The Council of Archmages Library [Archive] - Wizards Community

Post/Author/DateTimePost
Look Within My Mind

04-23-04, 02:36 AM
I would ask for people not to post in this thread, but instead, post in the current Council of Archmages thread or on the Conforums. The links to both can be found in the FAQ below.

Council of Archmages FAQ Version 1.1

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 located <<HERE>> (http://boards1.wizards.com/showthread.php?s=&threadid=226369). We also have a conforums site <<HERE>> (http://archmages.conforums.com/index.cgi). Choose a domain which isn’t taken and/or isn’t too powerful. I’ll post what domains have been taken and what are generally unavailable in the second and third posts. 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?
No, you don’t have to join, but it would be nice if you did. Quite a few of the Archmages also participate there, where the High Archmages have more control, and Moderator powers. Even if you don’t join, you can always go have a squiz at it <<HERE>> (http://archmages.conforums.com/index.cgi)

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 Archmages?
The High Archmages consist of Archmage of Netheril, Diplomatic Sorcerer, Finwe, and Aravilar. Basically, they are your friendly threadkeepers, and are the ones with the final say on choosing domains and such. This doesn’t mean they have more power than everyone else. All members are equal.

Q. How can I contact the High Archmages or other members of the Council?
Most of the members of the Council have accounts with MSN Messenger. Several of them can be reached at the addresses below (which also correspond to MSN Messenger.)

Archmage of Netheril: silver_dragon829421@hotmail.com
DiplomaticSorcerer: weirdowacky19@hotmail.com
Finwe: hypernova2010@hotmail.com
Aravilar: aravilar_holistacia@yahoo.com
Sculyblast: bobyourself@hotmail.com
Look Within My Mind: lookwithinmymind@hotmail.com

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) Wait for a High Archmage to confirm your selection

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 there 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 awhile. 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!


FAQ Authors: Frostbite_Ravenheart, Look Within My Mind
FAQ Reviewers: aravilar_holistacia


Look Within :mage:
Look Within My Mind

04-23-04, 02:46 AM
If anyone is not on this list, then please PM me. Do not reply to this thread please.

Archmage of Netheril - - - High Archmage of the Council
Diplomatic Sorcerer - - - Archmage of Fire
Finwe - - - Archmage of Temporal and Planar Magic
Sculyblast - - - Archmage of Shadows
Aravilar Holistacia - - - Archmage of Elven High Magic
Baerdith - - - Archmage of Lore
Dantedarkstar - - - Archmage of Arcane Superiority
Eldren - - - Archmage of Chromatic Magic
Raven Dark - - - Archmage of Debilitation Magic
Gellion - - - Archmage of Evocation
Look Within My Mind - - - Archmage of Spell Storing and Spell Wards
Frostbite Ravenheart - - - Archmage of Music and Emotions
Blaine Tog - - - Archmage of Prestidigitation
Aramek - - - Archmage of Blue Magic
Necrodude - - - Archmage of Pain
Bait - - - Archmage of Sonic Energy
Aramar the Black - - - Archmage of Ice
Kedi - - - Archmage of Life and Death
Ice Wizard - - - Archmage of Water
Malyss the Defender - - - Archmage of Counterspelling and Defensive Magic
Thunderpuck - - - Archmage of Secrets
Aust Evermore - - - Archmage of Dimensional Pockets and Trickery
Lady Clarensa Trent - - - Archmage of Enchantment
Frozen Diamond - - - Archmage of Electricity
Wolf Mage - - - Archmage of Wind and Storms
Bahamut 0 - - - Archmage of Gravity
Jontg - - - Archmage of Cosmic Magic
TheRedRobedWizard - - - Archmage of Balance
Smite-Mo-Tron - - - Archmage of Annihilation
Aracon Nightshade - - - Archmage of the Frozen Abyss
Master of Sarcasm - - - Archmage of Creation
Reflux - - - Archmage of Prophecy
Zollex - - - Archmage of Summoning
Hot Rod - - - Archmage of Fabrication
Legions of the Unknown - - - Archmage of Conjuration
The Simbul - - - Archmage of Metamagic
Elessar - - - Archmage of Luck
BaneofKobolds - - - Archmage of Nature
Blade Boy - - - Archmage of Air
Anglar - - - Archmage of Use of Magic for Non-Magical Outcomes
Drake Dragonslayer - - - Archmage of Anti-Dragon magic


Look Within :mage:
Look Within My Mind

04-24-04, 11:07 PM
Here are the entries for the spell competition that was recently held. The winner should be notified soon. :D



Aramar the Blacks's Entry

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

This spell is a test of ones mental ability. When cast, the caster takes the target into a mental arena, where they fight. Note that if the target makes a succesful will save, the spell ends and the caster takes damage equal to the target's wisdom score. If the spell succeeds, then the two compare mental ability scores. Whomever has the largest number of higher scores winns. (Inthe case that the scores are equal, d20's are rolled against each other) The loser takes a number of damage to each mental score equal to the modifier of the opponent's opposing score. For example, two a fighting in the mental arena. Mage A has the following scores: Int 18, Wis 13, Cha 15. Mage B has these scores: Int 15, Wis 13, Cha 17. Mage A wins intelligence, while mage B wins Charisma. Because Wisdom is a tie, they roll opposing d20's. Mage A rolls a 13 against Mage B's 5, so Mage A wins. Mage B takes 4 Intelligence damage, 1 Wisdom damage, and 2 Charisma damage.

Taking on more than one person is a tricky task that only the most confident and powerful attempt. When attacking two or more, there are two options: You can take on them all at once, and split your scores among them (however you wish), or you can take on one first, and then the others. The danger with the second option is that for every other person attacked,you take a temporary cumunlitive -2 to your ability scores(which return 24 hours after the spell ends), and for each other person attacked, the spell lasts another partial action span of time. (taking on 4 other would result in the spell lasting 3 full rounds)

Focus: Something precious to the wielder, often a device of precious metal or a favored weapon. (Holy symbol's work as well)


[b]Aramek's Entry

Paintball
Transmutation
Level: Sor/Wiz 0, Clr 0
Components: V, S
Casting Time: 1 standard action
Range: Close (30ft)
Effect: 1 target or surface.
Duration: 10 min per caster level.
Saving Throw: None
Spell Resistance: No

This spell, will colour a 10' x 10' area. The colour is determined by the caster while casting. Only single colours may be attained.

The target struck will be turned solid (the colour chosen).

This is mainly used for casters expecting houseguests. A few paintballs and all the walls/furnature/floors look like a new, fresh coat of colour.


Baerdith's Entry

Tazer
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (20 ft. + 10 ft./level) 'Ray attack'
Targets: Up to three creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex save for 1/2 - 1/4 if wearing metal armor
Spell Resistance: Yes

An electric jolt shoots forth from your fingertips and strikes its targets, dealing 1d6+1 points of electrical damage per caster level (maximum 14d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is carring more than 5 pounds of metal. Additionally each jolt delivers +2 damage to those carrying more than 5 pounds of metal. At 6th level the spell focuses on one target, every four caster levels another target can be added. At the casters option all jolts can also target just one being. If more than two targets are possible, the caster can choose to wait a round before releasing the next jolt.


Bahamut_0's Entry

Feradon's Force Bomb
Evocation (Sonic)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 full round action
Range: 1000ft (+20ft/level)
Area: 40ft radius (see text)
Duration: Instantaneous
Saving Throw: Immediate blast: none, remaining area: reflex halves (see text)
Spell Resistance: Yes

A powerful ranged spell developed by the wizard Feradon of Cormyr. Feradon's Force Bomb requires a full round of concentration to cast, after which a blue sphere, 3 foot in diameter, appears in front of the caster and shoots off towards the target area.

Once it hits, the bomb explodes in a surge of wind and energy. Those caught in the immediate blast area (10 foot radius) suffer 15d6 damage with no save. Everyone caught in the remaining area of effect (40 foot radius) suffer 10d6 damage, with a reflex save halving the damage.


BlaineTog's Entry

Blaine’s Rejunction
Transmutation
Level: Sor/Wiz 9
Components: V
Casting Time: See text
Range: Close (25 ft. + 5 ft./ level)
Target: See text
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No

This powerful spell is the only known guaranteed counter against the terrifying effects of the Mage’s Disjunction spell. It can be used to counterspell Mage’s Disjunction as a free action useable even on another’s turn (so the caster of this spell needn’t ready an action to counterspell. He or she merely casts this spell and, even on another’s turn, the casting of Mage’s Disjunction is countered). This spell has greater uses, however.

If Blaine’s Rejunction is cast on an item that was once magical but has been disjoined by Mage’s Disjunction, then the powers of that item are restored if the caster succeeds on an opposed caster level check versus the caster of the Mages disjunction spell. This function carries a standard action casting time.


Dantedarkstar's Entry

Seal Magic
Abjuration
Level: Sor/Wiz 7, Clr 8
Components: S, V
Casting Time: 1 action
Range: Close (25ft + 5ft/2 levels)
Target: Single creature or magic item
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

A circle of glowing, purple runes appear around the target for a brief moment when the spell comes into effect. If target creature fails saving throw, it cannot cast any spells or use spell-like abilities, as long as Seal Magic is in effect. If the creature attempts to cast spell or use spell-like ability, then the attempt fails, but the spell slot or ability use per day is not used up. However, the creature still has spells and spell-like abilities. It means that it can use spell completion or spell trigger items without problems, and doesn't lose benefits of any feats, items or abilities that require spellcasting or spell-like abilities.

If targeted against magical item, the item powers are sealed, and it cannot produce spell effects just like a creature cannot use spell-like abilities. It retains all of it's own properties, like enhancement bonus and such. Only the ability to produce spell effects are blocked. Note that many items can produce effects that are not spell effects, such as flaming property of a weapon, or even teleportation from Boots of teleportation. Effectively, this spell is only useful against scrolls, wands, staves and similiar items that do produce actual spell effects, but not against items that just happen to function like a spell.

This spell cannot be dispelled by Dispel Magic, Greater Dispel Magic or Break Enchantment. Only Limited Wish, Wish, Miracle and Mordekainen's Disjunction can end this spell. Remove Curse cast by caster of level no lower than the caster of Seal Magic can also lift the spell effect.


Elessar's Entry

Websling
Transmutation
Level: Sor/Wiz 3
Components: S, F
Casting Time: 1 standard action
Range: Personal
Duration: 10 minutes/caster level
Saving Throw: None
Spell Resistance: No

For the duration of the spell, the caster may shoot ropelike webs from his wrists (or similar appendages if no hands exist). The strands are adhesive and anchor onto any solid form (wood, metal, stone, ice, glass) or creature. The strands reach out to 60 ft. + 1 ft./caster level. A successful ranged touch attack entangles a creature of Large size or smaller. Attacking an entangled creature doesn't cause you to become entangled.

The webs have hardness 10 and 10 hp. An entangled creature may free itself with a successful DC 20 Str check or DC 25 Escape Artist check.

Other than the entangling ability, the webs can be use like ropes, attaching to surfaces without the need of a Use Rope check. All other Use Rope checks used in conjunction with the webs gain a +2 circumstance bonus. The ropes automatically detach from the wrists of the caster when they reach maximum range, or when the caster wishes them to. Web strands dissolve 2 hours after their individual creation (regardless of whether the spell has expired or not.)

The strands of a websling spell are flammable, like those of a web spell.

Focus: Two steel wristbands, worn by the caster.


Frozen Diamond’s Entry

Electric Storm
Evocation [Electricty]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 40 ft./level
Area: 60 ft radius.
Duration: Concentration, max 1 round/caster level
Saving Throw: Yes
Spell Resistance: Yes

Creates a "cloud" of lightning that causes 1d6/level (Max 25) of electricity damage to anything caught inside it.
Once created, the storm cannot be moved, but will end if the concentration does.


Master of Sarcasm's Entry

Quicksand
Transmutation
Level: Drd 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: 10-ft-radius burst (see text)
Duration: Concentration up to 1 minute/level (D)
Saving Throw: No (Reflex, see text)
Spell Resistance: No

This spell turns an area of natural (stone, dirt, clay, sand, wood, etc.) solid ground into a deep mass of loose sand mixed with water.

All creatures who are within the spell's area upon its casting or who enter the spell's area during its duration must succeed at a Reflex save or be buried and stuck within the quicksand. On a successful save, the creature moves at one quarter of its speed through the quicksand and receives a -1 penaltyon all Dexterity-based checks and Reflex saves. On a failed save, the creature becomes buried and lodged in the quicksand, and is unable to move, attack, or cast spells for 1 round.

At the end of the 1 round, a Dexterity check (same DC as initial Reflex save) is needed for the creature to free itself of the quicksand. If this Dex check is successful, the creature then suffers only the effects listed above for a successful inital save. A failed Dex check, however, results in the creature remaining partially stuck in the quicksand, causing the creature to move at one tenth its speed, and receive a -2 on all Dex-based checks and saves. This penalty DOES NOT stack with the -1 for simply being in the quicksand.

A creature who is still partially buried may attempt to pull itself free once per round as the move-equivalent action, making a Dex check against the same DC as the initial Reflex save. Alternatively, a creature who reaches the edge of the spell's area may automatically climb out.

Should a creature be in the quicksand when the spell expires, it takes damage as the ground around it solidifies once more. A creature partially or wholly buried takes 1d8 damage, while creatures who are not buried receive 1d3 damage. A creature who is stuck in the quicksand is pushed out of the quicksand onto the solid ground directly above where they were buried, as opposed to remaining trapped in the ground.

Arcane Material Components: Several pinches of sand and several drops of water


Madauzi's Entry

Mazaudi's Elemental Blast
Conjuration
Level: Sor/wiz 8th, Druid 7th, Clr 8th
Components: V,S,M
Casting Time: 1 standard action
Range: medium (100ft +10ft/level
Duration: instanteous
Save throw: Half and see text
Spell resistance: none

Mazaudi first created this spell to battle creatures with high SR.
When cast the spellcaster picks a point within the spells range to create a tiny gate into one of the elemental planes of the casters choice. When this gate is created it sucks all elemental energy and/or matter from the chosen plane into the plane the caster is in at the time of the casting. The gate is oriented in the direction the caster desires and projects the elemental energy in a 60' cone. Since this energy is directly from a planar source and not magical in nature this spell overcomes SR.
Some of the effects of the spell are...

Fire: 3d10+1d10 per 2 levels and has a chance to ignite all flamable items caught in the cone. Ref save for half.

Water: 1d10 per 2 levels (ref. for half)and victems are washed away to the edge of the cone unless a fort save is made otherwise they are knocked prone

Air: Victems are launched out to the edge of the cone area and take 1d6 pts of damage for each 10' travelled. This is considered falling damage and if a fort save is made they take half damage and are knocked prone. If the orientation is placed above the target the persons in the area take 3d6 damage and they are knocked prone. If orientation is placed under the target the targets just take normal falling damage or are knocked prone if Ref save is made.

Earth: Victems are crushed for 3d10+1d10 per 2 levels ref save for half. If the Ref. save fails they are considered buried and they must make a Fort save each round to dig themselves out. If they do not dig themselves out in time the target(s) may suffocate.

Material component: Fire=flint Air=feather water=fish scale earth=polished stone.


Look Within My Mind’s Entry

Mage Tunnel
Conjuration (Teleportation)
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous or concentration (up to 1 round/level); see text
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates a gate through which travel is possible. The caster may have the Mage tunnel appear anywhere with the range and open a similar Mage tunnel at any other destination you have been or have a connection to.

Another special function of this spell is that the caster can modify the spell so that anyone standing with 10 feet of the portal is sucked through to the other end. A will saving throw negates this, although anyone may freely travel through even if they have saved. Creatures at the opposite end of a Mage tunnel must also make a will save, although they take a –4 penalty, as the appearance of the tunnel is often a surprise, although in some cases it might not be.

This spell does not acess the astral plane in anyway, instead, folding physical space to create the tunnel. It can be cast on any plane, even if it is not connected to the astral plane.

Material Component: A length of copper tubing engraved with silver runes costing 50gp.


Sculyblast's Entry

Bring Honor to these Souls
Enchantment
Level: Sor/Wiz 3
Components: V,S,F
Casting Time: 1 full round
Range: 6 by 6ft.
Target: See text
Duration: See text
Saving Throw: Will negates

Bring honour to these Souls is a spell that forces the targets to act with honour for a bellowed called time. my thought on acts with honour is: a person/creature that acts with honour views several act beneath him, acts like, stealing, sneak attacking, killing someone without reason.. only in a real battle, etc

The effects last for one day and the effected targets are gathered a total of 2hd/casterlevel (max 25Hd) standing in the 6 by 6ft. square of range
or it lasts for three days but the effected Targets are gathered a total of 1hd/casterlevel (max 10hd)

Focus: A Metal of Honour or any other objet, that the caster received by succeeding a task with honour.


The Simbul's Entry

Laeral’s Dweomer Transference
Transmutation
Level: Sor/Wiz 7,
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: a Magic Item
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell allows the caster to absorb the magical properties of a worn magic item, allowing her to enjoy the constant benefits of wearing it without the actual item being present upon her or occupying an item slot. Upon the successful casting of this spell the magic item affected crumbles to dust, having lost all magical properties.

In order for an item to be effected by this spell it must be one whose magical effects are continuous, and be an item which is normally worn upon the caster’s person, such as a Ring, Amulet, Cloak, pair of boots or bracers, etc. Laeral’s Dweomer Transference cannot affect items whose magical properties are invoked by Spell Complettion, Spell Trigger, Use Activation, or a Command Word, nor can it affect items which draw upon charges, uses per day, or which are single use items such as Scrolls or Potions, nor can it affect an item whose magical effects do not target or specifically affect the wearer.

A targeted Dispel Magic spell or similar effect causes this spell, and the associated benefits of the targeted magic item, to be suppressed for 1d4 rounds if the Dispelling caster succeeds at an opposed caster level check, and a Mordenkainen’s Disjunction spell or similar effect permanently banishes it in the same fashion as it disjoins normal magic items it if the caster of Laeral’s Dweomer Transference fails her Will saving throw.

Material Components: Dust from a handful of crushed diamonds, whose combined value is equal to or greater than twice the normal market price of the targeted item.

XP cost: Twice the amount of XP normally required for crafting the targeted item.


Wolf_mage's Entry

Aeolus's Sheltering Winds
Conjuration
Level: Sor/Wiz 4, Drd 4
Components: V, S, F
Casting Time: 1 action
Area: 5 ft. radius circle centered on caster
Duration: 1 round/level
Saving Throw: None

With a few gestures and a command word, you cause a flurry of winds to rise up around you, spinning rapidly. You are essentially in the eye of a hurricane for 1 round/level. The winds follow you if you move.

The winds give you a +10 Wind bonus to AC against ranged attacks and a +4 Wind bonus against melee attacks. They also prevent you from attacking effectively with a ranged weapon — an attempt results in the weapon flying out in a random direction. Whenever someone makes a melee attack through the winds, whether it be you or an enemy, that person must make a Reflex save (DC 14 + caster level) to avoid letting the winds rip the weapon out of his or her hands.

Attempting to cast a spell with a somatic component or a spell from a scroll has a 50% chance of failure while affected be Aeolus's Sheltering Winds, as the winds might disrupt your hand movements or tear the scroll.

You may choose to have winds fast enough to howl loudly. This prevents anyone within 5ft./caster level of the winds from casting a spell with a vocal component. This also prevents you from casting almost any spells, as the winds are too fast for proper hand movements and too loud for vocals. Silent, still spells may still be cast as normal, but you must succeed at a Concentration check (DC 14 + caster level) or lose the spell nonetheless.

Focus: A piece of coral worth 100 gp.


Zollex's Entry

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

You begin gathering massive ammounts of static electricity in your hands. You may charge your hands for up to five rounds, but may discharge it as a standard action at any time. If the charge is held for more than five rounds, it is discharged into the ground and the spell fails. The caster must maintain concentration and cannot take any action but move while casting the spell. The effect depends on how long the charge is held.

One round: The spell deals 5d6 damage to any creatures within the area of effect.

Two rounds: The spell deals 10d6 damage to any creatures
and melts any metal objects with a low melting point (such as gold, lead, copper, silver, or bronze) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be stunned for 1d4 rounds. Any combustible materials within the area of effect are ignited.

Three rounds: The spell deals 15d6 damage to any creatures and melts any metal objects (apart from mithral, adamantine, and other special metals) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be stunned for 2d4 rounds. Any combustible materials within the area of effect are ignited.

Four rounds: The spell deals 20d6 damage to creatures and melts any metal objects (apart from mithral, adamantine, and other special metals) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be blinded for 1d4 rounds. Any combustible materials within the area of effect are ignited.

Five rounds: The spell deals 25d6 damage to creatures and melts any metal objects within the area of effect. Any creatures within the area of effect must make a Fortitude save or die. Creatures that do not die from the death effect or damage are blinded for 1d4 rounds. Any combustible materials within the area of effect are ignited.

Material components: A golden pendant in the shape of a lightning bolt (worth at least 500 GP) that the caster holds while casting the spell.


Look Within :mage:
Look Within My Mind

04-25-04, 12:43 AM
These feats were originally posted <<HERE>> (http://boards1.wizards.com/showthread.php?s=&threadid=194846) by Dantedarkstar. Anyone with comments or questions on them should either:
[list=a]
Post on the thread linked above or
PM Dantedarkstar (http://boards1.wizards.com/private.php?s=&action=newmessage&userid=234150)
[/list=a]

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

-----

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

Improved Arcane Fire [Arcane, Epic]
Prerequisites: Arcane Fire class abilitiy or Arcane Fire arcane feat
Benefit: Increases damage of Arcane Fire by +2d6, and range by 80ft.
Special: You can take it multiple times and it stacks.
To make Arcane Fire perhaps more useful at epics.

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

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

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

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

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


Look Within :mage:
Look Within My Mind

04-25-04, 12:55 AM
Originally posted by Eldren <<HERE>> (http://boards1.wizards.com/showthread.php?s=&threadid=191622&perpage=50&pagenumber=2) in the "Council of Archmages". Anyone with comments or suggestions should PM Eldren (http://boards1.wizards.com/private.php?s=&action=newmessage&userid=168361)

Iterative Casting:

Regarding magic... I posted this at one point, I believe in this thread, but I've thought about it since, and I think this is a perfect place to bring it up again for some fresh perspectives. It's a concept I use in my campaign called "Iterative Casting". It never made sense to me that the warrior types learned to be so efficient, as a result of experience in their fields, with their weapon attacks that they start getting more attacks a round, but Wizards, Clerics, Druids and Sorcerors (the primary casting classes) never learned to be more efficient with their own spellcasting without using feats (such as "Quicken Spell"). So I came up with the Iterative Casting system, and I use it in my campaign. It seems to work reasonably well, and isn't overpowering that I've yet seen.

Here's the concept: From 10th class level (and it has to be a primary caster class, i.e., Wizard, Sorceror, Cleric or Druid; the secondary casting classes of Paladin, Ranger and Bard don't receive this) onward, primary casters can get off up to two spells a round. The way it works is they can cast any two spells whose total levels don't exceed the highest-level spell they're capable of casting. So if you had a 10th level Wizard capable of casting 5th level spells, that Wizard could instead cast a 2nd level spell and a 3rd level spell. Or they could cast a 4th level spell and a 1st level spell. Or they could simply cast a 5th level spell.

The limitations on this, aside from the level requirement and class requirement of being a primary casting class, are that if you ever cast, in any given round, the highest-level spell you're capable of casting (in the above example, a 5th level spell), you can't then cast another spell that round unless you're making use of a magical item or the "Quicken Spell" feat. As well, this ability does not work with "Quicken Spell". If you use "Quicken Spell", you can't use Iterative Casting; the benefit of "Quicken Spell" is that you don't suffer the limitation of both spells having to add up to your highest-level castable spell. You can cast any two spells of levels that you're capable of quickening. But with Iterative Casting, you can cast two spells (only) of any combination when their levels equal your highest-level castable spell.

Example: Delegond Fortrius, Archmage Extraordinaire, is faced with a powerful group of mind flayers intent on devouring his brain. He could use a quickened spell with a regular spell, but in this instance, the highest-level spell he can quicken is a 5th level spell, and that doesn't suit his purposes. So instead, he chooses to bust off with the 8th level spell Horrid Wilting, catching the mind flayers in the area of effect. He follows this up with Magic Missile to nail the leader of the mind flayer posse, and hopes enough of them are weakened or dead afterward that he'll have a hope of escaping. The highest level spell he's capable of casting is a 9th level spell, so the total spell levels of the two spells he's just cast add up to 9, and he's fine.

They can never cast more than two spells in a round with Iterative Casting. Iterative Casting, likewise, will not work if the Wizard or Sorceror is making use of a Metamagic Rod of Quickening. You either cast with metamagic feats, or you cast with Iterative Casting. You don't get both. In other words, you're never going to get off more than two spells a round, no matter how you look at it.

As well, Iteratively Casting imposes a -2 penalty on save DCs against both spells, and a -1 penalty to your caster level check for purposes of getting past Spell Resistance. This is to simulate the fact that because the caster is concentrating on mainting the power of two spells at once, so they're both successfully cast, they just aren't able to put as much power or force of will behind them.


Look Within :mage: