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CopperElfCleric
2019-03-17, 10:55 AM
The Selu'Kiira N'Rilan'Vae; The High Lore Shadow Gem of House Ahmaquissar: Major Artifact

This dark blue gem was created by Vezzenvazzel Ahmaquissar, the founder of House Ahmaquissar before the Crown Wars, shortly after the founding of the ancient elven city of Sharlarion, about -24,000 DR. The gem contains a plethora of powerful, archaic elven High Magic spells, both divine and arcane that have not been seen or cast in over 5,000 years. But its most powerful attribute is the ancient knowledge it contains. It can impart to the wearer the knowledge of the ancient elven art of shadow lore, taught to Vezzenvazzel by Erevan Ilesere himself. It holds the knowledge on how to become a Shadowdancer, a Shadowlord, a Shadowblade, a Shadowtrick Priest and a Shadowmage, as well as the rituals involved on how to transform elves into Shadow-Walkers and Shades in the name of Erevan Ilesere thousands of years before humans discovered those rituals. It grants the wearer the full history of House Ahmaquissar, and its devotion to the Trickster god himself. And finally, it also confers the knowledge on how to become a elven High-Mage, and elven High-Hierophant at the cost of 10,000 XP per class. The gem itself is a remarkably smooth jewel made of a dark blue crystal found in meteorites that rarely fall to Toril, and cut and shaped in the likeness of an asymmetrical star burst, the symbol of Erevan Ilesere.

Anyone trying to use this Selu'Kiira that is not blood related to house Ahmaquissar must make a saving throw against the high lore gem. Fort (DC35) Ref (DC35) Will (DC35) or instantly be disintegrated with no chance of Resurrection. Failure of any of the saves results in death.

Blood relatives of house Ahmaquissar that wield the shadow gem will receive the following attributes and powers regardless of class or level.

*Those who wield the high lore gem gain a continuous effect of several Ioun stones while it is worn upon the brow.

* Deep red stone
* Incandescent blue
* Pink
* Pink and green

* Elven High Magic: This high lore gem contains three elven high magic spells (DM's choice). One ritual of solitude spell, one ritual of compliment spell, and one Myriad spell.

* Epic level spells: This high lore gem contains three epic level spells that are unique to this particular Selu'Kiira. (described below).

Fury of the Fey; Epic level spell.

Conjuration (Summoning)
Spellcraft DC: 72
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Effect: Summoned creatures
Duration: 20 rounds (D)
Saving Throw: None
Spell Resistance: No

This epic spell mimics the mirror image spell, causing half the casters HD in images to appear and randomly confuse the enemies. (I.E. 30 HD = 15 images). Each image is a exact duplicate of the caster and flanks the nearest opponent dealing 1d12 damage each round until stricken or dealt damage itself, in which case that image bursts into a furious Pixie or Quickling (players choice), with full abilities and the stats of half the PC's HD. (I.E. 30 HD PC = 15 HD fey.) The Pixies or Quicklings last until they are slain and cannot be compelled or forced to act out another command. This epic spell is the result of a pact between Erevan Ilesere and the Seelie and Unseelie court made during the wars of the Anti-Seldarine after Loth's fall to the Abyss.


The Fey Jesters Starbolts; Epic level spell

Conjuration [Teleportation]
Spellcraft DC: 30
Components: V, S
Casting Time: 1 minute
Range: 1,000 feet plus 100 feet per HD
Target: Creature or object touched by bolt.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: No.

This epic spell mimics the magic missile spell, with the following exceptions; The caster unleashes a multitude of chaotic bolts of varying colors, shaped like asymmetrical star-bursts. These 10 starbolts equal to half the casters HD in damage, and upon impact are sent to another plane of existence, depending on the color of the starbolt. (Roll a 10 die to determine result.)

blue Arvandor
red nine hells
green Beast lands
yellow limbo
orange seven heavens
purple plane of shadow
silver positive plane
black negative plane
pink fey-wild
brown pandemonium


The Tricksters Wildzone; Epic level spell

Transmutation
Spellcraft DC: 30
Components: V, S
Casting Time: 1 minute
Range: 900 ft.
Target: Centered on caster
Duration: 10 rounds
Saving Throw: no
Spell Resistance: No

Once cast,it creates a disruption in magical forces similar to those found in a Wild Magic area that is centered on her. When used, she creates a Wild Magic zone in a 900 foot radius spread centered on her, that moves with her, and has an additional 5 foot radius spread for every character level she has. Within the Wildzone, any spell cast, or magic item used in the radius spread is automatically treated as if using a rod of wonder. (Use the rod of wonder table on PG. 199 of the PH.) The Wildzone is treated just as a Wild Magic area in accordance to magic weapons and armor, or spells cast from outside the area of effect. In addition, the caster may choose to re-roll a single save, attack, or damage roll made in the same round in which the spell was cast.

knowledge imparted

Upon wielding this high lore gem, you can obtain the following information and skill set, without meeting the prerequisite.

Classes

*Shadowdancer
*Shadowblade
*Shadowmage
*Shadowlord
*Feymage
*Beguiler
*Combat trickster
*Magical Trickster
*Uncanny Trickster
*Bladesinger
*Duskblade
*Archmage
*Heirophant
*Monk of the grinning star.


Templates

*Shadow-Walker
*Shade
*Trickster-Touched
*Baelnorn


Epic level classes

*Elven High Mage
*Elven High Hierophant

JoshuaZ
2019-03-17, 12:40 PM
So this is an insanely powerful 3.5 Faerun specific artifact, yes? And I take it Elven High Hierophant refers to your homebrew class here (http://www.giantitp.com/forums/showthread.php?576860-Elven-High-Hierophant)?


Upon wielding this high lore gem, you can obtain the following information and skill set, if your class allows, without meeting the prerequisite.

I'm not sure what this means. If it means you can take levels in those classes without meeting the prerequisites? If so, what does the "if your class" allows part mean?

Also, could you maybe explain what went into designing the epic spells in question and how one calculated the DCs? In particular, how did you make a no spell resistance, no save epic spell for
The Fey Jesters Starbolts? (Which incidentally I think maybe should have an apostrophe and should be either "The Fey Jester's Starbolts" or "The Fey Jesters' Starbolts" depending on if it refers to one or more said jesters).

noob
2019-03-17, 02:35 PM
the epic spells are confusing: you do not say which seeds or modifiers were used in those and their description does not always clearly allow to understand what they do: for example in the first epic spell

, in which case that image bursts into a furious Pixie or Quickling (players choice), with full abilities and the stats of half the PC's HD
How do we find the stats of a number(answer: you can not because a number of hit dice have no stats)
Or yet

The Fey Jesters Starbolts; Epic level spell

Conjuration [Teleportation]
Spellcraft DC: 30
Components: V, S
Casting Time: 1 minute
Range: 1,000 feet plus 100 feet per HD
Target: Creature or object touched by bolt.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: No.

This epic spell mimics the magic missile spell, with the following exceptions; The caster unleashes a multitude of chaotic bolts of varying colors, shaped like asymmetrical star-bursts. These starbolts equal to half the casters HD in damage, and upon impact are sent to another plane of existence, depending on the color of the starbolt. (Roll a 10 die to determine result.)
It never says the number of bolts: is it the same number as for magic missile(1+1 for each 2 caster level above 1 for up to 5 missiles)?
Also which seeds does it use?
And why a teleportation with no save or spell resistance?

For the last spell:

Once cast,it creates a disruption in magical forces similar to those found in a Wild Magic area that is centered on her.

So if the person is not in a wild magic area before casting the spell it have no effect since it can not be similar to a wild magic area in centered around the caster if the caster is not in a wild magic area?
if we ignore that then we see

Within the Wildzone, any spell cast, or magic item used in the radius spread is automatically treated as if using a rod of wonder.
so what does a continuous magical item do?
for example someone is wearing a belt of strength +2 what happens?