw, and it is made of tranparent, faintly glowing energy. Usally the holy symbol of the paladan's god is emblazoned on the sides of the chariot. The mount is correctly harnessed to the chariot. The chariot can hold 1 medium size creature or 2 small creatures plus the driver (usally the paladan). Any chariot fighting feats the paladin might have ( such as from the swrod and fist)can be ysed with the spiritual chariot. Although the spirtual chariot seems large and sturdy, its occupants have no weight, so the special mount can travel at full speed. If the chariot is ever unhitched from the special mount, it disappears. The driver of the spirtual chariot gains a +4 sacred bonus to her handle animal checks. The chariot is made of magical force and is immune to damage. It unteracts with other spells just like a wall of force. Those in the chariot have cover based on their size and position of their attackers. In most situations, medium size creatures inside the chariot gain half cover (+4 cover bonus to ac, +2 cover bonus to reflex saving throws). See page 133 of the players handbook for more information on the cover. Sticky Saddle Transmutation Level: 1 pal Components: V, S, DF Casting time: 1 action Range: oersonal Target: you Duration: 1 minute/level this spell "glues" you to your mount. It becomes impossible for you to fall or be thrown off your mount. To pry you from the saddle requires a strength check dc 20, and you gain a +10 on all ride checks related to staying in the saddle. The spell must be cast after you are seated on your mount. If you are not seated on your mount when the spell is cast while you are ridung bareback, you are "stuck" to the mounts back. Otherwise, you are merely stuck to the saddle, but the saddle is attached to the mount normally. If you are knocked unconscious while this spell is in effect, you automatically remain in the saddle. The spell can be dismissed as a free action, and it does not impede the rider from making a soft fall if the mount is dropped in battle. Winged Mount Transmutation Level:4 pal Components: V, S, Df Casting time: 1 action Range: touch Target: your touched mount Duration: 10 minutes/level this spell causes your mount to sprout giant, feathery white wings. This grants the mount a fly speed of 60 ft. with a maneuverability of good. the mount is slowed as normal for weight carried, barding worn, and environmental factors. Tiny Mount Transmutation Level: 2 pal components: V,S, DF Casting time: 1 action Range: close (25ft. +5 ft. /level) Target: your special mount duration: 1 hour/ level Saving throw fortitude negates Spell resistance: yes This spell causes your mount to immediately shrink to the size of a toy, becoming a diminutive creature. The special mount retains its hit points, abilities, but its strength scire drops to 2 and it gians a +3 size ti its armor class and a +3 size bonus to attack rolls. Any barding or other equipment worn by the animal is like wise reduced. Thus, you can carry your mount into a dungeon, smuggle it into town, or even keep it in your room at the inn instead of the stable. This spell does not give the mount any ability to survive dangerous or inhospitable conditions. For example a diminutive mount could not survive in an air tight container or pack. Word Of Binding Conjuration LeveL:1 pal Components: V, Df Casting time: 1 action range: short (25ft. +5 ft/level) Target: one creature of medium size or smaller Duration: 1 round/level Saving throw: Reflex negates Spell resistance: yes Occasionally a paladan wishes to restrain an enemy rather than kill him, whether to return him to justice or simply interrogate him. When you cast this spell and call the target(generally somthing like, " in the name of my god I bind thee"), a pair of shining silver manacles appear around the targets wrist and ankles. The target does not have to hear you to be affected by the spell, and a successful reflex save allows the target to dodge the forming manacles. The manacles are masterwork and made of steel. The inprisoned character can slip free with a successful escape artist check dc 35, or a strenght check dc28. The manacles have a hardness of 10 and 10 hit points plus 1 hit point per caster level. The manacles autmatically scale to fit any humanoid creature of medium size or smaller. While imprisoned by the manacles, the target cannot take any actions requiring the use of hid hands and can only move 5 feet per roubd. The manacles come complete with an amazing quality lock. Detect Attitude Divination Level: brd 1, clr 1, pal 1 Components:V, S, Df Casting time: 1 standard action Range: close (25ft. +5 ft./level) Target: one creature Duration concentration, up to 1 rpound/ level Saving throw: none Spell resistance: yes You sense the target's attitude (se the players handbook, page 72) toward you by seeing a faintly glowing colored aura surrounding it, visible only to you. You can determine how the target's attitude changes over time, allowing you to know the effectiveness of attempts to change the target's attitude. If you cast this spell on someone who has not met you, that person's aura always appears blue (indifferent). Attitude Aura color Friendly white Indifferent Blue Unfriendly Black Hostile Red Detect Guilt Divination Level: pal1, clr 1 Comonents: V,S, Df Casting time: 1 standard action Range: close( 25ft. +5 ft/ level) Target: one creature Saving throw: none Spell resistance: no You sense the presence of guilty in the target creature. This spell in no way reveals why the target feels guilty, only that ti does. Yhe level of guilt a creature feels has little to do wit whatever act cayses the creature's guilty feelings. A serial killer might feel no guilt for the brutal murders he commits, for example while a maid might feel strong guilt about firgetting to mop the kitchen floor. Good creatures tyically feel greater amounts of guilt than neutral creatures, who in turn usally feel more guilty than evil creatures. These generalizations cannot guarantee how a creature reacts to its own actions, but they give a general guidline. a creature must have at least a 3 intelligence, 1 wisdom ,and 1 charisma in order to feel guilt. the spell fails if cast on a creature without those minimum ability scores. Severity of Guilt Aura power Has occasional Faint pangs of guilt Stomach-churning Moderate guilt; worries about what happened; Loses sleep over what happened obseses about it Strong Wants to take rask actions to avoid feeling the guilt overwhelming Red Knight spell's checkmate's Light Evocation (lawful) Level :clr 3, Pal 3 (Red Knight) components: V,S, df Casting time: 1 standard action Range: personal Target: one melee weapon in your possession duration: 1 min/level (d) You surround your weapon with a bright red aura that illuminates an area equal to a torch. Yhis aura gives the weapon a +1 enhancement bonus and the axiomatic property, and any creature within the radius of its full light (includind you) gets a +1 moral bonus on saving throws against fear effects. If the weapon leaves your grasp, the aura immediatly disappears ( and its associated effects pause), though it appears again (and its effects resume), if you or another worshiper of your deity picks it up. Time that passes while the spell's effect are suspended counts against the spell's duration. Analyze Opponent Divination Level: clr 3, red Kinght 3 components: S, Df Casting time: 1 standard action Range: close (25ft. +5 ft. /level) Target: one creature/ level Duration: instantaneuos Saving throw: will negates Spell resistance: yes You gauge the strengths and wealness of your opponents in order to gain combat advantages. Upon casting this spell, you learn a nymber of strengths or weakness of each target equal tp 1 + one per two caster levels ( maximum four per target)> You may choose to learn strengths, weaknesses, or some combination therefore that you specify. If a creature has more strenghts or weaknesses than you can learn with a single casting, you learn the most powerful ones first. Thus, if a monster can use finger of death at will and has sonic resistance 5, you would learn about finger of death first. for example, suppose a 7th level cleric cast analyze opponent on a black armored warrior, choosing to learn one strength and two weaknesses. The warrior fails his saving throw, and the dm informs the cleric player that the opponent has the ability to drain energy (a strength), is vulnerable to sun light, and can be repelled by a holy symbol (both weaknesses). The cleric comes to the conclusion that he is facing a vampire and breaks out the wooden stakes. Knights Move Transmutation (teleportation) Level: clr 3, red Knight 3 Components: V,S, Df Casting time:1 standard action Range: 15 feet/ 2 levels (see texT) Target: you Duration: instantaneous By accessing the astral plane, you can teleport with a limited distance and a circumspect form of movement. You may move up to 15 feet per two levels with this spell, but only in the fashion of a knight chess piece, with two thirds of movement in one direction and the rest in a perpendicular direction. For example, at 5th level you could move 20 feet in any one direction, then 10 feet in a perpendicular direction. At 6th level you could move 30 feet in one direction, the 15 feet in a perpendicular direction. If you arrive in a place that is alreadt occupied by a solid body, the spell simply fails. Telepathic Aura Divination Level:clr 5, pal 4 (red Knight) Components: V, S, Df Casting time: 1 standard action Range: 100ft. Area: 100ft. radius emanation centered on you. Duration: 10 min/ level Saving throw: none Spell resistance: no You can mentally communicate with all alies with range, though this is one way communication. (You can send thoughts but you cannot receive thoughts in reponse.), and they all understand you regardkess of language. allies with intelligence lower than 3 ( such as animal companions, certain monster cohorts, and so on), understand basic commands but not complex information ("attack" is understood, but "ignore the foot soldiers and attack the spellcasters" gets the same reaction as "attack"). This epell is used to broadcast oreders to officers or large numbers of troops when silence is key or when the chaos of combat makes it difficult to hear those orders. red knights use these spells to command their troops while in combat, they command. choaking Hand Evocation Level: wiz/sor 3, clr3 Casting time: 1 standard action Components: V,S, M Range: Short (25ft. +5 ft. per level) Target: one creature Effect: see below Duration: see below Saving throw: will save spell resistance: yes When this spell is cast a hand comes from the caster and goes to the target. THe hand will wrap it's fingers around the targets throat. once the hand grasp the victim throat a will save will do half damage, if fails first round, the target rolls every round. The hand does 1d6 +1 /every 2 levles, if saves then half (the hand has a partail grip). The victim doesn't make saving throw first round the hand will not let go, if victim tries to pull of the hand, they need to have the strength of 19 to pull off. the caster can use the hand to try a regrip again if a partail grip is on the victim. the material component is a small copper hand. The spell will last for 4 levels per round, 4th 1 round, 8th 2 rds, 12 3rds, 16 4rds 20th 5 rds. the spell won't work if in a anti magic zone or spell turning or mordanikans disjunction. Gem ruins of Arlake Description: These four red rubies are one inch long, by two inches wide, and one inch thick. Each ruby is cut so it fits to the adjasion ruby and all four fit together to form a one four inch long, and two inches wide, by one inch thick. When all the pieces are placed together then a map will show Arlake tomb. When a gem ruin caster finds all four pieces, the four gems reveal more to them than a mage casting read magic. The gem ruin caster can see the full map in his head, see the spell book inside all four rubies, and be given the deactivation words to the glyphs and wards, and traps. Where as a mage can only get the map that in the rubies, a gem ruin caster can use the spell reveal gem magic and if high enough reveal greater gem magic (7 level) see gem caster class. A gem lore master can use his or her skills to find the command word and know how to place the four rubies in the secret slot to open the door. History Arlake was a wizard of great power who survived the fall of Netheril; he died two hundred years latter. Arlake was a gem master spell caster and wizard. Imprinting a map on the four rubies to his tomb and the tomb lay out, with the spell book and passwords. If any one tries to a pass wall, or similar spell, they will be teleported randomly somewhere else in the realms. Only the four rubies or a wish spell will let get you into the tomb. Rubies properties If a read magic is cast on a ruby stone it will reveal part of the map nothing else. Ruby number one: A lore gem master can get the following information from the stone, (jahernd) and (Kaximestrf) the first word is used for to unlock the door once all four stones have been placed in the secret space. The second word (Kaximestrf) will deactivate the glyph of warding (multiple Lightning bolts) once step inside the door. This word has to be said when first stepping in the door; a lore gem master can find the words. If only have the first ruby them when reveal gem magic spell use on ruby will release the first part of the map and inside the gem lore master head. Ruby number one will also give a pull and mental picture of the place the second gem is located at (not to Dm if you pc have the second or third gem, the ruby will point towards the closet gem be it ruby # 2 or ruby # 4). A spell book with two complete spells and a third partial spell that is completed when have the next ruby. The spell list: Split Lightning Bolts (one more per three levels, starts at third level), Lightning whirl wind and part of Fire eagle, and a proactive spell that a gem lore mast can cast two times a day. The proactive spell is split magic missile like magic missile except that it at every two levels can cast one more magic missile per missile cast. Stone number two: The word (Patilzen) will deactivate the Ruby stone golem, and the word (Degkeld) deactivates the disappearing floor when you first take ten steps into the tomb, and (Gthaerkd) dispel the denigration death ward by the stairs going onto the next room. Ruby number two protection spell that can be cast two times a day Fireball, the spells in the ruby are: the rest of Fire Eagle, Binding Rope, Rock Entrapment, Command Swords and part of Wizard Ring. Ruby number three: Has the spell protection of Rock Storm, and the word (Xjakesrt), this word when spoken by the right wall will open the tomb door to Arlake tomb. A door will slide to the left revealing an opening. The spell book list is the rest of Wizard Ring, and the spells, Fire Circle, Acid meteors, with part of Explode Undead. The word (kwarengsre), to dispel the ward of death magic. Ruby number four has the following, the rest of the spells: Explode undead, and the following spell book: Freezing Rain, Choking Smoke, and Stone Ball. The proactive spell of the ruby is Flight of Arrows, and there are two words in the ruby. The first word is (Junxetrya), this word will open a panel on the left and inside are three white diamonds with spell list and the next map to Arlake treasure vault. The second word of (ghrtzmae) will cause the stone crypt to move to the side and reveal stairs leading down to Arlake’s partial treasure (read below). Notes: to the gem lore master that can find all four pieces of rubies and put them together. A gem lore master can be walking by some one wearing one of the gems and know what the ruby is by the way its cut and the shape. All proactive spells can be cast two times a day, and when the second set of white diamond map is found in the left wall, the gem master can use his spells to read where the treasure vault is, with the new spell book and the proactive spells in each diamond. Each Ruby is valued at 3,500 gp, but as gem master will be able to spot it right away as what it is. Dm’s put two major magic items form the dungeon Master book and two minor items in the room below the crypt, also you can say how many rings, and other items are in the room. Some gold coins from Netheril Empire, and some from the fallen kingdoms would be better to put into the crypt. This is up to you, put in what gold pieces and other items you fell Arlake would have below his crypt. Dm’s need to see the Gem Lore Master class to make a gem lore master and use him or her in any campaign. |
| Silmarien Aldalome12-31-04, 11:32 PM | That's a lot of work LR - very impressive! I really like mass stabilise - not a mega-healer - but a mega-stabilizer. S'that one of your own ideas? I was going to say 'overpowered' but it isn't because it doesn't actually heal the wounded much at all. I like the sense heretic it's a cool spell - and Burden as well - and Energised Shield are two more I like in particular. They're colourful spells - hang on - winged mount as well. regards stav |
| Lady Rolindin01-01-05, 12:09 AM | all thes spells are from the dragon magizine or the forgotten realms boards, and the spells levels are the same as printed. |
| redhase01-01-05, 06:08 PM | Beast Claws Transmutation Level: cleric 4, Druid 3, assn 3 Components: V, S, M Casting time: 1 standard action Range: personal Target: you Duration: 1 round/ level Beast Claws changes your hands and fingers, giving you long, curving claws and heavy knuckles. These claws act as slashing melee weapons, inflicting 1d6 damage plus any magical or normal bonuses such as from strength, with a threat range of 19-20. Attacks with your transformed hands do not provoke an attack of opportunity. The claws do not hinder your manual dexterity or spell casting. Material component: the claw of a bird of prey, such as an eagle or falcon Bite of the Seductress Enchantment (charm) (mind Affecting) level: dw 2, Sor/wiz 2, Assn 2 components: V,S, M Casting time:1 standard action Reach: touch Target one living creature duration: 1 hour/level Saving throw: will negates Spell resistance: yes The drow understand love and feel its sting as others do, but theirs is a harsher emotion, based as much, or more on respect and yearning for the physical and emotional pain a partner can inflect as the tenderness. With the casting of this spell, the caster enchants a living being with a successful melee attack, so that they temporarily fall slavishly in love (as the drow see it), with him. In order for this spell to take effect, the caster must deal damage upon them with an unarmedattack, meaning creatures which cannot be damaged by unarmed attacks cannot be affected by this spell. Those who fail their will save to resist the bite become slavishly devoted to the caster,willlingly obeying commands and flinging themselves into har's way for the caster's benefit. This does not mean that they will obey his commands as though they were an automaton, but they will not hesitate to attack any foe which threatens their papamour, no matter how powerful. Unlike a charm spell. obviosly threatening actions by the caster do not instantly breal the spell, though lethal attacks grant them a new save to resist the bites effect. Shriek of Abject Hatred Evocation: (sonic) Level: dw 4, Sor/wiz 4, Assn 4 Components: V, S Casting time: 1 standard action Range: medium (100 ft. +10/level) Area of effect: 20ft. radius burst Duration: Instantaneous Saving throw fortitude half Spell resistance: yes With a bloodcurdling shriek of absolute rage, the caster unleashes his hatred as an explosion of pure sonbic energy, so powerful that it can liquefy flesh. The balst deals 1d6 points of sonic damage per caster level (10d6 maximum) to eveyone with in its radius of effect (fortitude saves for half). In addition to dealing damage, the shriek renders all who fail to save stunned for 1 round, and renders them deafened for one hour, meaning they suffer a -4 penalty to initiative checks, automatically fail listen checks and have a 20% chance pof spell failure when casting with a verbal component. Those who succeed at their save areaffected as though staggered for one round. Skittering Darkness Illusion (shadow) Level: clr 5, Dw 5, Sor/wiz 5, Assn4 Components: V, S, M Casting time: 1 standard action Range 10 ft. +5 ft/2 levels Area of effect: Sphere, centred on caster, with a radius of 10 ft. +5 ft./ 2 levels. duration: 1 round/ 2 levels Saving throwe:will partial Spell resistance: yes Upon vcasting this spell, the caster causes shadow and daekness to writhe and craw like a wave of spiders, striking at those who oppose him and gnaw at their flesh and sanity. Those who are within the intial area must immediately attemp a will save; if they fail, they are subject to attack from any shadow or area of darkness they enter, whether it be of natural or magical origin. At the beginning of each round they remain in darkness, shadow coalesce and attack, with a base attack bonus equal to a fighter equal to the caster level. On a successful strike, the claws inflict 1d6 + one half the caster level in damage. This effect follows each victim for the duration of the spell, so that even characters who flee the area of effect are subject to attack from creatures of shadow and night. In addition to suffering physical injury, victims of this spell are subject to terrying psychological assault as well. The shadow shapes which appear to gnaw at their bodies are universally horrific in appearance, with linpy, otherworldly bodies, spade-like claws and mouths full of jagged teeth. Thet resemble nothing so much as visions from a childs nightmares. For the duration of effect of the spell when it was cast are shaken, suffering a -2 penalty to all attack rolls, skill checks and ability checks. Victims of this spell can avoid damage by ensuring that they remain entirly out of the shadow. This can't be difficult to do, as even the victims own shadow will writhe forth to attack him. A character who is the focal point of a kight spell, or other , similar enchantment will not himself cast a shadow, though the aura he rAdiates may well doom his less fortunate companions. material com[ponent: a breath of traped air in an obsidian box at the stroke of midnight. Secret Desires Divination Level: dw 1, sor/Wiz 1, Assn 1, Rgr 1 Components: V, M Casting time: 1 standard action Range: touch Targets: one being touched Duration: 1 round per level Saving throw: will negates Spell resistance: yes The drow are masters of manipulation and the dark weavers, masters among masters. With but a touch and a few moments concentration, this spell grants understanding of the victim's subconsciopus desires and understands thier fears. For the duration of this spell, the caster gains a +1 per caster level insight bonus to all charisdma based skill checks involving the victim. when the spell ends, the victim has no ideal he has been manipulated inb any fashion. Material comp[onent: a single page of a diary or journal. at the moment of casting, the page burns to ash. spider Gorge Conjuration (summoning) Level: dw 3, Sor/Wiz 3 Casting time: 1 standard action Range: 25 ft Area of effect: 5ft. wide line Duration: instantaneous Saving throw: reflex half Spell resistance: yes Distending the casters jaw to an unnatural degree, he vomits forth a stream of tiny spiders which engulfs anone unfortunate to be caught in its path, inflicting 1d4 points of damage per caster level(maximum 10d4). Those who sucee3d at reflex save only suffer half damage. Those who fail their intial save are nauseated for one round and must immediately succeed at a fortitude save (at the same dc as thier reflex save) or suffer 1d4 points of constitution damage, as hundreds of spiders bites take their toll material component: a handfull of live spiders, which must be devoured immediately after speaking the incantation. Swarm Boil Conjuration (summoning) Level: clr 4, dw 3, wiz/sor 3 Components: V,S, M Casting time: 1 standard action Range: close (25 ft.+5 ft/ level) Target: one creature Duration: Innnstaneous Saving throw: Fortitude partiL sPELL RESISTANCE: YES When cast this loatsome spell, causes immense boils to buble up from the victims skin. These boils erupt nearly instantaneously spilling forth a swarm of tiny spiders which live only to serve the casters whim. The victim of the spell suffers 1d6/ two caster levels (max 5d6), from the initial eruption of boils and the result flood of tiny spiders pouring from his flesh _ fortitude save is permitted for half damage. In the riound following the eruption, the spiders form a swarm, exactly as the swarm spell summon swarm. the swarm has a number of hit dice equal to the victim's own and its size and the damage it deals are dependant upon its hit dice, as outlined in the swarm subtype description. The swarm remains in existence for a number of rounds equal to one half your caster level, and can be directed as a free action. At the end of the spell's duration, the swarm disappears. Material components: a bag containing both a score or more dead spiders and a small vial filled with liquid taken from lanced boils. Shadow Spears ConCreation (spears) Level: Sor/Wiz fifth Com: V/S Casting time: Four standard rounds Range: 150 per level effect see: below Saving throw: see below Spell Resistance: See below With the activation of this spell one hundred little spears black in color hard as steal three inches long and one eight of an inch thick come from the caster hands made from the shadow weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The targets or targets of the spears save at -2 if using magic weave, if using shadow weave they get a will save for each spear plus dexterity if can avoid the spears, same for Mystra weave user. Each spear does 1 to 3 points of damage. Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics;( easer to roll percentale dice) Ever three levels the caster gets one hundred more little spears. Anti magic shell and Mordenkaien’s Disjunction dispels the spears, dispel magic has no effect. Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in hall way should be the width of the hall way plus height. Blast your enemy with these spears and punch a whole through their chest, then laugh at them. Shadow disks con: creation Level: Sor/Wiz fifth Casting time: three standard rounds Range: one hundred and fifty feet Effect: See below duration: Instantaneous Saving throw: See below Spell resistance: See below Shadow disks come from the casters hands starting with four at fifth level, four more every three levels. The disks are made from the shadow weave and turned into hard razor sharp disks four inches round, dealing 1d8 per disk. Mystra caster get a -2 saving throw, weave users save at normal save vs. magic. Dispel magic has no effect on the disks, anti magic shell or Mordenkaien’s Disjunction will stop the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, refelex saving throw for the target if can. |
| Lady Rolindin01-02-05, 06:49 PM | Gem Lore Master Gem Lore Master’s use the magic in gems and puts magic inside gems, and are able to read the magic held within. This is done an inner born magic that is brought out through training with a Master Gem Spell Caster. A gem lore master uses the spell like abilities of the gem as a spell book, and is an off class the Sorcerer/ Wizard class. A gem lore class substitutes ground gems of different types to cast spells, and can substitute ground gems of different types for spell components. For instance on lightning bolt the gem lore master will use a diamond or ruby dust instead of the bit of fur and amber, crystal or a glass rod. This ability comes from their ability to concentrate and use one kind of gem dust. Their spells cost them more because of using gem dust of different types. That’s why you find most of them working in large cities and studying under a Gem Lore Master. They have different types of spell’s they can use, Gem skin( 7th level, turns the casters skin into the type of gem holding), Greater Gem Skin (16th level Turns the casters skin hard as a diamond),Eye’s of gem’s (10 level, turns the casters eyes so they reflect gaze attacks at will), read gem magic (4th level reveals any gem spells, maps and activation words for spells in gems), read greater gem magic (12th level lets the caster see in their mind everthing in the gem from maps to gem spell books, proctection spells cast on gems, any words for glypes or wards on a map, deactivation words for traps and what ever else is put inside the gem). Gem Lore Masters direct their inner powers through gems, and use gems as spell books and to cast magic spells from. When studying their spell’s they use a spell book until they reach fifth level, where they can cast spells permanently into gems at will and make the spells permanent. At forth level they get the read gem magic bonus and can cast it at will. Till they get the permanency spell ability they have to use a spell book like a Wizard or Sorcerer, and then use their ability to cast spells into gems. At first level they get, gem cutting, appraise gems, concentration gem magic spells; because of their training with gems they get the bonuses. They start working with gems at 0 level, and skills to choose from for the class are, spot gems, knowledge (arcane gems spell casting), use magic devices (gems), bonus languages gem lore, draconic. Intelligence, wisdom, and constitution need at least a score of 10 for each, because they can accidentally blow up a gem in their face and worse by using the power of the gem, and channeling their energy through it. The better the score they get more benefits for the class. Gem Lore Master’s cast spells through gems, see level chart for attack bonuses, and use the wizard progression chart for spells levels. The class gets the same chart bonuses on page 8 of the Player’s Handbook used for spell bonuses. 100 gold pieces 1 spell 259 gold gieces 2 spells 500 gold pieces 3 spells 750 gold pieces 5 spells 1000 gold pieces 10 spells 1500 gold pieces 15 spells 2,000 gold pieces 20 spells 2,500 gold pieces 25 spells To store maps and spell books, deactavation words for glyphs or wards, history of place or person, the caster will choose a gem worth 2,500 gold pieces or more. The cast spells with trigger words into gems between 100 gp and 500gp to use when needed. Many types of gems are used by the caster, tiger eyes, diamonds( white, blue,) Quartz, rock crystal, jasper, this is for the caster to decide what kind and the value. Adventures Gem Lore Master’s are causus when adventuring with preparation and always having a gem close by to defend them self with. Gem Lore Master’s seeks knowledge, power, and the gems to conduct their studies; it would not be surprising to see more than one gem lore master adventuring together. Since at higher levels they can heal them selves with they powers of the gem. Characteristics The Gem Lore Master’s strength is his or her spell they channel through the gems, they learn new spells as they experiment and grow in experience, and can learn from wizards and sorcerers, and other gem lore master’s they meet. They learn to use the gems in different ways than a wizard does and can become quite deadly with a gem in their hand. Gem Lore Master’s prefer to specialize in a certain type of magic school; this makes them more powerful in their chosen field. This type of specialization can deny them access to some spells that lie out side their field (see school specialization page 57 of the Player’s Hand book). Like a sorcerer, wizard; the gem lore master can have a familiar (these could be their only friends because of their obsession with gem magic). Alignment Like wizards, and Sorcerers a gem lore master tend to be lawful, because the study of magic rewards those who have discipline, but this not always true there have been told of gem lore masters who use their gift for evil. Religion Gem lore masters revere the god of magic, (Boccob in the players hand book, or Wee Jas the God of death and magic. While other worlds like the forgotten realms will have Mystra the God of magic and Shar with the dark weave magic), Gem Lore Masters are in general are more devoted to their studies than to their spiritual needs, but some do worship the gods of magic depending on how they use their gem magic. Background Gem Lore Masters know each other when they see each other as comrades or rivals, even gem lore masters from different cultures or magical traditions have a lot in common, because they all conform to the same laws of magic. Gem lore masters see themselves as being different that wizards and sorcerers, for they use the power of gems for magic and through a gem can be more powerful than them. They sometime join a magic guild, but most wizards and sorcerers some time look down on them, in their opinion of the guilds. The one’s that do join are usually more powerful before they choose to join a mage guild; they want to be recognized for their abilities with gem magic. Others join for the discounts on gems they can get a hold of and the spells available to them. Races Humans take to magic for a lot of reasons, curiosity, ambition, lust for power, or for personal reasons. Humans gem masters are practical innovators, creating new spells or using old spells creatively. Elves are enthralled by magic, and many of them become gem lore masters for the love of the art. Elf Gem Lore Masters see them selfs as artist: and they hold magic in high regard, and as a wondrous mystery, as opposed to the more human gem masters. Gnome illusion gem masters use more illusion spells than would a human or elf gem master. The gnome illusion master will use this field more because they are more gifted in this area. Alignment: any Hit die: d4 Skill points at 1st level (2 + Int modifier) X 4 Weapons and armor, gem lore masters like the wizard and sorcerer class can use a club, staff, dagger, crossbow of any kind, and quarter staff, a lore gem master quarter staff or staff will be different than a wizard or sorcerer. They will have gems embedded in them with powerful spells to cast when needed. They cannot wear armor or use a sword, armor or shield. These interferes with the casting of gem spells, and might cause them to be miss fire. Some fighter, gem lore masters have been know in the past, but if they take a dual class they have to have open arms to move and cast their gem spells, a breast plate at the most for the duel class fighter mage. Spells Gem Lore Masters cast arcane spells (the same as wizards and sorcerers and bards), which are drawn from the Sor/Wiz spell list on page 192 of the players Hand Book. The gem lore caster must prepare their spells in advance, by having the gems dust where they know it is at all times. They will have spell studied at their level and ready once they have studied the spells. The gem lore master must have (Int, wis, con of 10 or better, 10 + spell level for O level spells. 11 for each for 1st level gem spells, and so forth, they use the same difficulty class saving throw against a wizard spell, spell is 10 + the spell level+ the gem caster intelligence modifier. Like wizards, a gem spell caster can cast only a certain number of spells of each spell level per day. This daily base spell allotment is given below (same as wizard + bonus spells and ability’s are different). In addition, they receive bonus spells per day if they have a high Intelligence score (see table 1-1: Ability modifiers and bonus spells, page 8 of the Player’s Hand book). A gem spell caster must choose and prepare their spells ahead of time by getting a good night’s sleep and studying their spell book or spell gem for 1 hour. While studying, the gem spell caster decides which spells to prepare (see preparing wizards spells, page 177 of the Player’s Handbook. This depends on the level of the gem spell caster, if below forth level they still use a book to study and put the spells into gems to use later, or in their mind or both. If a fifth level or above they will have their spell book in a gem of their choose and will be able to study the spells in the gem. They need to not be disturbed or they can’t input the spell information in their mind or in a blank gem for releasing of the spell latter. Bonus Languages: A gem lore caster gets Draconic and gem lore as bonus after O level, (fresh out of school). Familiar A gem lore caster can obtain a familiar in exactly the same manner as a wizard, or Sorcerer, but they tend to be more exotic for the gem lore caster. At higher levels they tend to make magical animals made out of gems and endow them with powers to benefit themselves. Scroll Scribe Like the wizards and sorcerers, gem caster at first level gains scribe scroll as a bonus, but a gem caster will gain the ability to cast spells into gems as a scroll or spell for defense. They trade these gems among themselves, when around other gem casters. Level Base Attack Fort Save Ref Save Will save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +0 +0 +2 Summon Familiar, concentration, gem cutting,Spell casting into gem with trigger word, Scribe scroll 3 1 0 0 0 0 0 0 0 0 2nd +1 0 0 +3 4 2 0 0 0 0 0 0 0 0 3rd +1 +1 +1 +3 4 2 1 0 0 0 0 0 0 0 4th +2 +1 +1 +4 Reveal gem lore 4 3 2 0 0 0 0 0 0 0 5th +2 +1 +1 +4 Permanency spell casting into gems + bonus feat 4 3 2 1 0 0 0 0 0 0 6th +3 +2 +2 +5 4 3 3 2 0 0 0 0 0 0 7th +3 +2 +2 +5 Gem Skin 4 4 3 2 1 0 0 0 0 0 8th +4 +2 +2 +6 4 4 3 3 2 0 0 0 0 0 9th +4 +3 +3 +6 4 4 4 3 2 1 0 0 0 0 10 +5 +3 +3 +7 Bonus feat + Eyes of gems 4 4 4 3 3 2 0 0 0 0 11th +5 +3 +3 +7 4 4 4 4 3 2 1 0 0 0 12th +6/+1 +4 +4 +8 Greater reveal gem lore 4 4 4 4 3 3 2 0 0 0 13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 0 0 14th +7/+2 +4 +4 Healing 1 hit points per three levels 4 4 4 4 4 3 3 2 0 0 15th +7/+2 +5 +5 +9 Bonus feat + gem lore feat 4 4 4 4 4 4 3 2 1 0 16th +8/+3 +5 +5 +10 Greater Gem skin 4 4 4 4 4 4 3 3 2 0 17th +8/+3 +5 +5 +1 4 4 4 4 4 4 4 3 2 1 18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2 19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3 20th +10/+5 +6 +6 +12 Bonus feat + gem lore feat 4 4 4 4 4 4 4 4 4 4 Extra gem lore masters feats; split magic missle +2 hit and damage, gem mage shield+6 to ac, split lightning bolt +2 damage and to hit [Special Ability: Gem Lore Master’s or gem spell casters get benefits that apply to the class, such as while casting through a gem they get a +2 to hit and +d8 damage for channeling through a gem and multiplying it’s power. Gem Lore caster and Masters get many other benefits for the class, according to their level see level chart. A gem spell caster not yet a master can at first level can cast spells into gems and then cast the spell when needed. Then cast another spell into the gem after the first spell is used, they can use the gem over and over doing this. At higher levels they will be able to up to three spells into one gem (ten level). At fifth level because of their training a gem caster will be able to cast his or her spells into a gem via permanency (through their training and concentration skills), they will no longer need a spell book of paper. He or she can by sheer force of will power cast all of their spells into one or more gems, a higher gem spell caster will have different gems for their lower spells on a Gem (diamond), mid level spells in a gem (ruby), and their highest levels in a better quality gem (blue diamond). Only a gem lore master can open the spells and other things in the gems, a read magic will only tell a mage that it is a map or one word. A gem lore master has the ability to open the inner secrets of the gems, cast one thousand years ago or yesterday. See spell levels for bonuses. Other wizards who have the gem spell training can open the gems contents that’s inside them, a regular mage can only reveal words or maps if not blocked. Other Classes: Gem Lore Masters prefer to work with members of other classes, the prefer to cast from behind fighters and strong paladin’s. They can cast spells into gems and then them give to other party members to use. This could help the rouge or even a cleric if they have to defend them selves. They may be inquisitive of other mages they meet, and trade spells for one they don’t have. They work well with wizards and sorcerers and will try to trade spells with them if any is in the group. Gems and Spells Universal gems for all magic spell fields Magic casting: Hyalite, IOL, Ivory, Rock Crystal, Sapphire, Shou Lung amethyst Abjuration Spells: ruby, rock crystal all spells can be used of field Stone skin; Shandoni Free action; Octel, Ziose Magic Weapons: Crown of silver Spell turning: Iris Agate, Sardonyn, Star Rose quartz Rainbow spells: Hydrophane, Rainbow obsidian, tourmaline Protection spells: Augelite, Moon stone, Oprase, Serpentine, Sky drop's, web stone, witherite, wonderstones Anti magic and dispel magic: Black sapphire, Nune, Phenalope, Rogue stone, rosaline Explosive spells: Black opal, orl Conjuration Musical: Jade Teleportation: Psaedros, Sapphire, Shou Lung Amethyst, rock crystal Resurrection spells: star ruby Dragon Breath: Snow Flake Obsidian Shield spells: amaratha, Sardonya Cure diseases: Blood stone, topaz, tabasheer, sponomene, Star Sapphire, Blue stone, Sanidine, Dioptase, Emerald, irtios, and poisons: Oolite, Rhodochroseite, Jasper, Lacral's tears, Lynx eye, Moss agate, onyx, uluaen, Zen Dalure Divination: chrysoberyl , ruby, rock crystal, deep rock crystal Listen spells: Kornerudine Detect magic and tracing: Luriyli, Rain drop, Tchazar, wonder stone Seeing spells: aventurine, Amethyst, Andar, Blue quartz, Chrysoberyl, diamond, meerschaum, Mykaro, Star Diopside, tiger eye agate, water opal, zircon Enchantment spells: ruby can use ruby for this entire field. rock crystal Control spells: moon bars, Charm spells: diamond Mind control: frost agate, green stone, kings tear's moon bar, mynteer, sapphire Sleep spells: banded agate, eye agate, frost agate, moss agate Evocation spells: rubies can be used for all theses spells Blade barrier: obsidian Meteor storm: orblen Force spells: rosteen Magic missiles: boakhar, jargoon, ziose Lighting spells; sun stone, tourmaline, water star, amaratha, amber, beljuril, hambergyle, microcline, sphene Light spells: alexandrite, corstal, cleiophane, heliodor, mellochrysos, sulabra, sunstones Fire spells: agni, azurite, beljurk, dishene, evclase, jacinth, fire agate, fire opal, flame dance, hambergyle, machite, mellochrysos, opal, orl, saganite, soap stone, thuparial, serdentine Fertility spells: emerald Wind spells; sulabra, sky drops Illusion spells: rubies used for these spells too Shadow spells: silk stones, sinhalite Invisibility spells: arciton, blood stones, fluorspar, gold sheen, sheen, Necromancy spells Undead spells: chalcedony, epidote, samarsilite, tomb jade, uioline Necromancy spells all: lynx eye, samarsiclite, smoky quartz, tomb jade, tremair, uioline Magic jar: citrine, jet Transmutation spells: ruby used for this field of spells Mending spells: read tears Strength; orblen Disintegration: topaz Dust / clouds spells: marble, turritella, webstone, Message spells; brandeeni Polymorph spells; angelar's, auenturine shape change spells; algae, Spiderclimb; datchas Reverse gravity; xylopal growth spells; emerald Magic weapon spells; garnet, gold line, irtios, jasmal, sharp stone, star metal, thuparllal, water spells; horn coral, hydrophane, lumachella, sanidine, serpentine |
| Aramar the Black01-11-05, 07:26 PM | Bloodsleep Transmutation Level: ? Components: V,S Casting Time: 1 standard action Range: Touch Target: One Creature Duration: 1 hr./caster level Saving Throw: Fort. negates Spell Resistance: Yes This spell cuases the target's blood to flow slower and provide somewhat less nutrients, resulting in slumber, weariness, weakness, hunger, and thirst. In the first round of the spell, the target must make a Fortitude save. Failure results in a -2 penalty to attack rolls, saving throws, skill checks, and ability checks. If the target is a mage, they must make a successful concentration check (DC = 10+ spell level + the caster level of the caster of BloodSleep) to succeed at spellcasting. Failure to go to sleep within three rounds causes the effects of fatigue on top of previous penalties; and continuing to go within sleep within another three rounds cuases exhuastion. Once exhuasted, the target must another fortitude save (DC 10 + Spell Level + Caster Level + 1 each succesive round) to stay awake. When thetarget finally falls asleep, they stay so until the spell expires and the target is awakened by normal means. Unlike normal sleep spells, it is harder to awaken a terget of this spell by conventional means. Slapping a BloodSleep target only has a 15% chance of awakening them, and even attacking them only has a 90% chance. however, once awakened, the target still retains all penalties until the spell expires. They will probably want to back to sleep, not fight. Four Fangs of Winter Evocation Level: Sor/Wiz 7, Drd 8 Components: V,S,M Casting Time: 1 standard action Range: Short (25 ft. + 5 ft./ Caster Level) Target: 1 creature per 3 levels. (cannot be more than 10 ft. apart.) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: ? With this spell, you send forth four kinds of cold at the target(s). Ice: 2d6 cold damage + 2d6 slashing damage. Rime: 2d6 cold damage + 2d6 cold damage for an additional d3 rounds afterward. Wind: 2d6 cold damage + the effects of a strong wind. Cold Fire: 2d6 cold damage + 2d6 negative energy damage. Material Component: A small piece of ice. |
| redhase01-27-05, 03:12 PM | Rentar's Hellhound Conjuration (summoning) Level: Wiz/Sor 6, Clr 6 Componente: V, S, M Range: 9 yards +1 yards /level duration: 1 day/ 2 levels Casting time: 1 hour Area of effect: Specail Saving throw: None Spell resistance: no This spell calls a huge (350lb, 3 1/2 feet at the shoulder, and 6 feet long) black Rentar Hellwolf with glowing white eyes (60 foot infravision). It's a strong, lean and heavily muscled, it's skin is astrange black colour, drawn tight against its powerful body, its is hairless. Great hooked claws curl from its paws, and its snout split wide in a hideous grin revealing a mass of razor sharp teeth. The creature hit dice are 1d6 +2 per level of the caster (to a maximum of 15 +30). The number of attacks is 1 per 5 levels of the caster. The damage for each attack is 2d8 +1 per level of the caster, its armour class is a base of 5 plus 1 for every two levels of the caster. The creature movement rate is 40 feet, (i.e. a 12th level caster will have a hound that has 12 +24 hit dice, 2 attacks, 2d8+12 damage, 7 armor class, and 40 foot movement rate). The caster can have the hound guard him or another in which case the creature will stay with in 10 foot radius of the person to be proctected, or the caster can sendthe hound to attack any creature that the caster can see. Only one hound may be summoned at one time. the material components for this spell are a 1,000 gp black opal and the ash od a Hell Hound. Alignment Change Enchantmrnt Level: Wiz/Sor 8, clr 8 Casting time: 2 rounds Components: V, S Area of affect: 1 creature Range: 25 ft. +5 ft. /level Duration: instant and permanent saving throw: will restance -4 spell resistance: yes this spell will change the alignment of the creature effected by the spell, if makes will save then changes to thus, awish spell or miracile spell can reverse this spell LG to N roll a die to determine if evil or good LE to N roll a die to determine if good or evil CG to N roll a die to deterimine good or evil CE to N roll a die to detrmine if good or evil TN, EN, Ln, N, Ng to C good or evil roll die for evil or good if fails saving throw then. Lg to Le Le to Lg Ln to En Ng to Ne N to Ne or GN cn to Ce or CG makes sav at -4 the materail component is a magic item of no less value than 5,000 gold pieces. Miniature mind Alteration Level; Wiz/ Sor 5, Clr, 5, brd Range: touch Components: V, S, M Duration : permanent Area of effect: 1 object Saving throw: none this spell has a wide variety of usages, it prepares a item to be filled with kinds of information. When it is cast the object and a trigger word is stated, the object is ready for two things and are made in pairs so one can see and view what the second object is seeing. First, it can be used to store sounds, after the trigger word is uttered, the object records every sound around it for 10 minutes per two leles of the caster. thus music played in a room, a message readby the object, or even a chat between two people, the owner of the object can listen to the recordingf sounds latter. The second object if made, the listener can hear all sounds with in 10 ft. + 5 ft for every caster level. it by passes all wards since this is two items that are connected to each other. and anti magic foeild will stop the effect. second efect, the object can record an image of an area in front of it. From the end of the object a cone of five feet long and one feet per radius per level of the caster. the trigger word is uttetred and the object takes the image of the place where the oblect was. or the object can have a second object to makean pair and the second object can be used to view an area when held. using the combined two powers a with amade pair of objects, so vases, and one is placed in a house. the caster can see and hear everthing within the area covered by both powers, by uttering a command word then concentrating on the object. the objects can by pass a ward, because they both are atuned to each other and will work within an warded area. the only way to block the item is to have a anti magic field in the area of one of the atuned objects. Dead End Illusion (Shadow) Components: V, S, M Level Asn 1, Brd 1, Sor/ Wiz 1, Rgr 1 Casting Time: 1 standard action Range: Touch Target: One creature/ level touched Duration: 1 hour/ level (d) Saving Throw: Will Negates (harmless) or will disbelief (if interacted with) ; see text Spell Resistance: Yes or no See text A sneak-thief used to evading those pursuing him, the Black Cloak developed this spell to buy him more time during tight chases. This spell flawlessly disguises the spoor left by the target, concealing their tracks, scent, and other signs of their passage with an illusion that defeats even the senses of taste and touch. Any creature making a search check, using the scent ability, or using the survival skill to track a creature in the area the targets pass through is considered to be interacting with the illusion and may make a Will save to disbelieve. Creatures that succeed at the save may detect the target’s passage but suffer a -5 penalty on search, survival, or wisdom checks to track the targets of the spell or find signs of their passing. Spell resistance does not apply to this effect, Creatures merely passing through do not count as interacting with the illusion. Targets of this spell gets a Will save to negate it, and spell resistance applies. Material Component: a pinch of some adoriferous spice. Marked Man Divination Level: Asn 2, Rgr 1, Sor/Wiz 2 Components: V, S, M Casting Time: 1 minute Range: Personal Target: You Duration: 1 day/level Although not a particularly skilled assassin, Karandras could seemingly find his quarry anywhere. He would use this spell to stalk his pray for days, learning their routines, before finally dropping in on the targets when they least expected it. Upon casting this spell, you become attuned to the specific creature that owns the spell focus item. (A creature is considered to own the item on its person for 1 day or more. You do not count when considering what creature was last to carry an item.) This attunement grants you a + 10 bonus on search and survival checks made to track the items owner or find evidence of his passage. This spell does not give you insight into who or what the creature he is attuned to is or where that creature might be. Also, the spell does not provide you with the benefits of the track feat. this can be used in conjuction with minature mind spell and keep track of a person, it can by pass wards if the object was made in pairs. Arcane Focus: An object owned by the creature or a piece of the creature to be tracked, such as a tuft of hair or a fingernail. Serene Visage Illusion (glamer) Level: Asn 1, Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: you Duration: 1 min./ level For decades the Black Cloak Saernavar served on his city’s counsel, his integrity never question even as lesser men fell by the way side under charges of graft and scandal. Considered the only honest man in the government, the city heaped increasing power upon him. Only upon reading his mocking memoirs, published after his death did the true extent of his crimes- many of which he pinned on his underlings- came to be known. Simple illusions aid your attempts to be persuasive. You gain an insight bonus equal to your caster level on all bluff checks. Shock and Awe Enchantment (Mind affecting) Level: Asn 1, Sor/Wiz 1, Rgr 1 Components: V, S Casting Time: 1 standard action Targets: 1 flat footed creature/ level no two of which can be more than 30 ft. apart. Duration: 1 round Saving Throw: Will Negates Spell Resistance: Yes A quick spell and quicker dagger always ensure that the Black Cloak assassin Ahren could perform the most daring ambushes without suffering a scratch. This spell distracts its targets, preventing them from reacting with the deftness they might otherwise possess. Only effective when cast in the surprise round of combat and on flat footed creatures, this spell causes those it affects to suffer a - 10 penalty on their next initiative rolls. Targets that cannot be caught flat- footed (such as a rogue with uncanny dodge) cannot be affected by this spell. Spontaneous Search Divination Level: Sor/Wiz 1, Asn 1, Rgr 1 Components: V, S, M Casting Time: 1 round Range: close (25 ft. + 5 ft. /2 levels) Target: One 30 ft. cube Duration: Instantaneous Saving throw: will negates Spell resistance: Yes or no (object) see text After consolidating control of his gang, Master Traijin’s lust for wealth combined with his paranoia in interesting ways. He obsessed over his belief that the businesses in his neighborhood were holding back on his cut. He would sweep into one of them, mentally tabulate the value of everything in the place, calculate his share down to the copper piece, take his share, and stalk out without saying a word. He developed this spell for use during these audits. You instantly become aware of the location and types of inanimate objects in the spells area as if you had taken 10 to use the search skill on the entire affected area. The spell also reveals what is inside containers, even locked ones, if your search results beats a dc equal to the open locks check required to overcome the locking mechanism. The effects of this spell are purely mental and merely give you an awareness of the area’s contents; it does not reveal traps, secret doors (although it could alert the spell caster to objects beyond them), open locks, reveal the contents of books or scrolls, or actually put items in your possessions. Creatures in the area may make a will save to negate your ability to learn what objects they possess. Material component: a silk glove. Shadow Teleportation Conjuration Level: 8 wiz/sor, clr 8 components: V, S, M Range: special see below range: see below Target: one ome more creatures within the ten foot scircle Saving throw: will negates spell resistance: yes Casting time: 4 rounds The spell when released causes a black sphere eight foot round and will pull the target into the black circle and pull them into the shadow plane if they fail. If makes will save the target will be blinded for five rounds having the shadow weave blocking thier sight. dispel magic won'y dispell the shadow circle its made of shadow stuff. if the tagret fails their saving throw then they get pull into the shadow plane and the circle disappears, the target has to make a will save every round they are in the circle. If they disappear with the circle then they have to find their own way out of they shadow plane, and must fight any creature they encounter with in the shadow plane by themselves.Anti magic zone or Mordenkaien's disjunction will stop the spell, or spell turning, dispell magic has no effect. this spell is used to teleport an enemy to the shadow plane, if save then is blinded and has to make a will save for five rounds. This spell works best when cast into a Chardalyn rock or ioun stone and thrown at the target, or put on to arrow heads and fired from a bow. Eater From Within Conjuration Level: wiz/sor6, clr 6, dw5, Asn 4 components: V, S Duration: 3rds/ level Casting time:5 rds Area of effect: one creature Saving throw: none Spell resistance: yes This spell createats a small blood red ball of light that zips from the casters outstretched hand to the target creature and disappears with in. Any person that is not immune to disease will be effected by this spell. The spell can be countered wit ether a dispell magic or with a cure disease spell, otherwise the spell will commence eating the insides of its host at the rate of 1d3 hits points per round. While under this form of attack no being can cast spellws and all that try to fight have their attack, defence and saving throes reduced by -3 because tthe pain is so intense. |
| Lady Rolindin01-27-05, 08:21 PM | spells: Psionic Sanction Abjuration Level: Wiz/Sor 7, clr 7 casting time:5 rds components: S Area of effect: Caster Range: on caster Duration: 1 rd/ 2 levels Saving throw" none spell resistance: none This spell causes a shield to surround the spell caster through which no psionic energy can pass, the caster cannot attack or be attacked psionically. Of the Purest Light Abjuration level:Wiz/sor 9, clr 9 Casting time: 5 rounds Area of effect: see below duration:1 round per caster level Components: V, S, M Saving throw: none Spell Resistance: none When this spell is cast, the spell caster brings into existence a globe of light from the Positive Material Plane. This light is of pure positive energy, pulsating with all that is good. The force of this power is overwelming. for the first 20ft. radius around the caster the light is as bright as the sun, but is not harmful to any creatures harmed by sunlight. it will give all creatures of good the following: food and sustence for one day +2 to all saving throws +2 to hit and damage 2d8+8 healing to all neutral being within 120ft: a fealing of unworthiness to all evil within 120 ft: causes 2d4 damage per round -1 to hit and damage -2 to all saving throws to all undead within 20ft to 80 ft lesser undead, up to 5hd turn to dust no saving throw greater indead have the free option to leave, but will take 2d6 points of damage per round they are within the sphere's range. any creature from the negative plane, to be hurled from the sphere and subject to the rules concering evil creatures throw rules. Foebane Evocation Level: Rgr 4, Wiz/sor 4, clr 4, assn 4 Components: V,S Casting time: 1 action Range: touch Target: weapon touched Duration: 1 round /level Saving throw: none Spell resistance: no this spell imbues one of the casters weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage. futhermore, while the caster wields the weaponm he or she gains a +4 resistance to saving throws against effects created by creatures of that type. Kerel's Blast evocation Level: wiz/sor 5, clr 5 casting time: 3rds Components: V, S Arean of effect: 20ft radius Range: 2 ft/ level Duration: Instantaoeous Saving throw: will save Spell resisatance: yes This spell taps into the postive plane releasing a burst of pure positive energy which does 1d6 per level in damage (for 15d6 maximum), will save is half damage. Undead creatures take full damage with no saving throw. Evil creatures save recieve half damage. Neutral creatures take half damage, good creatures are unaffected. if the caster is not good then he or she will take damage from the spell in the area of effect. Anger of Noonday sun Evocation light Level: wiz/sor 6, clr 6 Components: V,S Casting Time: 1 standard action Range: 10 feet Area: All standard creatures within a 10- foot radius burst centered on you Duration: Instantaneous Saving throw: Reflex negates Spell Resistance: Yes This spell unleashes a blinding flash of sunlight originating with you and expanding outward. Any creature with in the area of the spell that can see you must make a saving throw or be temporarily blinded. The blindness last for 1 minute per caster level. An undead creature caught with in the spell area takes 1d6 points of damage per caster levels (maximum 10d6), or half damage if a reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead. Resize Transmutation Level: Clr 0, Drd 0, Wiz/Sor 0 Components: V, S Casting time: 1 action Range: touch Target: One article of clothing or armor Duration: permanent Saving throw: Fortitude negates (object) Spell resistance: Yes Resize alters one piece of non- magical clothing or armor to fit a differently sized creature. The object to be resized can be expanded or shrunk to fit a target up to one size larger or smaller than it originally fit. If resize is dispelled, the clothing or armor falls off its wearer and returns to normal size. Heat Water Transmutation Level: Brd 0, Drd 0, Sor/Wiz 0 Components: V, S Casting time: 1 action Range: 5 feet Target: 2 pints of liquid Duration: concentration, up to 1 minute/ level Saving throw: Fortitude negates (object) Spell resistance: Yes This spell causes up to 2 pints of liquid in a container to heat up. The spell takes 1 minute to bring water from cold to boiling point. The water can be kept at any temperature the caster wishes (above or at room temperature) as long as she concentrates. If further water is added to the container, the spell ends. Blizzard Storm Evocation Level: sor/wiz 8, clr 8 Components; V,S, M Casting time: 2 rounds Range: close 25 ft +5 ft per level Area: 10 ft by 10ft/2 level's of caster Duration: Instananeous Saving throw: reflex half spell resistance: yes this spell creates a blizzard storm with wind speed from 50 miles to 120 miles per hour, the damage comes from small pieces of ice chunks dealing 1d6 (double damage for fire creatures). cold damage also applies to the area, dealing 1d4 per level, for a maximum of 10d4 cold damage ( the temperture is between 20 to - 40 degrees in the spell zone). a greater dispell magic, spell turning, antimagic zone, Mordenkainen's disjuction will stop the spell, the materail component is a light blue ice blue diamond worth 500 gold pieces. Brenburr's Mythallar Teleporttation conjuration Level: sor/wiz 8, clr 8 Components: V, M Casting time: 6 rounds Range: no limit Effect: see below Saving throw: see below spell resistance: see below this spell allows a creature or group of creatures to teleport into a mythallar procted area. the strong magic pull of the mythallar can cause the spell to fail. if you cast the spell right you will find your self inside the mythallar procted area. floating cities gave mages, merchants, and others, Ioun stones with a riun on them. the Ioun stone wgen used with the spell allows the caster or group to arrive with in the mythallar procted area. the nain ingerant forthe spell is a destroyed mythallar and a Ioun stone with the matching ruin matching the one cast in the mythallar housing walls. Footpad’s Grace Transmutation Level: Brd 0, Drd 0, Sor/Wiz 0 Components: S, M Casting time: 1 action Range: personal Duration: Concentration The spell mutes all sound that the caster makes, bestowing a +3 bonus to his move silently checks. Material component: a tiny pillow that is used up in casting the spell. Dwarven Defender War Axe The Dwarven Defender War Axe is made out of silverskin metal and has a white crystal in the middle of the axe head that can be seen on both sides. The crystal glows a silver -white radiance, the axe has dwarven and netheril ruins around the crystal. The axe weigh one pound, and has a silver twisted handle uo to the head, the length is 48 inches, with leather straps wraped around the bottom for a grip. The axe head is two foot wide then tapers down to the handle, both side has an axe blade. the axe has these powers: 1. the wielder can cast an twin lighting bolt 2 times a day, for 10d6 per lighting bolt. 2. The wielder can cast an meteor Storm 2x a day 3. The axe will give the wielder an 85% magic resistance. 4. The axe has +2 to jit and an +4 to damage (favoird enemy is +4 to hit, and +6 damage) 5. the axe can absorb 2 spell cast at the wielder, and then cast them back. 6 The axe can make the wielder turn invisible (treat like improved invisible), and the wielder can see other creatures invisible, by a out line of light that surrounds them. Mystra (Mystryl) Staff Description: This staff looks likea silver Bo stick, with nothing on both ends in the middle are crystals bands of differebt colors. the crystals bands are one inch wide and stare five inches from the middle of the staff. The staff wieghs one pound made out of silver skin metal, or gold skin metal, or dark skin metal, and is a +2 to hit +2 to damage (for undead becomes an +4 to hit, and +6 damage). Use the command word and a Flame Strike as the spell 4x a day, and can also absorb and srore 10 spells, the wielder can use the spell's one per round. The powers of the staff 1. The Bo staff will turn into two long swords when the command word is spoken. A. The long swords are Verpal blades, they are an +3 to hit and an +4 to damage, each sword can call a Flame strike or Chain Lighting bolt. B. Each long sword deals 3d8 damage small and medium, and 5d8 damage to large and bigger creatures, when seperated each sword can absorb and store five spells each, and the wielder can cast one spell per sword per round. the Bstaff was used by the Mystryl guardains of of the priest hood for their god, they were specaily trained to proctect the priests. Arkin’s Hell Star (version 2) Description: The Hell Star is a 1 ft. diameter round magical glowing ball with swirling motes of energy moving around inside the star in a misty glow of dark redish- blackish mist. Although it has an ethereal appearance, it can be pick up and carried, even though it remains weightless. The powers of the Hell Star remain dormant until a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiante sphere then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Hell Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Hell Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature red-blackish lights flashes and crackles of electricity race across the Hell Star, and its powers are ready to be used, one per round. By simple mental command (the Hell Star will impart the full range of its powers, and the ability how to use them to its new wearer). Any alignment other than evil will get a shock of 8d6, per round no saving throw and will fight the wearer until the wearer gets it removed, or the non evil wearer has it removed by casting a greater dispel magic. The Hell Star can call and trap a Pit Fiend to serve the wearer. The Pit fiend can call 2 lemures, 2 Horned Devils, 2 Ice Devils, and the Hell Star gives off a permanent greater fear in a 40 ft. Radius. The Hell Star will absorb up to five spells attacks, when a wearer can absorb ward spells, the magical energy can be released by the Caster as a spell. Item Powers (all cast at 31St level) 4X day: Acid Spray Great 8d8 damage reflex Dc 17 half (by a Hell Dragon (is a red, black, shadow dragon mixed) 4x day: Greater Power word Stun 4X day Greater Unholy Blight 2X Shirkens Spears of fire (100 per three levels, reflex check takes half damage.) 1d4 +2 each each spear does 1d4 points of damage, regualar weaves users get a -2 saving throw agianst shadow magic, total spears are 3,100 spears. the caster can send them in a cone or spread out in a 100 ft. area by 20 ft. high. refelx is half damage, if can avoid them. a dm should roll a % die of d100 to see how many hit. and how much for damage 1d4 per spear. 3X: Greater Hell Fire cone 10d8 reflex half damage, and make save foe losing 6 levels, save is half levels 1X day The Hell Star can be called upon to envelop its wielder in a sheath of scintillating red- blackish armor Ac 32. This armor has 150 hit points, and absorbs all damage done to its wearer. This is done by the star transferring hit points to the wearer from the suit at 15 hit points per round. The creature gets a 90% magic resistance from the armor, as well as complete immunity to fire based attacks and electrical attacks. The suit is flexible and will mold to the wearer body, the suit is made out of dark skin metal with the hardness of 25. The ability to breath normally in hostile conditions, (I.E. under water, in a void, or while surrounded by any kind of cloud spell), the Hell Star wearer can turn invisible at will. The wearer is also granted the ability to fly at the speed of a Hell Dragon (speed of 30ft per round)for a maximum of 12 hours. The suit of armor generated disappears after 12 hours, or when it’s brought down to 0 hit points. For 1d4 rounds afterward, the Hell Star is inactive A successful greater dispel magic cast on the Hell Star will cause it to become "dormant" for one round. During this time the flashes of red-blackish energy ceases, although the globe still gives off enough red-blackish light to read by. the Hell Star saves at a +15 on all magical attacks. Finally, if necessary the Hell Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an explosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Hell Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unleashed by the Hell Star passes through all magical protections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones). When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life. The Hell Star is temporarily destroyed in the strike, but will be reformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Hell Star to reaccumate itself to a wearer before it is ready to be used again. Akans Netheril Balls The one inch silver balls were made by Akans an alchemist, they were made of Nitro Glisron surrounded by a silver bound shell. The middle smaller inside had liquifed sulfur, when thrown against a hard object the mix would explode. Used with a sling or by a mage using a hurl object spell, or used on the arrows or bolts. The Netheril army used them on arrows or bolts to send into a rushing army. The damage cause 15 die 8 damage to an object or person; magic shields would take half the damage causing the shield to fail. Once the magic shield failed the mage would take the rest of the damage. Akans mixed in small pieces of metal with the two and three inch balls to use against powerful mages. Scarter's iron Storm Evocation Level: wiz/sor 5, clr 5 Components: V,, S, M Casting time: 5rds Duration: Instaneous Area of effect: special Saving throw: reflex half spell resistance: yes This spell enables the caster to fire razor sharp iron blades to leap from his or her hands to strike the creature. The blades are made of pure iron that affect creatures which suffer full damage from iron weapons. The caster can summon one missile for each of his or her levels and each missile inflicts 1d6 +2 points of damage. They are considered as +2 /three levels of the caster against creatures which are immune to such weapons, but these plusses are not cumullative to attack roll and damage. The missiles are guided by the aura of the creatuire Evil: this aura attracts the missiles, saves are made with _1/ each three levels of the caster. Neutral: no effect Good: this aura repels the missiles. +4 to save Scater's Instant Dispell Abjuration Level: wiz/sor 6, clr 6 components: V, S Castint time: 1 Range: 0 Duration: Instaneous Area of effect: Special Saving throw: special This spell lets you actually cast dispel magic to counter a spell already thrown at you . If you have memorised the spell, you can cast it at any spell or spell effect thrown that round, even the vagaries of intiative and the like. It is assumed that you were castinf dispell magic as the other spell was being cast. This spell acts as dospell magic for chance of success based on level. IT can be used as a normal dispel magic and in that case the castinf time of the spell becomes 3. Scater's restriction Abjuration Level: wiz/sor 6, clr6, brd6, compoment; V, S, M duration: permanent casting time: 1day area of effect: Special saving throw: none spell resistance: none Cast this spell before starting spell research. the spell to be researched cannot be learnt by others except with permission of the one who researched the spell first or by the using of a limited wish. a full wish enables learning and ability to teach others. if the caster dies, they will require speak with the dead to get permossion. the material component is a goose feather. Moonbow Evocation Level: wiz/ sor2, clr 2, rgr 2, assn Components: V ,S, Df Casting time: 1 action Range: o ft. duration: 1 round/ level saving throw: NOne spell resistance: no this spell creates bow only the caster can use. the bow has all the attributes of a shortbow or long bow, as chosen by the caster during the casting . a thin beam of silver lighjt serves as the bow sring, and when ot is drawn back a shimmering , silver arrow made of postive energy appears. when the bow is fired, a stream of moonlight trails each shaft as it flies along its path. the bow can fire a maximmum of two arroes per round, and a successful ranged attack is required to hit the target. the effects of a successful hit vary according to the type of target. dispels magic darkness of 4th level or lower deals 1d8 damage/ 2 levels to living creayures. deals 1d8 damage/level to undead or lycanthropes. if the castyer releases the bow for any reason, it fades into a cloud of luminescence that dances for 1d4=1 rounds and then vanishes into nothingness. Enlarge Ward Tranmutation level: sor/ wiz3 components: V, S, F casting time: 1 full round' area: personal Duration: 1 round/ level Saving throw: none Spell resistance: no This spell temporarily enlarges the area affected by a ward. A ward's can be enlarged by 10ft./ 2 levels of the caster, so a 8th level caster could enlarge a wards's radius to 70ft. Location divination Level: clr 4, Sor/wiz 3 casting time: 1 action Range: specail Components; V, S, M Area: Specail Durating: 1 hour per level Saving throw: none Spell rsetance: no this spell is made to cast into pair items, they could be small rocks, buttons, or othersmall items. By placing the item on a map and a charater the item will move to the location on the map where the charater is located. by making the item permanit in items alows a wizard to keep track of the chatater or creature. |
| Lady Rolindin01-30-05, 09:56 PM | Waethra's Warm Welcome Evocation Level: wiz/sor 9 Range: 0 components: V, S, M Duration: specail Casting time: 2 rounds Area of effect: a sphere with a radius of 10ft. /level of the caster Saving throw: specail spell resistance: speaical this spell protects an area that is outlined by a flickering spell glow during the spell's casting, but the glow fades upon the spell completion. the protected area is spherical, centerded on the caster, and has a raduis od 10 feet per caster level. once the caster is complete, this designated area intercpts all intruding beings (other than the caster) who are employing magic or psionics that allow them to travel astrally, travel etherealy, or translocate ( in other words teleport, dimension foor, and the like) as they enter and returns them to where they begain their journey by a roundabout way. one being per level of the caster can be given a warm welcome before the spell is exhausted. the welcome does not allow intruders to see into or telease anything into the protected area before it whisks them away. intrufers are first transported into an extradimemsional space whose daekness is lit only by countless whiriling magic missiles like energy bolts. they fall through this area for one round and must make a saving throw vs. spell four times. for each failer, roll 1d8; the resuly is how many bolts strike the untruding being. each bolt burst on contact, doing 1d4+1 points of damage. the intrudinf being then falls out of the void of bolts to a location 70 feet above where its journey first begain, (In other worlds, if they traveled by various means or over several days to reach the area protected by the warm welcome, its magic rreturns them to the place where they first set out on that jourbey from, not merely to the beginning of itd last stage). this location may even be on another plane from the protected area. arrival above the spot where an intruding beings journey began is always safe; it may be shifted up , down, or sideways some distance to avoid arrivibg in solid objects ( such as the roof of a building or the celing of a chamber), but its arrival is always into empty air. unless the intruder can fly or avoid damage by magical means ( such as a feather fall spell), falling damage is 7d6 points of damage). the spells materail components are a strand of spider web, two daggers, the eye of a phase spider, and two drops of the ichor of an astral dreadnought Arrow Swarm Evocation Level: wiz/sor5 components: V, S, M Duration: 1 round Casting time: 1 round Area of effect: a 90 ft. long cone with a 45 ft. diameter base saving throw: reflex half spell resisdtance: yes these spell tranforms a single nonmagical arrow, which must be fired from a bow by a person other than the caster as the caster touches the arrow and intones the incantation, into a deadly cone of arrowfire that emeres from extradimensional space somewhere else. at a time of the casters choosing. the arrow vanishes when the spell is cast and is consumed by the spell, which creates two short lived duplicates of the arrow for each experience level of the caster up to 15 level. these arrows cannot be poisoned or aflame, nor can they carry a disease or any other magic aside from the spell they are part of, such as a curse, even if the original did. these multiple magical arrows do 1d6 damage each, but when striking , they race about like excited minnows in a school, passing through organic material rather than striking and staying, and darting about with many chanfes od direstion rather than fkying once and then falling, at the end of two rounds od such swirling, they fade away, but ubtill then they occupy a conical area expandinf out 90 feet from an ubseen of orgin, widening 5 feet in diameter for every 10 feet from the point ogf the cone. (in other words, the cone is 5feet indiameter, 10 feet from the point of orgin, 10 feet in diameter, 20 feett from the point of orgin, 15 feet in diameter 30 feet from the point of origin). this area of flight cannot pass through walls, ceilngs, floors, or other solid, continuous barriers, and so can be constricted by surroundings, all living creaturers in the cone must make a successful saving throw vr spell ay -2 or be struck by all the arrows. when this spell is cast, the caster chooses the spot where its point of orgin will take effect, which must be no more than 12 feet above a spot on the same plane wherethe caster has physically stood within the last 24 hours, and the general direction of the cone. the caster also decides if the spell will take effect instantly or br programmed. if the latter choice is made, the spell is governed by a set of conditions enunciated aloud during casting, conditions with the same limitations as a magic mouth spell. the presce of a known , named individual or magical item, either unique or one of a type, can be part of the trigger conditions. programmed arrows swarms have waited undetected for years before suddenly appearing and eruptingm but they cannot pass through or within a minor globe of invulnerability or any more powerful magical barrier, and do not trigger if their programmed conditions are not met when such an effect is present at their designated point of orgin. a dispell magic cast on the point of origen or a properly worded limet wish or wish spell destroys an arrow swarm without triggering it. the material component for this spell is one flight arrow. Lightning Reflection Anjuration Level: wiz/sor 5 Components: V, S, M Castinh time: r durtaion 1 turn Saving throw: none spell resistance: no This spell protects the caster or a touched recipient (and all worn or carried matererial) against all effects of electrical and lingtning energu discharges; it also protects against magic missiles. All such attacks are reflected strait back at their sources for full normal effect. Magical or natural lightning and other raw energy discharges are protected against. fire is not protected against. the material components of the spell are a drop of quicksilver and ashard of metal of any size. Lightning Ring Evocation Level: wiz/soe 8 Compoments: V, S, M Casting time: 8 range: 10 ft/level duration: 8 rounds saving throw: reflex half spell resistance: yes this spell surrounds the caster with a bright white , crackling, chest high ring of lightning. the ring moves with the caster, who can cast other spells without harming the ring's functioning after the round in which the ring is established. while encircled by the ring, the caster is immune to damage from all lightning attacks. Twice per round, the caster can emit a lightning bolt that streaks strait outward in a direction chosen by the caster. ( the bolt rebounds at an angle chosen by the dm if it striks somthing solid and nonliving.) such bolts are 5 feet wide and 80 feet long and cause 8d6 points of damage to all creatures in their path. If creatures who are struck make a successful saving throw ve spell, they suffer only half damage. alternatively, this spell can be cast all at once. The ring forms in one round, spinning about the caster (who is protected against all lighting damage for that round), then rises straight up and fires 8 lightning bolts at once at up to 8 different targets chosen by the caster. in doing so, the spell exhaust itself. the bolts do the same damage and have the same dimensions as those cast by the continuing duration version og the spell the material components of this spell are a ring of any size fashioned of glass and a bit of fur from any animal. Web of Lightning Evocation level: wiz/sor 8 components: V, S, M Range: 40 yards + 10 yards'level casting time: 8 Duration: Instaneous area of effect: special saving throw: reflex half spell resistance: yes this causes the simultaneous discharge of six lightning bolts. Identical; in properties to those bolts created by lightning bolt spell except that they may not br forked, yhese bolts do 7d6 points of damage each and manidest in one of two ways. One manifesttation is widely used on battlefields; a starburst of six bolts radiating out from a single point visualized or chosen directly by the caster, who need not see its location. four bolts spring out in the cardinal directions ( forming an equal armed cross), and two additional bolts leap out in two of the diagonals in quadrants chosen by the caster. the other manifestation of the spell is a ricocheting web within a 60 ft. diameter sphere. the sohere can be altered to fill a 30 foot by 30 foot room or smaller area, but not increased in volume. compressing it does not affect damage or other spell properties. the effect is offten fit into a single doorway, with the bolts leaping from the frame as an intruder steps through. in either manifestation, target beings must make saving throws individually against all 6 bolts, they save against fewer bolts if the path of a bolt leaves them out of harm's way, as in most uses of the starburst. the material component of this spell are four lodestones or a bit of fur, and a small smooth rod of amber, crystal, or glass. Teleport Fireball Alteration Level: wiz/sor 8 Range: 10 miles/ level Components: V,S, M Duration: Instantaneous casting time: 1 round' Area of effect: 20 ft. radius sphere saving throw: reflex half spell resistance: yes This spell creates a fireball (dealing 1d6 points of damage per caster level up to 10 level) akin to that created by the 3rd level wizard spell fireball, except that it appears and detonates at another location within spell range. the table given in the dungeon masters guide under the teleport spell is then consulted to determine if arrival is safe or not. "low" results means the spell is wasted and takes no action, and "high " resukts form and burst above the intended fireball location. otherwise, the fireball is on target. creatures caught in the area of effect are allowed a saving throw vs spell to take only half damage; all items within reach of the fiery burst must also make item saving throws vs. magical fire. the material components od this spell are a pinch of saltpeter, a piece of phosphorous, and a pinch of iron filings. |
| Silmarien Aldalome01-30-05, 10:09 PM | Hi there Lady Rolindin Another very cool spell. I now understand that you being a D&D veteran, have many powers and spells that your imagination provides. The ideas enrich the entire forum. Thanx for the hard work! I'm not sure if I should post some of the spells that are "silverstarfireish" here or not. I can't decide whether they're for the CoA or not....Sil does have ties with the Archmages - most closely to it's Lorewarden, Frostbite. @All I'm also developing some "Twin" powers thru Rilya and Alcare (Sil's and Anglar's children). Regards stav EDIT - I added a spell to this post Plasma Surge Evocation Level : Sorcerer/Wizard Level 5 Components : VS Casting Time : 1 Action Range : Close (25ft+5ft/lvl) Duration : Delayed/Held up to 1 Round/Level Saving Throw : Fortitude Halves Spell Resistance: Yes A translucent aura of incandescent energy accumulates in the spellcaster’s hands. The energy so evoked may be delayed or held in the caster’s hands for up to 1 round per level of the spell caster. Thereafter, the energy must either be dissipated into the aether, if the caster so chooses, or alternatively, focused and hurled at a selected target. There is no attack role required to successfully hit a target, however, the spell caster must make a successful concentration check (against DC 20, plus spell level, minus caster level) in order for the spell to be effective. The caster may choose the kind of plasma evoked, with mauve plasma effective against all creatures from the negative material plane only. Green plasma is effective against creatures from the prime material plane, and red plasma, effective against creatures from the positive material plane. A successful casting and targeting causes up to 1d8 points of damage per level of the spell caster, with 10d8 maximum but only against one target. A successful fortitude savings throw halves damage. |
| Lady Rolindin01-30-05, 10:35 PM | we should use the arrow swasrm to our advanage, and make a few of them around the hall. |
| Silmarien Aldalome01-31-05, 03:10 AM | We spend a lot of time in D&D working out how to combat 'enemies' - so I wrote these two spells five years ago, that have a different emphasis. They're probably Cleric spells (or part of the Peredhil (Half-Elven) series of PrCs, especially the Verse Diviner). These spells are about reversing damage (psychological damage) done to communities after serious clan-wars or after many years or centuries of war fare, over sovereignty issues. I wish we could use them in our world - where they are sorely needed. Serendipity Cascade Divination Level : Sorcerer/Wizard Level 5 Components : VS Casting Time : 1 Action Range : Spell caster or one willing recipient Duration : One Serendipitous Purpose Saving Throw : Special Spell Resistance: No Serendipitous purposes are such things as “will you help me locate the graves of my forebears on the ancient battle plains”, or “I seek the living descendants of my ancestor’s sister” or “I was separated from my family’s heirloom, during the sack of our kindred’s ancient home by orcs and trolls, and wish to trace the movements of my kindred and news of the heirloom since then.” When the object or person of the serendipitous purpose is unknown to the spell caster, the spell is ineffective. A change to the recipient’s consciousness is effected by the completion of this spell such that the recipient’s percipience becomes attuned to the Divine Matrix of Interconnected Purpose. The spell imbues the recipient with a kind of prescience or 'whole-being attunement' to life. The alteration is subtle, such that willing recipients will note and experience coincidences relevant to the serendipitous purpose as powerfully meaningful. If the recipient allows the spell (Will Save negates), salient coincidences will, in cascade, eventually lead the fulfillment of the serendipitous purpose. The spell’s duration is therefore, variable but may range from between 1 day to 1 year and 1 day, depending on the subtlety, complexity, or remoteness of the serendipitous request. Jubilative Restitution Enchantment Level : Sorcerer/Wizard Level 5 Components : VS Casting Time : 1 Hour Per Level of the Caster Range : 1 Community or Collective of 20 individuals per level of caster Duration : Permanent Saving Throw : Special Spell Resistance: Yes Upon uttering a jubilative restitution, the spell caster can bring a sense of transformation, purpose and forgiveness, to a community who has been adversely affected by extreme hardship of any kind. As the spell caster incants this musical lamentation, hardships such as war, famine, pestilence, crop failure, subjugation and deprivation take on a different ‘hue’ to the victims of such incursions. The spell-caster must consult with all community members prior to the jubilative restitution, in order to attune to the community’s legacy and in order to give lyrical structure to the spell. With the aid of this mystical song, individuals within a community find new purpose, hope and communion with each other, as traumatic themes are interwoven with themes of redemption. Old grievances are forgiven, resilience is fostered and the freedom to celebrate and plan for the future are recovered and restored, without individuals requiring retribution or counter-antagonistic action. No actual memories of the traumatic incursion are lost, so all affected individuals retain full recollection of the historic hardships. However, with the aid of the spell-caster, and within earshot of the reverberations of the orator’s voice, resolution regarding such traumas can be more quickly attained. The spell is most effective when opposed factions are brought together for the casting of the spell. In that context, it becomes possible to restore deeply damaged relationships, without costing either party the important lessons of wisdom by the intial event. To the contrary, Jubilative Restitution implies acceptance, forgiveness and forebearance in a new attitude towards the opposing party, but where the healing involves also learning the lessons that prevent a repeating of history. When this spell is cast, often on groups of hundreds or thousands of assembled individuals, a burst of silver-blue magical force is propelled skywards, in a vast surge of Lore, which explodes into a canopy of silveryblue. The ground itself seems to reflect the casters Verse and Song, so that every living thing becomes a wonder of colour, aroma and song that is overlayed onto painful memories. The entire community becomes attuned, where each glimpses the pain of the other through an almost first-hand experience. The mind and all the painful memories are then infused with magical fires and song, in a flood of incoming balm that permanently alters the meaning of the painful memory. In the aftermath of the spell, it is very typical for most or all of the participants to be reduced to heaving tears, as each person suddenly sees firstly the cruelty of their own harsh judgments, secondly, remorse for the sudden knowledge of pain caused to another and, thirdly, vast floods of compassion, and waves of peace, as an aura of sacred stillness befalls the gathering. In the sanctuary of this respite, violence is impossible due to the visceral beauty of the experience, and from awareness that there is a better answer to strife than the answer of violence and bloodshed. People have been known to commit acts of untold generosity after such a ceremony and it has been often told that the worst enemies forged the truest, most loyal and most inspiring friendships thereafter. |
| redhase02-24-05, 11:34 PM | Climb Transmuation Level: drd 1, rgr 1, Sor/wiz 1, assn 1 Components: V, S, M Casting time: 1 standard action Range: touch Tagrget: creature touched Duration: 1min/level Spell resistance: yes the subject gets a +10 enhancement bonus on climb checks. The enhancement bonus increases to +20 at level 5. To +30 (the maximum) at caster level 9th. Unlike spider climb, this does not allow the target to climb ceilings, and it does not give her a climb speed. Wall of Smoke conjuration (creation) Level drd 1, sor/wiz 1, rgr 1, ass 1 Components: V, S Casting time: 1 standard action Range: 25 ft/ 5 ft/ level Effect: two 5 ft. squares/ level that are 5 ft. thick Duration: 1 round/ level saving throw: Fortitude partail, see text Spell resistance: no This spell creates a thin opaque wall of black smoke, the wall is stationary once created. The wall blocks sight to a limited degree, creatures on opposite sides of the wall that cannot see over it gain concealment from eack other (attacks have a 20% miss chance). A creature that breathes can pass through a wall od smoke with ease if they hold thier breath. Other wise they must make a fortitude save to avoid being nauseated for 1 round. Remove Scent Illusion Level: brd 1, Rgr 1, Sor/Wiz 1, ass 1 level: V, S, M Casting time: 1 action Range: touch Area: Creature touched Duration: 10 minutes /level Saving throw: Will negates spell resistance: yes (harmless) the creature or object touched has all trace of olfactory presence removed for the duration of the spell. The scent ability cannot detect a creature under the effects of a remove scent spell. it also negates the harmful side effects of the noxious stench exuded by certain creatures, such as ghasts, undead for the duration of the spell. Foebane Evocation Level: rgr 4, wiz/sor 4, assn 3 compontents: V, S Casting time: 1 action Range: touch Target: weapon touched Duration 1 round/ level Spell resistance: no The spell imbues one of the caster's weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage> Furthermore, while the caster wields the weapon, he or she gains a +4 resistancts bonus to saving throws against effects created by creatures of that type. The spell is automatically canceled 1 round after the weapon leaves the caster's hand for any reason, the caster cannot have more than one foebane weapon at a time. Secret Message divination Level sor/wiz2, rgr 2, assn 2, clr 2 Components: V, S, M casting time: 1 action Range: touch Duration: 2 rnds/level Area of Effect: Specail saving throw: none spell resistance: no this spell allows the caster to speak and understand a language that can only be understood and spoken by the other recipients of this spell. the material component is the message which is written then burned as the spell is cast, with the name or names of the recipients. Flaming Finger Evocation Level: sor/wiz 2, rgr 2, assn 2, components: V, S Range: 25 ft. +5 ft /level Duration: Instantaneous Casting time: 1 action Area of effect: Specail Saving throw: reflex half Spell resistasnce: yes when this spell is cast, a thin searing white heat shhots forth from the caster's index inger. this bolt will automatically hit a single target inflicting 1d10 points of damage, plus 1 piont per level of the caster, up to a maximum of 1d10 +10. Asuccessful save vs. spell reduces tjis damage by half. If a save is faild the recieve full damage, possessions do not have to make a save Resistance Piercing Alteration Level: wiz/soe 3, clr 3, rgr 3 components: V, S Duration: next spell Casting time: 1 round Saving throw: none This spell wll add extra power to one other spell for the express purpose of punching through magic reisitance. the spell can negate 20 % +2% per levwel of the caster. This spell is useful to use with powerful spells on the next round. Surefooted Stride Transmution Level: brd 2, Rgr 2, Assn 2, Sor/wiz2 Components: V, S, M Casting time: 1 standard action Range: personal Target: you Duration: 1 hour/level Saving throw: none Spell resistance: np Your stride becomes confident and sure, you can move through dense rubblr or streets at full speed for the duration of this spell. You gain a +2 competence if climbing is needed, you can even run, charge and tumble faster with this spell. Leomund's Hidden Hut conjuration Level: sor/ wiz 5, rgr 4, components: V, S, M, f casting time: 10 minutes Range: 25 ft +5 ft/ level Targets: 20 ft. square structure Duration: 2 hours /level Saving throw: none spell resistance: no this spell is similiar to Leomund's Secure shelter, except that the conjured structure is perfectly camouflaged to blend in with what ever terrain or surrounds are appropriate. It may appera as a house sized boulder in mountainous or eocky areas, a sand dune, a deadfall, a small grassy knoll, or even a mighty tree. The spell also conceals all tellale signs of habitation, including any smoky, light, or sound coming from within the lodge. creatures examining the lodge or studying its immediate vicinity note the presence and extent of the shelter with asuccessful wilderness lore check (dc30). If the lodge occupants are seen entering or leaving the lodge, the dc for this check drops to 10. Stinging Needles Evocation Level: rgr 2, assn 2 sor/wiz 2, clr 2 Range: 25 ft +5 ft /level components: V, S, M casting time 1 action Duration : Instantaneous Area of efect: 1 creature Saving throw: reflex half spell resistance: yes this sepll shhots tiny needle like missiles to a target, for each level the caster can fire 2 neddles up to 20 needles at 10th level. Thjose who make saves vs spell avoid half the needles, and reflex save does the same, you have to use one save. these small missiles are not very deadly, each needly inflivts only 1d2 points of damage. the spell is used agasinst those who are casting spells and are in spell casting motions. If the target is hirt by the needles they need to make a concentasrtion check ayt -2 to check thier concentration of spell casting. the material component is a handful od iron needles. |
| redhase02-25-05, 08:44 PM | coin of the Realm illusion Level: sor/wiz 0, Assn 1, components: V, S Casting time: 1 action Range: touch Target: 1 pebble Duration: 1 hour /level Saving throw: yes see text Spell resistance: no This spell cloaks a pebble in am illuision, making it seem to be a gold coin of what ever design the caster chooses. Note; creatures toucheding the coin or studying it are allowed will saves to recongize the glamer as an illusion. Master Touch Divination Level: 1, assn 1, sor/wiz components: V, f casting time: 1 action Range: self Targets: self Duration: 1 minute per level saving throw: none spell resistance: no the spell grants the knowledge and expreience to cliam proficiency in whatever single weapon or sheild they hold in their hands when the spell is cast. Mirror Move Transmuation Level: brd 2, assn 2, sor/wiz 2 components: V, S, M Casting time: 1 action Range: personal Target: you Duration: 1 minute/ level saving throw: none spell resistance: no Mirror move allows you to reproduce any general feat with an obvious physical effect that you observed another perform, prividing you meet the prerequisites for that feat. Understand object divination Level: brd 1, assn 1, sor/wiz 1 Components: S, M Casting time: 1 minute Range: touch duration: instaneous Targets: one touched object saving throw: none spell resistance: no Understand object determines the non- magical funcetion of an objects or technological item. The caster must handle or touch the object through the casting time and spell duration to gain any knowledge. If the item has more than one function, the spell identifies its most general or most likely use. caster can gather further information about the item only through additional uses of the spell. The spell is used most offeten to help casters understand the nature and use of an object from another technological level or to gain some clues to extremely complex gadgets or puzzles. |