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  1. - Top - End - #1
    Orc in the Playground
     
    MindFlayer

    Join Date
    Jul 2014
    Location
    Minnesota
    Gender
    Male

    Default Classless Pact Magic + Truenaming variant/retool - PEACH!

    Spoiler: Preface
    Show
    Like most people here, I love the flavor evoked by the truenaming system described in Tome of Magic. However, the mechanics offered never seemed to fit with the the fluff, and I was much more interested in the use of a creature's True Name than in the concept of reality-warping utterances. Likewise, I really loved the idea of pact magic (summoning mysterious entitites and binding them using special glyphs (seals), but it didn't really make sense to me why an individual who knew all the right steps couldn't bind a vestige - if they're following the procedure, where's the disconnect? The book is content to more-or-less handwave it, saying that only binders have the power needed for these actions to mean anything. Additionally, the binding requirement to call the creature by their name and proper title fit right in with the concept of specifically naming your target, as with personal truenames. With this rework, I've combined the concept of personal truenames with the ability to call and bind vestiges (and even other creatures, with levels in the right prestige class) by invoking their true name and inscribing their sigil correctly, regardless of your normal class assignment (though it does require some dedicated training, by way of feats and spent skill ranks). I've reworked the original binder and truenamer classes, modified existing elements where necessary, and introduced new classes, feats, and spells.

    Pact Magic + True Names = A Burst of Flavor!

    The Basics

    Pact Magic
    The ability to bind vestiges is not restricted to those of any particular heritage, lifestyle, or magical inclinations. Any character who chooses to invest ranks in Truespeak and the necessary feats can bind vestiges (in a limited fashion), though options exist for those who choose to specialize in this art. Like described in Tome of Magic, calling and binding a vestige requires knowledge of the vestige's seal, which must be drawn according to any special requirements that vestige has and in a manner consistent with that described in that book. However, the normal time it takes to draw a seal has been increased to 10 minutes, and vestiges no longer have levels. Instead, calling a vestige requires a successful Truespeak check equal to the vestige's binding DC. (See the Truespeak skill description, below.) A failure by 10 or more drives the vestige further into the depths of their mysterious home, and results in the inability to attempt to bind that vestige again for one hour.
    Truespeech
    Truespeech, as described in Tome of Magic, has been eliminated. The Truespeak skill is now used only to utter the "true name" of the target creature or vestige. This term ("true name") replaces all mention of "personal truename" in the original text and has an identical meaning in this work. Recitations feats and utterances have disappeared, and there is no mention of Lexicons; all Truespeak actions are required for or an optional contributor to another action of some kind.
    Unlike personal truenames as described in Tome of Magic, whether a creature possesses a true name is not Intelligence-based; all creatures that are or are once were alive have a true name, that name which uniquely, unambiguously, and unchangingly identifies that individual. Constructs do not possess true names, nor do undead, though if it bears enough of its original soul to remember what it was in life (such as a vampire or lich, but not a bodak or devourer) it retains its original true name. The souls and spirits of deceased creatures that have since passed on into the afterlife likewise retain their original true name.

    Truespeak (Int; Trained Only)
    Use this skill to master the tortuously exact pronunciations of the true names of creatures, each of which consists of one more dozen syllables along with precise pacing, rhythm, cadence, and intonation, and vocalizations completely foreign to all extant languages. Truespeak checks are made to call vestiges for binding, as well as required or optional components in spellcasting.
    There are no base classes which possess Truespeak as a class skill. The True Name Training feat adds it to the class skill list of any one class when the character takes that feat, and several prestige classes possess it as a class skill. All characters can purchase ranks in Truespeak as a cross-class skill; likewise, any character can research and discover a creature's true name, but only those with ranks in this skill have any chance to succeed at pronouncing it aloud.

    Check: You pronounce the true name of a creature by succeeding on a Truespeak check. The base DC of a Truespeak check is equal to 10 plus the creature's Challenge Rating. Additional modifiers may apply, as seen on the following table.

    Condition DC Modifier
    Unique creature (e.g. the Tarrasque, most archfiends) +5
    Deity (also considered unique creatures) +1 per divine rank

    You cannot take 10 on a Truespeak check unless it is being made to speak your own true name. (It is assumed you have more practice saying your own true name than any other, provided you know it.)
    Action: Speaking a true name requires an amount of time equal to one round for every 5 points of the DC (minimum 1 round). Each round that this check is being performed, the speaker need only devote a single move action to continuing to speak the true name, undertaking other activitiets as desired. However, each standard action taken while uttering a true name increases the DC of the check (made at the conclusion of the action time) by +2. When using a true name to bind a vestige, the binding ritual takes a minimum of one minute to complete, regardless of the Truespeak DC. When using a true name as a spell component, the spell's casting time increases to the length of the Truespeak check, if the original casting time is shorter than the Truespeak check action.
    Attack of Opportunity: No; however, the Truespeak check can be disrupted in a manner similar to spellcasting. The speaker must succeed on a Concentration check or automatically fail the Truespeak check immediately.

    Condition Concentration check DC
    Grappling or pinned 25
    Vigorous motion 15
    Violent motion 20
    Earthquake or similar 25
    Wind, with rain or sleet 15
    Wind, with hail, dust, or debris 20
    Damaged during the action 10 + damage dealt
    Continuous damage 10 + half of continuous damage last dealt

    Try Again: Yes; however, a failure of 10 or more on a binding check renders the speaker unable to attempt to bind that vestige (or creature) for one hour.
    Synergy: A character with 5 or more ranks in Truespeak agains a +2 synergy bonus on Knowledge checks made to discover a creature's true name.

    True Name Research
    A creature's true name is powerful; it unambiguously identifies that particular creature and allows the speaker a modicum of control over it. Fortunately, true names are well-kept secrets; in most cases, an individual doesn't even know its own true name. However, great sages have determined a formula (more of a set of guidelines, really) that can be used to determine a creature's true name based on observable/researchable characteristics. Any character can research the true name of an individual known to them, whether that knowledge is firsthand (having met the subject) or merely through rumors of some great figure. The search is an expensive and time- and resource-consuming process; uncovering a creature's true name is an exercise in detective work using genealogies, magical divinatinos, and other esoteric techniques.
    A series of pairs of successful Knowledge checks are required to uncover a creature's true name. A number of pairs of Knowledge checks (one history, the other of the knowledge type appropriate to the creature's original type - that type it possessed at birth) is required equal to the creature's CR (formulae exist for determining the CR of PCs and NPCs). Each pair of checks requires one week and 1000gp (for meditative incense, access to private libraries, and so forth). The DC for these Knowledge checks is identical to the Truespeak DC the true name will have once discovered (10 + CR + modifiers). Research can be halted and later continued; however, if the process is halted mid-week, that week's progress is lost. If either of the Knowledge checks fails at the end of the week, no progress is made, but the materials are still spent.
    The number of checks, and thus the time and expense, required to uncover a true name is reduced by half for a character with the True Name Training feat, and by half again if the creature being researched is famous, notorious, or otherwise well-known. Thus, a character with True Name Training researching Asmodeus, for instance, could do so in one-quarter the base time. Additionally, a spellcasting researcher can use special dedicated castings of specific divinations to help in their discoveries. Each spell can be used in this way only once per week (spells grouped together on the table count as one for this purpose), but the researcher may use multiple of these spells to gain a greater bonus on the check. A character who casts one spell from each line in the table below would gain a +12 bonus on the checks made at the end of the week.
    A character with 5 or more ranks in Truespeak gain a +2 synergy bonus on Knowledge checks made to discover true names.

    Spell Knowledge check bonus
    Commune, contact other plane +2
    Divination +4
    Legend lore/vision +6

    Magic Items
    If using this variant binding/truenaming system, eliminate the greater Amulet of the Silver Tongues from the list of available magic items; non-epic magic items that grant Truespeak bonuses are limited to a maximum of +5.


    Spoiler: Feats
    Show
    Feats
    Any feat found in the Tome of Magic but not listed here is incompatible with this rework.

    Bind Vestige
    Prerequisite: True Name Training, Truespeak 8 ranks
    Benefit: You are able to bind vestiges, as described here and on page 10 of Tome of Magic, except that you cannot bind multiple vestiges. You gain an effecitive binder level of 1.

    Bind Vestige, Improved
    Prerequisite: Bind Vestige
    Benefit: Your effective binder level increases to 5.
    Special: You can take this feat multiple times. Each time after the first, your effective binder level increases by 5. This feat cannot increase your effective binder level higher than your character level, though further levels gained my allow your EBL to increase if it previously would have exceeded your character level.

    Defense Against the Supernatural
    As described in Tome of Magic

    Empower Supernatural Ability
    As described in Tome of Magic

    Enlarge Supernatural Ability
    As described in Tome of Magic

    Extend Supernatural Ability
    As described in Tome of Magic

    Favored Vestige
    Choose one vestige you have bound before. You establish a close, mystical affinity with that vestige.
    Prerequisite: Effective binder level 1
    Benefit: Your effective binder level increases by 2 when making a binding check to make a pact with your favored vestige, and when using the abilities granted by this vestige.
    Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new vestige.

    Favored Vestige Focus
    Prerequisite: Favored Vestige
    Benefit: The DC of each supernatural ability granted by your favored vestige increases by 2.
    Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new favored vestige.

    Hasty Scrawl
    Prerequisite: Bind Vestige
    Benefit: Once per day, you may draw a vestige's seal as a single full-round action. You take a -5 penalty on both the Truespeak and binding checks when using a seal drawn in this way.

    Ignore Special Requirements
    Prerequisite: Effective binder level 8
    Benefit: You can ignore the special binding requirements of vestiges.

    Improved Binding
    As described in Tome of Magic

    Rapid Recovery
    As described in Tome of Magic

    Rapid Truespeaking
    Prerequisite: True Name Training, Truespeak 15 ranks
    Benefit: Once per day, you can speak a true name with unnatural speed while maintaining enunciation, completing a Truespeak check in a single standard action.
    Normal: All truespeak checks take one or more rounds to complete.

    Seal Mastery
    Choose one of your favored vestiges. You learn to draw its seal in a fraction of the usual time.
    Prerequisite: Bind Vestige, Favored Vestige
    Benefit: When drawing the seal of the chosen vestige, it takes only one minute.
    Normal: Drawing a seal takes ten minutes.

    Skilled Pact Making
    As described in Tome of Magic

    Sudden Ability Focus
    As described in Tome of Magic

    Supernatural Crusader
    As described in Tome of Magic

    Supernatural Opportunist
    As described in Tome of Magic

    True Name Targeting [Metamagic]
    Prerequisite: Truespeak 10 ranks, any one metamagic feat
    Benefit: You can modify any spell with Range: Personal, Target: You, or whose Area text includes "centered on you" to affect one other creature within 100ft instead. To do so, you must successfully speak that creature's true name (thus potentially increasing the casting time as well). A spell modified in this way uses a spell slot of the spell's normal level.
    Special: A spell which normally possesses a true name component cannot be modified by this feat.

    True Name Training
    Prerequisite: One of the following: Must speak four or more languages; or, must speak three languages, and possess 6 ranks in each Decipher Script and Perform (oratory). For the purpose of qualifying for this feat, do not count languages without verbal components, such as sign languages or those which are written-only.
    Benefit: You may select any one class in which you have at least one level, and add Truespeak to the list of class skills for that class. In addition, when researching a creature's true name, the time required is reduced by 50% (to half the listed time).

    Widen Supernatural Ability
    As described in Tome of Magic
    Last edited by ezkajii; 2015-05-04 at 11:31 AM.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  2. - Top - End - #2
    Orc in the Playground
     
    MindFlayer

    Join Date
    Jul 2014
    Location
    Minnesota
    Gender
    Male

    Default Re: Classless Pact Magic + Truenaming variant/retool

    Classes
    Spoiler: Note on Classes
    Show
    Due to the fundamental change in the way the system works, there are no base classes for pact magic and/or truenaming under this rework. Instead, any character can use pact magic and truenaming to a limited extent; characters who wish to specialize in it can take levels in one of the following prestige classes.

    The following classes are compatible with this variant, when modified as described. All others should be eliminated/disregarded.

    Anima Mage: Change Special entry requirement from "Ability to bind 2nd-level vestiges" to "Effective binder level 4th". Soul Binding Bonus class feature increases your effective binder level by 1 at each level. Add Truespeak to the class skill list.
    Knight of the Sacred Seal: Change Special entry requirement from "Soul binding class feature" to "Effective binder level 1st". Soul binding class feature increases your effective binder level by 1 at each level. Add Truespeak to the class skill list.
    Scion of Dantalion: Change Special entry requirement from "Ability to bind Dantalion" to "Must have bound Dantalion with a good pact at least once". Soul binding class feature increases your effective binder level by 1 at each level. Add Truespeak to the class skill list.
    Tenebrous Apostate: Same as above, but for Tenebrous instead of Dantalion.
    Witch Slayer: Change Special entry requirement from "Must have fought a binder or possessed creature" to "Must have fought a possessed creature or one which had a vestige bound".
    Fiendbinder: Issuing commands to bound fiends uses an Intimidate check instead of a Truespeak check, at the same DC. Add Intimidate to the class's skill list. Bind Tormented Soul requires a full-round action and no check, and lasts for 1 round per fiendbinder level. Gift of the Archfiend follows normal true name research rules and requires the normal Truespeak check.

    The prestige class adaptation of the binder and two new prestige classes follow.

    Spoiler: The (prestige) Binder
    Show
    The Binder

    A binder is any individual who is so intrigued by the power and versatility that vestige-binding offers that they choose to focus on that at the exclusion of most other pursuits. They use intricate seals combined with the true names of long-lost entities to call them and bind them to their own soul in exchange for a fraction of the power they possessed before their tenuous existence as a vestige began.

    BECOMING A BINDER
    Almost any character can become a binder, though the path typically appeals to wizards, and other arcane spellcasters who research arcane lore. These characterse also gain the most benefit from the class. Divine casters rarely pursue the life of a binder, and some (notably paladins) are expressly forbidden from doing so.

    ENTRY REQUIREMENTS
    Alignment: Any other than lawful good.
    Feats: Bind Vestige, True Name Training
    Skills: Truespeak 8 ranks.
    Special: Must have successfully bound three different vestiges, and must have made both good and poor pacts.

    Class Skills
    The binder's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Truespeak (Int)
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    Level Base
    Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special Spellcasting
    1st
    +0
    +2
    +0
    +2
    Vestige strength (1 ability), vestige spells
    -
    2nd
    +1
    +3
    +0
    +3
    Suppress sign +1 level of existing arcane spellcasting class
    3rd
    +2
    +3
    +1
    +3
    Multiple vestiges (2) +1 level of existing arcane spellcasting class
    4th
    +3
    +4
    +1
    +4
    Vestige strength (2 abilities), vestige resolve (fear immunity)
    -
    5th
    +3
    +4
    +1
    +4
    Bonus feat +1 level of existing arcane spellcasting class
    6th
    +4
    +5
    +2
    +5
    Multiple vestiges (3) +1 level of existing arcane spellcasting class
    7th
    +5
    +5
    +2
    +5
    Vestige strength (3 abilities), vestige resolve (slippery mind)
    -
    8th
    +6
    +6
    +2
    +6
    - +1 level of existing arcane spellcasting class
    9th
    +6
    +6
    +3
    +6
    Bonus feat, multiple vestiges (4) +1 level of existing arcane spellcasting class
    10th
    +7
    +7
    +3
    +7
    Vestige strength (4 abilities), vestige resolve
    -

    Weapon Proficiencies: Binders gain proficiency with all simple weapons and with shields.

    Spellcasting: At each binder level indicated on the table, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a binder, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    Effective Binder Level: At each binder level, your effective binder level increases by 1.

    Vestige Spells: You learn to use the special power provided you by your bound vestiges is new and unusual ways. You add all spells with a vestige component (see New Spells, below) to your list of spells known. When learning new spells, you can select these spells just as you would select any other spells.

    Vestige Strength (Su): As Pact Augmentation, described on page 11 of Tome of Magic. The binder prestige class is fully compatible with Kazyan's Faint Vestiges ACF.

    Suppress Sign (Ex): As described in Tome of Magic.

    Multiple Vestiges (Su): Unlike those who merely dabble in pact magic, your soul is capable of harboring multiple vestiges. Beginning at 3rd level, you may have multiple vestiges bound to you simultaneously, up to the number indicated in the table.

    Vestige Strength (Su): Starting at 4th level, the vestiges bound to your soul begin to guard it, growing more protective as you increase in power. As long as you are bound to a vestige, you gain immunity to fear effects. At 7th level, you gain the slippery mind ability, allowing you a second saving throw against enchantment effects one round after you fail your save against it. At 10th level, you gain complete immunity to mind-affecting abilities.

    Bonus Feats: Each time you gain this ability (at 5th and 9th levels), you may select a bonus feat from among the feats presented above (under Feats) or from the following list: Armor Proficiency (any), Diligent, Investigator, Martial Weapon Proficiency, Negotiator, Persuasive, Shield Proficiency. You must meet the prerequisites for the selected bonus feats.


    Spoiler: The Namespeaker
    Show
    The Namespeaker

    Some individuals are fascinated by the power inherent in true names, even beyond their application in pact magic. Characters who choose to specialize in the research and specialty application of true names are known as namespeakers.

    BECOMING A NAMESPEAKER
    Any spellcaster can become a namespeaker, though Intelligence-based casters have an easier time of meeting the skill rank prerequisites. Any character with some spellcasting and a few levels in a high-skill-point class can easily qualify.

    ENTRY REQUIREMENTS
    Skills: Truespeak 13 ranks.
    Feats: Skill Focus (truespeak), Greater Skill Focus (truespeak), True Name Training
    Spellcasting: Must be able to cast 3rd-level spells.
    Special: You must have discovered your own true name, and the true name of any two other creatures.

    Class Skills
    The namespeaker's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually), Perform (oratory) (Cha), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Survival (Wis), Truespeak (Int), Use Magic Device (Cha)
    Skills Points at Each Level: 4 + int

    Hit Dice: d4

    Level Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special Spellcasting
    1st
    +0
    +0
    +0
    +2
    Knowledge focus, true name spells +1 level of existing spellcasting class
    2nd
    +1
    +0
    +0
    +3
    Namecasting (-4/+4) +1 level of existing spellcasting class
    3rd
    +1
    +1
    +1
    +3
    Dedicated scholar, hidden true name +1 level of existing spellcasting class
    4th
    +2
    +1
    +1
    +4
    Diacriticals, knowledge focus +1 level of existing spellcasting class
    5th
    +2
    +1
    +1
    +4
    Namecasting (-6/+6) true name calling +1 level of existing spellcasting class
    6th
    +3
    +2
    +2
    +5
    Bestow true name +1 level of existing spellcasting class
    7th
    +3
    +2
    +2
    +5
    Knowledge focus +1 level of existing spellcasting class
    8th
    +4
    +2
    +2
    +6
    Namecasting (-8/+8) +1 level of existing spellcasting class
    9th
    +4
    +3
    +3
    +6
    Rename +1 level of existing spellcasting class
    10th
    +5
    +3
    +3
    +7
    Knowledge focus, unname +1 level of existing spellcasting class

    Weapon Proficiencies: A namespeaker gains proficiency with all simple weapons and with light armor.

    Knowledge Focus (Ex): Each time you gain this ability, you gain a permanent +3 bonus on a Knowledge skill of your choice. You may apply subsequent bonuses to different skills, or increase an existing bonus by an additional +3, if you want to focus on a particular area of expertise.

    Spellcasting: At each namespeaker level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a namespeaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    True Name Spells: At the start of your namespeaker career, you gain access to a special assortment of spells, all of which function only if the true name of the target is uttered during the casting. You add all spells with a listed true name component to your class spell list.

    Namecasting (Ex): You excel at weaving together the power of magic and true names. Beginning at 2nd level, whenever you use a creature's true name as an optional spell component, the target takes a -4 penalty on its saving throws and you gain a +4 bonus on caster level checks made to overcome spell resistance (instead of the usual -2/+2). At 5th level this improves to -6/+6, and at 8th level to -8/+8.

    Dedicated Scholar (Ex): Due to your singleminded devotion to true names, you have an uncanny knack at uncovering them. From third level on, the required number of checks to discover a true name is halved. This reduction stacks with the benefits of your True Name Training feat and from researching well-known individuals, so that all true name research takes 1/4 the base time and resources, or 1/8 those amounts if the subject is well-known.

    Hidden True Name (Ex): At 3rd level, you've learned to erase many of the references and resources one might use to discover your own true name. The base time, number of Knowledge checks, and cost of resources to discover your name is ten times greater than normal. This time is still reduced by characters with the True Name Training feat, as normal, though you are never subject to the research time reduction due to being a well-known person.

    Diacriticals (Su): At 4th level, you learn to harness the power of true names in reverse - to a limited extent. By modifying the exact pronunciation of your own true name, you can effect minor changes in your own nature. You may use this ability on yourself only once, but need not do so immediately upon gaining access to this ability. At 7th level, you can apply diacriticals to the true name of another willing creature, provided that creature is within 5ft of you.
    Adding diacriticals to a true name requires a 10 minute ritual involving the pronunciation of the target true name repeatedly, applying a single diacritical at a time. At the end of the 10 minutes, you make a Truespeak check against a DC 5 higher than the creature's normal Truespeak DC. If this fails, you may try again, but must wait 24 hours to do so. If it succeeds, the changes take effect, and that individual cannot be affected by this ability again. For each application, you may apply each of the following changes no more than once. You may apply each change listed below, if desired.
    - Change gender
    - Change height, within normal ranges for race and gender
    - Change weight, within normal ranges for race and gender
    - Change fine facial features / general appearance (as disguise self, except that this is a non-illusory effect)
    - Increase one ability score by 1 point, while reducing another ability score by two points
    - Grant 1 rank in a number of skills equal to your Intelligence modifier (minimum 0, maximum 5)
    - Grant a permanent +1 racial bonus (stacks with other racial bonuses) on any one saving throw
    The effects of diacriticals are instantaneous, and, once applied, cannot be dispelled or removed in any way. A true name modified by diacriticals takes 20% longer to research than normal. A creature attempting to speak a true name which has been modified in this way after having learned it suffers a 20% chance of failure, unless they spend the additional time and resources to "finish" researching the true name.

    True Name Calling (Su): As Say My Name and I Am There, described on page 200 of Tome of Magic.

    Bestow True Name (Su): Upon gaining your 6th level as a namespeaker, you gain the ability to grant a true name to creatures who do not possess one already and to magic objects. Doing so requires a 10 minute ritual, during which time you must maintain physical contact with the creature or object to be granted a true name. This ritual concludes with a Truespeak check, made against a DC equal to that which the creature or object's resulting true name would have. If the check is successful, the subject gains a true name. (To determine the DC of a magic object's true name, use the caster level of its creator in place of CR.) You automatically know this true name, as do any creatures that witnessed the ceremony.

    Rename (Su): At 9th level, you learn one of the greatest secrets of true names: the secret of renaming. By performing a special ritual requiring 1 hour of time in the immediate presence of a willing or helpless subject (which may include you), you can alter the creature's true name, thereby modifying its very nature. This ability can be used no more than once per day.
    To modify a creature's true name requires great exertion on your part, costing a minimum of 500XP and requiring two Truespeak checks performed in immediate succession against the creature's true name's Truespeak DC (one to state the name of the creature, and one to bestow the new name). Depending on the modifications performed, the XP cost may be much higher. A creature which has been renamed once is harder to rename in the future; each time after the first, the renaming ritual requires double the listed XP (remember that two doublings equals a tripling, and so on). Additionally, multiple renamings (or even reckless use of this ability) tends to anger the gods, especially those of lawful alignment. Each of the following changes may be applied multiple times during a single renaming, paying the listed XP cost multiple times, as appropriate.
    Modification XP Cost
    Increase or decrease single ability score by 1 250XP
    Change creature type (any granted ability score becomes 10) 1000XP
    Make one skill always considered a class skill 100XP
    Increase or decrease size by one size category 250XP
    Exchange existing feat for another (must meet prerequisites) 500XP
    Exchange last class level gained for another 2500XP
    Gain any single extraordinary ability 1500XP
    Increase or decrease age by one age category 500XP
    Bonus feat (must meet prerequisites) (non-epic) 1000XP
    Bonus feat (must meet prerequisites) (epic) 1500XP
    Bonus feat (need not meet prerequisites) (non-epic) 2000XP
    Bonus feat (need not meet prerequisites) (epic) 3000XP
    A creature that has been renamed is unaffected by uttering their previous true name. Any character who knew the old true name must research the new true name to affect the character.

    Unname (Su): At 10th level, you learn the most dangerous ability in the world of true names: the power to revoke a creature's true name, thus erasing it from existence. Once per week, you can perform a 1-hour-long ritual which culminates in a Truespeak check made to speak the true name of your target in reverse (the Truespeak check DC is 20 higher than normal). You need not be anywhere near the creature you name; this ability functions across unlimited distances, including across planar boundaries.
    You expend 1000XP to use this ability, whether it is successful or not. A creature or magic object you target must fail both a Will and Fortitude saving throw to be affected, but they may not apply spell resistance to the effect.
    A creature wiped from existence via unname is especially hard to recover. You must first use a wish spell to bring its true name back into existence, for it cannot exist without a true name. You may skip this step if its true name was bestowed upon it by a namespeaker. You must then cast a second wish, or use a miracle to restore the creature fully to its previously-extant state.


    Spoiler: The Soulbinder
    Show
    The Soulbinder

    Some who learn the secrets of true names and of pact magic decide to delve deeper, searching for even greater truths and unlocking power beyond the ken of ordinary users. A few of these magical explorers discovered soul binding: a technique using the power of true names to bind even creatures of this world, not merely those consigned to the doomed existence of a vestige. Soulbinders have mastered the art of calling real creatures to their aid and binding them to their soul for great power.

    BECOMING A SOULBINDER
    The most straightforward way to become a soulbinder is by starting off as a sorcerer or wizard, as these classes naturally have the planar binding line on their spell list. Clerics of archfiends and others may also find their way to this class, either directly or by way of a journey through the path of the namespeaker.

    ENTRY REQUIREMENTS
    Feats: Bind Vestige, Improved Bind Vestige, True Name Training
    Skills: Truespeak 15 ranks
    Spells: Must be able to cast a planar binding or true name binding spell.

    Class Skills
    The soulbinder's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Truespeak (Int)
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    Level Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special Spellcasting
    1st
    +0
    +2
    +0
    +2
    Soul binding
    -
    2nd
    +1
    +3
    +0
    +3
    -
    +1 level of existing arcane spellcasting class
    3rd
    +2
    +3
    +1
    +3
    Improved soul binding
    -
    4th
    +3
    +4
    +1
    +4
    -
    +1 level of existing arcane spellcasting class
    5th
    +3
    +4
    +1
    +4
    Greater soul binding
    -

    Weapon Proficiencies: A soulbinder is proficient with all simple weapons and with light armor and shields (but not tower shields).

    Effective Binder Level: At each soulbinder level, your effective binder level goes up by 1, and you gain a cumulative +1 enhancement bonus to your effective binder level when making binding checks with vestiges. In essence, you add your soulbinder level to your effective binder level for soul binding, and add twice your soulbinder level for traditional pact magic.

    Soul Binding (Su): Anyone can bind a vestige, or learn to incorporate true names into their spells. You have learned to use true names to bind existing creatures to your soul in place of vestiges. By drawing a simple seal (an empty circle) and inscribing the true name of your target, then speaking that true name aloud with a successful Truespeak check, you can call any creature whose true name you know in a manner identical to that of a vestige, even from across planar boundaries. You then proceed to make a binding check with this creature against its Truespeak DC, at a -5 penalty. (While a vestige yearns for existence, most creatures resent being bound to another.) Initially, you may soul bind any creature of CR 6 or below; at each soul binder level, this cap increases by 2, until you can bind CR 16 creatures by 5th level.
    Making pacts with non-vestiges is an experimental and unstable form of pact magic; thus, when a poor pact is made, the influence is much more powerful. When you make a poor pact with a creature other than a vestige, you suffer a -4 penalty for disobeying its influence instead of the normal -1. At each level of soul binder you gain, this penalty is reduced by 1, until, at 5th level, you suffer no penalty for ignoring a bound creature's influence. Additionally, when you make a poor pact, the bound creature may take control of your actions as if it had successfully cast dominate monster on you. It can dominate you in this way up to 1 round per day for every 5 points by which you failed the binding check DC. These rounds need not be used consecutively.
    When you bind a non-vestige creature, you may customize the abilities that creature grants to you. Select one ability the bound creature possesses from each of the following groups to be granted to you by the binding. You may choose to lose an ability from one group to gain an ability from any higher group; for example, you may choose to gain two abilities from Group C and none from group D. (If you are having trouble deciding whether an ability fits in one group of another, choose the lower-down group.) Any ability that requires an action to use requires you wait a minimum of 5 rounds between uses. Like a vestige, all granted powers are supernatural, even those which normally would not be (such as natural weapons or extraordinary abilities) and those which emulate spells or spell-like abilities.

    GROUP A
    Ability Description
    Nonmagical sensory ability Gain one nonmagical sensory ability; e.g. blindsense, darkvision, tremorsense
    Proficiency Gain proficiency with one armor category, with shields, or with any four weapons the creature is described as being proficient with
    Skill bonuses Gain any racial skill bonuses the creature possesses, except those possessed by virtue of having a movement speed you do not possess (such as a Climb or Swim bonus)
    Natural armor Gain a natural armor bonus equal to that which the creature possesses, to a maximum of 1/2 your Constitution score
    Ability score improvement Gain a +4 bonus to any one ability score in which the creature has a score at least 4 points higher than your own
    Bonus feat Gain any feat the creature is described as possessing as a bonus feat; you must still meet the prerequisites
    Natural attack Gain one natural attack type; e.g. bite, 2 claws, 4 tentacles
    Natural special attack Gain any special attack which modifies a natural attack; e.g. pounce, rake, rend, poison
    Summon manufactured weapon You can use a standard action to call to your hands a single manufactured weapon the creature is described as using; the weapon has an enhancement bonus equal to 1/5 your effective binder level, rounded down.

    GROUP B
    Ability Description
    Magical sensory ability Gain one magical sensory ability; e.g. continuous detect magic, true seeing, see invisibility, lifesense
    Protective special quality Gain one of the following: damage reduction, fast healing, regeneration, any two energy resistances, any two energy immunities, any one non-energy resistance, any one non-energy immunity
    Combat enhancement ability Gain any one ability listed as a Special Attack which does not require an action to use; e.g. augmented critical, air mastery, double damage to objects, heat
    Helpful aura Gain any one aura ability (any ability that affects creatures within a set distance of the creature) which does not deal damage or inflict penalties or status conditions

    GROUP C
    Ability Description
    Harmful aura Gain any one aura ability
    Non-attack spell-like ability Gain use of any one of the creature's spell-like abilities, with the same use-per-day/week/year restrictions, that falls within the following criteria: abjurations which do not target an individual and which offer a saving throw; divinations; conjurations of the healing or teleportation subschools; enchantments; illusions of the figment or glamer subschools; or transmutations with a range of personal or which affect a willing target or include "harmless" in their saving throw line. The spell-like ability must emulate a spell of level no higher than 1/2 the bound creature's CR.
    Summon Any summoning or calling effect ability
    Special non-attack action Any special action which fits the criteria for a helpful aura or non-attack spell-like ability, as described above; e.g. lay on hands, supernatural teleportation

    GROUP D
    Ability Description
    Special attack Gain any one ability listed as a special attack
    Spell-like attacks Gain any one spell-like ability, as described above but without the school, subschool, targeting, or saving throw restrictions listed
    Attack enhancement Gain any one limited-use attack enhancement; e.g. smite, sneak attack, death attack, chromatic strike

    Spellcasting: At 2nd and 4th soulbinder level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a soulbinder, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    Improved Soulbinding: At 3rd level, when you bind a non-vestige creature, you gain one additional ability from Menu A when determining its granted abilities.

    Greater Soul Binding: At 5th level, when you make a poor pact with a bound creature, you are no longer subject to being dominated by it.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  3. - Top - End - #3
    Orc in the Playground
     
    MindFlayer

    Join Date
    Jul 2014
    Location
    Minnesota
    Gender
    Male

    Default Re: Classless Pact Magic + Truenaming variant/retool

    Spell Lists

    This section introduces new spells, including spells with two new types of components: vestige components and true name components. A vestige component requires you to have a vestige (often a specific vestige) bound at the time of casting in order to function. Spells with a true name component require you to succeed on a Truespeak check to speak the true name of the creature you target with the spell. Some spells have a casting time listed of "Truespeak check"; these spells take as long to cast as the Truespeak check they require. You may choose to incorporate a creature's true name into the casting of a spell that does not normally require it, as long as it is a spell which targets an individual creature. If you do so, the spell's casting time is increased to the length of the Truespeak check. If the Truespeak check fails, the spell takes effect normally (it is not wasted, as a spell which requires a true name component is); if the check succeeds, the target takes a -2 penalty on saving throws made to resist the spell, and you gain a +2 bonus on caster level checks made to overcome spell resistance.
    If a spell appears in Tome of Magic but does not appear here, it is considered incompatible with this variant.

    Spoiler: Class Spell Lists
    Show
    Assassin Spells
    1st Level
    Royal Blood: Appear to be of noble descent.
    Slay Rival: Instantly kill a creature of your same kind.

    4th Level
    Hunter's Step: Teleport to the location of a true named creature
    Treacherous Convalescence: Betray a creature with false healing.

    Bard Spells
    1st Level
    Item to Hand: Call an item in your pack to your hand with a swift gesture.
    Mark of the Fallen: Makes a good creature or object appear evil.
    Royal Blood: Appear to be of noble descent.
    Summon Bow: Summons one bow to your possession.

    2nd Level
    Triad Shift: Switch between aspects of the Triad.

    3rd Level
    Grant Passage: Open locked doors in the area, as with a knock.
    See the Named: Scry on a creature whose true name you know from any distance.

    4th Level
    Andras's War Mount: Call a fiendish dire wolf mount to your service.
    Devastate: Break the heart of one who loves you.
    Dispel Nature's Power: Undo the magical effects of druids, rangers, and fey.

    5th Level
    Amnesia: Temporarily erase your own memory so others can't steal it.
    Co-Opt Control: Hijack another caster's enchantment
    Coward's Retreat: Create a contingent extradimensional escape plan.
    Dark Worship: Make others worship you instead of their god(s).
    Klepsia: Send an item another possesses on a jaunt through the Plane of Shadow straight to you.

    6th Level
    End is Nigh: Create an illusory apocalypse, inspiring dread across the world.
    Expunge the Supernatural: Permanently eliminates a foe's supernatural ability.
    Geryon's Horn: Your enemies attack themselves.
    Hysteria: Inspire a contagious panic.
    Uncontrollable Sadness: Inflict overwhelming despair on a foe.

    Beguiler Spells
    2nd Level
    Triad Shift: Switch between aspects of the Triad.

    3rd Level
    Mob Mentality: Establish a sort of hivemind among area humanoids.

    5th Level
    Monstrous Mob: Establish a hivemind among creatures in the area.

    6th Level
    Co-Opt Control: Hijack another caster's enchantment

    8th Level
    Devastate: Break the heart of one who loves you.
    Hysteria: Inspire a contagious panic.

    Blackguard Spells
    2nd Level
    Slay Rival: Instantly kill a creature of your same kind.
    Vestigewrack: Inflict penalties on incorporeal creatures and improve binding ability for users in the area.

    3rd Level
    Phantasmaphagia: Consume the essence of incorporeal creatures around you.

    4th Level
    Hunter's Step: Teleport to the location of a true named creature

    Cleric Spells
    1st Level
    Detect Vestige: Detect the presence of vestige-bound characters nearby.
    Faithful Servant: Creature gets +2 bonus on many kinds of rolls, when those actions are performed in service of another.
    Mark of the Fallen: Makes a good creature or object appear evil.
    Summon Bow: Summons one bow to your possession.

    2nd Level
    Detect Nameknown: Detect the presence of creatures whose true name you know.
    Ignore Grievous Wounds: Allows you to act normally at negative hit points, and enhances attacks made against your would-be assassin.
    Vestigewrack: Inflict penalties on incorporeal creatures and improve binding ability for users in the area.

    3rd Level
    Bane of the Archrival: +4 to AC and saves, counter mind control, and keep true named enemy away.

    4th Level
    Amon's Hate: Deal 4d8+CL negative energy damage to those binding Chupoclops, Eurynome, Karsus, or Leraje.
    Andras's War Mount: Call a fiendish dire wolf mount to your service.
    Expel Vestige: Force a vestige out of your service before your pact expires.
    Hellfire Nimbus: Blankets you in a cloud of special hellfire.
    Negativity Jaunt: Force another creature into the Negative Energy Plane for an hour.
    Share Vestige: Grant a fraction of your vestige's granted power to another.
    Slay Rival: Instantly kill a creature of your same kind.
    True Name Sending: Sends a message, even across planes, to a creature whose true name you know.

    5th Level
    See the Named: Scry on a creature whose true name you know from any distance.
    Impassioned Construction: Harness the burning passion in your soul to make great works.
    Inscrutable Origin: Effectively grants a creature a limited form of the vecna-blooded template temporarily.
    Overwhelming Negativity: Deal damage to target, and raise it as a zombie if it dies.
    Resist the Pull of Morality: Grant a creature immunity to alignment-based evocations.
    Steal Armor Enhancement: Rip the magic enhancement from a suit of armor or shield and equip it on your own.

    6th Level
    Aimless Soul: Prevents the target's soul from finding its final resting place upon death.
    Cicerone: Improves the accuracy of your next intraplanar or teleportation spell.
    Contact Spirit: Use a dead creature's true name to seek guidance from beyond the grave.
    Customize Vestige: Sacrifice some granted powers to enhance those that remain.
    Defense Against Devils: Gain a suite of abilities suitable for fighting devils.
    Devastate: Break the heart of one who loves you.
    Forbiddance of the Archrival: Grants defensive bonuses and wards against a specific creature in an 80ft-radius area.
    Genies' Demise: Slay genies in a 40ft burst.
    Phantasmaphagia: Consume the essence of incorporeal creatures around you.
    Treacherous Convalescence: Betray a creature with false healing.
    Truedeath Ray: Instantly destroy an undead creature.

    7th Level
    Punish Oppressors: Anyone who attacks you suffers dearly.

    8th Level
    Expunge the Supernatural: Permanently eliminates a foe's supernatural ability.
    Hateful Light of Justice: Creates a cruel blast of light that punishes the chaotic and the wicked.
    Material Embassy: Create a planar bubble that emulates the Material Plane.
    Overbearing Protector: Makes your protective abjurations and transmutations literally irresistible.
    True Name Banishment: Banishes an extraplanar creature whose true name you know.
    True Name Trap: Mystical trap deals backlash damage to those who fail to speak your name properly.

    9th Level
    End is Nigh: Create an illusory apocalypse, inspiring dread across the world.
    Fall from Grace: Turns a good creature permanently evil.
    Far Realm Gate: Opens a portal to the Far Realm.
    Limited Vestige Curse: Temporarily curse one creature to existence as a vestige.
    Murderspree: Makes you or one other creature virtually indestructible for a short time.
    Reconnaissance: Scry on a distant, unfamiliar location.

    Death Master Spells
    3rd Level
    Slay Rival: Instantly kill a creature of your same kind.

    5th Level
    Genies' Demise: Slay genies in a 40ft burst.
    Phantasmaphagia: Consume the essence of incorporeal creatures around you.

    6th Level
    Aimless Soul: Prevents the target's soul from finding its final resting place upon death.
    Overwhelming Negativity: Deal damage to target, and raise it as a zombie if it dies.

    8th Level
    Genocide: Kill all creatures of the same kind in a 40ft burst.

    Dread Necromancer Spells
    5th Level
    Overwhelming Negativity: Deal damage to target, and raise it as a zombie if it dies.
    Phantasmaphagia: Consume the essence of incorporeal creatures around you.

    6th Level
    Contact Spirit: Use a dead creature's true name to seek guidance from beyond the grave.
    Truedeath Ray: Instantly destroy an undead creature.

    7th Level
    Heartswitch: Swap your heart for that of another.

    Druid Spells
    1st Level
    Summon Bow: Summons one bow to your possession.

    3rd Level
    Anti-trap Aura: Prevent area traps from triggering.

    4th Level
    See the Named: Scry on a creature whose true name you know from any distance.

    5th Level
    Command Earth Elemental: Take near-absolute control of an earth elemental.
    Resist the Pull of Morality: Grant a creature immunity to alignment-based evocations.

    6th Level
    Loss of Form: Gives foes a temporary form that's grotesque and useless.
    Genies' Demise: Slay genies in a 40ft burst.

    7th Level
    Hunter's Wisdom: Duplicate a ranger spell.
    Treacherous Convalescence: Betray a creature with false healing.
    Truedeath Ray: Instantly destroy an undead creature.

    8th Level
    Expunge the Supernatural: Permanently eliminates a foe's supernatural ability.

    9th Level
    Material Embassy: Create a planar bubble that emulates the Material Plane.
    Reconnaissance: Scry on a distant, unfamiliar location.

    Healer Spells
    1st Level
    Ignore Grievous Wounds: Allows you to act normally at negative hit points, and enhances attacks made against your would-be assassin.

    8th Level
    Overbearing Protector: Makes your protective abjurations and transmutations literally irresistible.

    Paladin Spells
    1st Level
    Detect Vestige: Detect the presence of vestige-bound characters nearby.
    Mark of the Fallen: Makes a good creature or object appear evil.

    3rd Level
    Bane of the Archrival: +4 to AC and saves, counter mind control, and keep true named enemy away.
    Imposition of Order: Slay or daze any one nearby chaotic creature.

    Psion/Wilder Powers
    2nd Level
    Triad Shift: Switch between aspects of the Triad.

    5th Level
    Shatter Psicrystal: Pulverizes a single psicrystal. (4th-level power for kineticists)

    6th Level
    Elan Rebirth: Recreate a creature's body using psionic energy; they take on some traits of elans.

    7th Level
    Shatter Psicrystal, Mass: Crushes all psicrystals in a 40ft-radius burst.

    Ranger Spells
    1st Level
    Summon Bow: Summons one bow to your possession.

    2nd Level
    Anti-trap Aura: Prevent area traps from triggering.

    Sorcerer/Wizard Spells
    1st Level
    Abjur
    Faithful Servant: Creature gets +2 bonus on many kinds of rolls, when those actions are performed in service of another.
    Conj
    Item to Hand: Call an item in your pack to your hand with a swift gesture.
    Summon Bow: Summons one bow to your possession.
    Divin
    Detect Vestige: Detect the presence of vestige-bound characters nearby.
    Illus
    Mark of the Fallen: Makes a good creature or object appear evil.
    Royal Blood: Appear to be of noble descent.

    2nd Level
    Conj
    Ignore Grievous Wounds: Allows you to act normally at negative hit points, and enhances attacks made against your would-be assassin.
    Divin
    Detect Nameknown: Detect the presence of creatures whose true name you know.
    Necro
    Vestigewrack: Inflict penalties on incorporeal creatures and improve binding ability for users in the area.
    Trans
    Triad Shift: Switch between aspects of the Triad.

    3rd Level
    Abjur
    Bane of the Archrival: +4 to AC and saves, counter mind control, and keep true named enemy away.
    Divin
    Mob Mentality: Establish a sort of hivemind among area humanoids.
    Trans
    Ancient Enmity: Any weapon one creature wields becomes a specialized weapon of obyrith destruction.

    4th Level
    Conj
    Andras's War Mount: Call a fiendish dire wolf mount to your service.
    True Name Binding, Lesser: Call any creature whose true name you know CR 6 or less and persuade it to perform a task for you.
    Divin
    See the Named: Scry on a creature whose true name you know from any distance.
    Ench
    Wave of Depression: Inflict several creatures with a lifelong, crippling depression.
    Evoc
    Abyssal Jet: Launch a jet of vile abyssal steam at your foes.
    Hellfire Nimbus: Blankets you in a cloud of special hellfire.
    Share Vestige: Grant a fraction of your vestige's granted power to another.
    True Name Sending: Sends a message, even across planes, to a creature whose true name you know.
    Trans
    Grant Passage: Open locked doors in the area, as with a knock

    5th Level
    Abjur
    Dispel Nature's Power: Undo the magical effects of druids, rangers, and fey.
    Expel Vestige: Force a vestige out of your service before your pact expires.
    Impassioned Construction: Harness the burning passion in your soul to make great works.
    Inscrutable Origin: Effectively grants a creature a limited form of the vecna-blooded template temporarily.
    Conj
    Exile: Banish one creature to an extradimensional space for 1 round.
    Divin
    Monstrous Mob: Establish a hivemind among creatures in the area.
    Ench
    Command Earth Elemental: Take near-absolute control of an earth elemental.
    Illus
    Klepsia: Send an item another possesses on a jaunt through the Plane of Shadow straight to you.
    Trans
    Steal Armor Enhancement: Rip the magic enhancement from a suit of armor or shield and equip it on your own.

    6th Level
    Abjur
    Blind Spot: Temporarily blocks an area from godly perception.
    Cicerone: Improves the accuracy of your next intraplanar or teleportation spell.
    Forbiddance of the Archrival: Grants defensive bonuses and wards against a specific creature in an 80ft-radius area.
    Resist the Pull of Morality: Grant a creature immunity to alignment-based evocations.
    Conj
    Gem Component: You summon forth gems and/or precious metals to use as material components.
    Great Displace: By speaking your own true name, you can travel anywhere on your current plane.
    Negativity Jaunt: Force another creature into the Negative Energy Plane for an hour.
    True Name Binding: As lesser true name binding, but up to CR 10.
    Ench
    Amnesia: Temporarily erase your own memory so others can't steal it.
    Dark Worship: Make others worship you instead of their god(s).
    Necro
    Aimless Soul: Prevents the target's soul from finding its final resting place upon death.
    Amon's Hate: Deal 4d8+CL negative energy damage to those binding Chupoclops, Eurynome, Karsus, or Leraje.
    Genies' Demise: Slay genies in a 40ft burst.
    Imposition of Order: Slay or daze any one nearby chaotic creature.
    Overwhelming Negativity: Deal damage to target, and raise it as a zombie if it dies.
    Phantasmaphagia: Consume the essence of incorporeal creatures around you.
    Truedeath Ray: Instantly destroy an undead creature.
    Trans
    Co-Opt Control: Hijack another caster's enchantment.
    Coward's Retreat: Create a contingent extradimensional escape plan.
    Customize Vestige: Sacrifice some granted powers to enhance those that remain.
    Loss of Form: Gives foes a temporary form that's grotesque and useless.
    Open Soul: Expand the capacity of your soul to bind one additional vestige beyond your normal limit.
    Univ
    Arcane Overflow: Overcharge spells with "free" metamagic at the cost of your own vitality.

    7th Level
    Abjur
    Punish Oppressors: Anyone who attacks you suffers dearly.
    Conj
    Heartswitch: Swap your heart for that of another.
    Ench
    Uncontrollable Sadness: Inflict overwhelming despair on a foe.
    Necro
    Contact Spirit: Use a dead creature's true name to seek guidance from beyond the grave.
    Trans
    Defense Against Devils: Gain a suite of abilities suitable for fighting devils.
    Haagenti's Icy Form: Take the form of a great frost giant.
    Univ
    Hunter's Wisdom: Duplicate a ranger spell.

    8th Level
    Abjur
    Expunge the Supernatural: Permanently eliminates a foe's supernatural ability.
    Material Embassy: Create a planar bubble that emulates the Material Plane.
    True Name Trap: Mystical trap deals backlash damage to those who fail to speak your name properly.
    Conj
    True Name Binding, Greater: As true name binding, lesser but up to CR 14.
    Ench
    Geryon's Horn: Your enemies attack themselves.
    Necro
    Genocide: Kill all creatures of the same kind in a 40ft burst.
    Hysteria: Inspire a contagious panic.
    Univ
    Overbearing Protector: Makes your protective abjurations and transmutations literally irresistible.

    9th Level
    Abjur
    Murderspree: Makes you or one other creature virtually indestructible for a short time.
    Remove from the Weave: Remove a creature's connection to magic of all kinds.
    Unfettered Communication: Allows you to send a message 1/week, even if imprisoned.
    Conj
    Far Realm Gate: Opens a portal to the Far Realm.
    Hunter's Step: Teleport to the location of a true named creature
    Divin
    Primus's Sight: A powerful divination, granting you one vision for every two levels you have.
    Reconnaissance: Scry on a distant, unfamiliar location.
    Ench
    Fall from Grace: Turns a good creature permanently evil.
    Evoc
    Hateful Light of Justice: Creates a cruel blast of light that punishes the chaotic and the wicked.
    Illus
    Dream Ball: Creates a grand, illusory dance ball which brings joy and contentment to its revellers.
    End is Nigh: Create an illusory apocalypse, inspiring dread across the world.
    Unseen Presence: Renders you nearly imperceptible, but imparts you with a foreboding presence.
    Necro
    Limited Vestige Curse: Temporarily curse one creature to existence as a vestige.
    Trans
    God-Slaying Strike: Imbues a weapon with the short-lived power to kill a god.

    Warmage Spells
    1st Level
    Summon Bow: Summons one bow to your possession.

    8th Level
    Genocide: Kill all creatures of the same kind in a 40ft burst.

    Wu Jen Spells
    4th Level
    Andras's War Mount: Call a fiendish dire wolf mount to your service.

    5th Level
    Command Earth Elemental: Take near-absolute control of an earth elemental. (Earth)
    Klepsia: Send an item another possesses on a jaunt through the Plane of Shadow straight to you.

    6th Level
    Contact Spirit: Use a dead creature's true name to seek guidance from beyond the grave.

    7th Level
    Hunter's Wisdom: Duplicate a ranger spell.

    9th Level
    Far Realm Gate: Opens a portal to the Far Realm.
    Limited Vestige Curse: Temporarily curse one creature to existence as a vestige.


    Spoiler: Vestige Spells by Vestige that grants them
    Show
    Spells by Vestige

    Vestige Spell(s)/power(s) granted
    Abysm Shatter psicrystal; shatter psicrystal, mass
    Acererak Dark worship, negativity jaunt
    Agares Anti-trap aura, command earth elemental, genies' demise
    Ahazu Klepsia
    Amon Amon's hate, dark worship, hateful light of justice
    Andras Andras's war mount, resist the pull of morality
    Andromalius Item to hand
    Ansitif Ancient enmity, dispel divinity
    Arete Elan rebirth
    Ashardalon Heartswitch, hellfire nimbus
    Astaroth (the Unjustly Fallen) Overbearing protector
    Astaroth (Diabolus of Baator) Abyssal jet
    Aym Gem component
    Balam Fall from grace, mark of the fallen
    Buer Amnesia, hunter's wisdom
    Cabiri Coward's retreat, reconnaissance
    Chupoclops End is nigh, phantasmaphagia
    Dahlver-Nar Open soul
    Dantalion Royal blood
    Desharis Dispel nature's power, mob mentality, monstrous mob
    Eligor Aimless soul
    Eurynome Material Embassy
    Focalor Uncontrollable sadness, wave of depression
    Geryon Faithful servant, geryon's horn
    Haagenti Haagenti's icy form
    Halphax Impassioned construction
    Haures Dream ball
    Ipos Cicerone, limited vestige curse
    Karsus Arcane overflow
    Kas Treacherous convalescence, truedeath ray
    Leraje Summon bow
    Malphas Devastate, slay rival
    Marchosias Defense against devils
    Naberius Inscrutable origin
    Orthos Inscrutable origin, unseen presence
    Otiax Grant passage, inscrutable origin
    Paimon Co-opt control, ignore grievous wounds
    Primus Imposition of order, Primus's sight
    Ronove Unfettered communication
    Savnok Murderspree, steal armor enhancement
    Shax Blind spot
    Tenebrous God-slaying strike, overwhelming negativity
    The Triad Triad shift
    Vanus End is nigh, hysteria
    Zagan Genocide
    Zceryll Far Realm gate, punish oppressors
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  4. - Top - End - #4
    Orc in the Playground
     
    MindFlayer

    Join Date
    Jul 2014
    Location
    Minnesota
    Gender
    Male

    Default Re: Classless Pact Magic + Truenaming variant/retool

    New Spells


    The spells presented here are broken into three sections: ordinary spells, those with true name components, and those with vestige components. Any spell presented in either the Pact Magic or Truenaming chapters of Tome of Magic which are not listed here are incompatible with this variant.

    Spoiler: Ordinary Spells
    Show
    Detect Nameknown
    Divination
    Level: Cleric 2, Sorcerer/Wizard 2
    Components: V, S
    Casting Time: 1 standard action
    Range: 60ft
    Area: 60ft-radius emanation centered on you
    Duration: 1 minute/level (D)
    Saving Throw: None
    Spell Resistance: No

    With this spell, you become able to detect the presence of any creature whose true name you know. You automatically detect any such creatures within 60ft of you. By concentrating for three rounds, you can determine exactly which individual it is. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    Detect Vestige
    As described in Tome of Magic.

    Vestigewrack
    As described in Tome of Magic.

    Loss of Form
    Transmutation
    Level: Druid 6, sorcerer/wizard 6
    Components, V, S
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates, then Will partial; see text
    Spell Resistance: Yes

    This spell functions as warp truename (Tome of Magic), except as noted here.


    Spoiler: True Name Spells
    Show

    Bane of the Archrival
    As described in Tome of Magic, except that the duration is changed to the length of the Truespeak check, as normal for spells with a true name component.

    Contact Spirit
    Necromancy
    Level: Cleric 6, dread necromancer 6, sorcerer/wizard 7, wu jen 6
    Components: V, S, M, TN
    Casting Time: 10 minutes
    Range: Close (25ft + 5ft / 2 levels)
    Duration: 1 minute / 2 levels
    Saving Throw: None
    Spell Resistance: No

    By invoking the true name of a deceased individual, you temporarily call their spirit back to the mortal realm for a short while. When you cast this spell and succeed on the associated Truespeak check, the named creature appears at a point within range of your choosing. This apparition is an illusory effect, and is unable to have any real effect on the world it is summoned to except to communicate with the caster or her allies. It cannot be targeted by any attack, spell, or effect, nor can it attack or produce any effect, magical or otherwise.
    While the spirit persists, it is compelled to answer any questions asked of it by the caster or other individuals the caster designates during the spellcasting to the best of its knowledge and ability. One question may be asked each round, and the question may be as simple or open-ended as the asker desires. Answers are limited to 25 words or less, but the spirit may augment its answers with gestures, if it deems that doing so would help convey the information. Once the spell's duration expires, the spirit returns to its resting place and cannot be called by this spell again for 24 hours.

    Material Component: A piece of the target's body or a possession it had in life.

    Exile
    Conjuration (Teleportation)
    Level: Sorcerer/wizard 5
    Components: V, S, TN
    Casting Time: Truespeak check
    Range: Close (25ft + 5ft / 2 levels)
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: No

    This spell functions as maze, except as noted and that attempting an Intelligence check to return from the pocket dimension is only a swift action.

    Expunge the Supernatural
    As described in Tome of Magic.

    Forbiddance of the Archrival
    Abjuration
    Level: Cleric 6, sorcerer/wizard 6
    Components: V, S, TN
    Casting Time: Truespeak check
    Range: Close (25ft + 5ft / 2 levels)
    Area: 80ft-radius emanation centered on a point in space
    Duration: 1 hour/level
    Saving Throw: See text
    Spell Resistance: No; see text

    As bane of the archrival, except as noted above, and as follows. All creatures within the area gain a +6 deflection bonus against attacks from the named creature, and a +6 resistance bonus on saving throws required by the named creature's spell effects and special attacks.

    Great Displace
    Conjuration (Teleportation)
    Level: Sorcerer/wizard 6
    Components: S, TN
    Casting Time: Truespeak check
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell functions as greater teleport, except as noted.

    Hunter's Step
    Conjuration (Teleporation)
    Level: Assassin 4, Blackguard 4, Sorcerer/Wizard 9
    Components: V, S, TN
    Casting Time: 1 hour
    Range: Touch
    Target: You and up to eight willing creatures, joining hands
    Duration: Instantaneous
    Saving Throw: None and Will negates; see text
    Spell Resistance: No

    This spell instantly transports you to a location of your choice within 100ft of the creature whose true name was spoken as part of casting this spell. This destination can be anywhere on the same plane or any coterminous plane, but otherwise interplanar travel is impossible with this spell. (In such an event, you are aware that this is the case and the spell simply fails.)
    Once you arrive at your destination, you and any creatures who traveled with you via this spell are dazed for one round.

    Remove from the Weave
    Abjuration
    Level: Sorcerer/Wizard 9
    Components: V, S, AF, TN
    Casting Time: Truespeak check
    Range: Medium (100ft + 10ft/level)
    Target: One creature
    Duration: 10 minutes/level
    Saving Throw: Will negates
    Spell Resistance: No

    With this spell, you remove a single creature, and all its equipment and carried possessions, from the weave itself. A creature so affected has all ongoing magical effects on his person dispelled. For the duration of the spell, all equipment he wields is nonmagical; if he gives another individual an item, it becomes magical again once it leaves his grasp, and if an ally gives him a magic item, it is nonmagical as long as he carries or wields it. The character, as well as his equipment and carried possessions, are invalid targets for all spells, spell-like abilities, and supernatural effects. If he would be caught within a magic effect that affects an area, he is excluded from its effects. All inherently magical creatures, such as undead, constructs, elementals, outsiders, fey, dragons, and magical beasts, as well as any creature with innate spellcasting ability or spell-like abilities, treat the target of this spell as incorporeal and ethereal, and he treats such creatures likewise.
    Artifacts possessed by or equipped by a character affected by this spell function normally.

    Focus: An artifact, which must be possessed by the caster for the entire duration of the spell. If the artifact is removed from the caster's possession by any means, even momentarily, the spell ends prematurely.

    See the Named
    Divination (Scrying)
    Level: Bard 3, cleric 5, druid 4, sorcerer/wizard 4
    Components: V, S, TN
    Casting Time: Truespeak check
    Range: Unlimited
    Effect: Magical sensor
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    This spell functions as scrying, except as noted above, and as follows. Once this spell is used to scry on a subject, you cannot scry on that same subjeect again for at least 24 hours (just like the target saved against an ordinary scrying spell).

    True Name Banishment
    As true banishment, described in Tome of Magic, except that the duration is equal to the Truespeak check, as normal for a spell with a true name component.

    True Name Binding
    Conjuration (Calling)
    Level: Sorcerer/wizard 6
    Components: V, S, TN, XP
    Casting Time: 10 minutes
    Range: Close (25ft + 5ft / 2 levels); see lesser planar binding text
    Target: One creature of CR 10 or less
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: No and yes; see lesser planar binding text

    As lesser true name binding, except that you can call a single creature of CR 10 or less.
    XP Cost: 200XP.

    True Name Binding, Lesser
    Conjuration (Calling)
    Level: Sorcerer/wizard 4
    Components: V, S, TN, XP
    Casting Time: 10 minutes
    Range: Close (25ft + 5ft / 2 levels); see lesser planar binding text
    Target: One creature of CR 6 or less
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: No and yes; see lesser planar binding text

    This spell functions like lesser planar binding, except that you can call a single creature of CR 6 or less, and you must know its true name to do so.
    Like all spells with a true name component, if you fail on the Truespeak check to utter the target's true name, this spell simply fails; the creature is not called, and is completely unaware of the binding attempt (except for the sensation all creatures experience when their true name is - even partially - uttered).
    The creature gets its Will save and spell resistance as normal for lesser planar binding. If the creature does not break free, you attempt to compel the creature to perform a service with an opposed Charisma check. If you assign an open-ended task (one which the creature cannot reasonably "complete"), the service lasts for one day. Once the requested service is performed, the bound creature need only inform you to be instantly sent back whence it came.
    XP Cost: 100XP.

    True Name Binding, Greater
    Conjuration (Calling)
    Level: Sorcerer/wizard 8
    Components: V, S, TN, XP
    Casting Time: 10 minutes
    Range: Close (25ft + 5ft / 2 levels); see lesser planar binding text
    Target: One creature of CR 14 or less
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: No and yes; see lesser planar binding text

    As lesser true name binding, except that you can call a single creature of CR 14 or less.
    XP Cost: 300XP.

    True Name Sending
    Evocation
    Level: Cleric 4, sorcerer/wizard 4
    Components: V, S, TN
    Casting Time: Truespeak check
    Range: Unlimited
    Target: One creature
    Duration: 1 round; see text
    Saving Throw: None
    Spell Resistance: No

    This spell functions as sending, except as noted, and that there is no failure chance for communicating across planes.

    True Name Trap
    Abjuration
    Level: Cleric 8, sorcerer/wizard 8
    Components: V, S, TN
    Casting Time: Truespeak check
    Range: Unlimited
    Target: You
    Duration: 1 hour/level
    Saving Throw: Will half
    Spell Resistance: No

    You weave mystical energies in between the syllables of your true name, punishing any who speak it in any less than perfect form. Any creature who attempts to speak your true name and fails automatically and immediately takes 1d6 points of damage for each HD you possess. A successful Will saving throw halves this damage.


    Spoiler: Vestige Spells, A-H
    Show

    Abyssal Jet
    Evocation [Evil, Fire]
    Level: Sorcerer/wizard 4
    Components: V, S, M, Vestige
    Casting Time: 1 standard action
    Range: 30ft
    Area: 30ft line
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    A jet of powerful steam and abyssal energy tear forth from your hand. All creatures caught in the line take 1d8 points of fire damage and 1d8 points of vile damage per two caster levels, to a maximum of 5d8 fire and 5d8 vile damage.
    Abyssal jet functions equally well underwater as above it.

    Material Component: A pinch of soot and the blood of either a devil or demon.
    Vestige Component: You must have Astaroth, Diabolus of Baator bound.

    Aimless Soul
    Necromancy [Evil]
    Level: Cleric 6, death master 6, sorcerer/wizard 6
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: One living creature other than an elemental or outsider
    Duration: 1 hour
    Saving Throw: Will negates
    Spell Resistance: Yes

    You place a curse upon the target, effectively erasing the intended ultimate destination of its eternal soul. If the target of this spell dies while the spell is in effect, its spirit immediately animates as a ghost at a random location on the Ethereal Plane. The ghost will continue to rejuvenate, as normal for ghosts, until such a time as your are slain. The subject can be resurrected normally.

    Vestige Component: You must have Eligor bound.

    Amnesia
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Bard 5, sorcerer/wizard 6
    Components: V, Vestige
    Casting Time: 1 standard action
    Range: Persona
    Target: You
    Duration: 1 round/level, 1 minute/level, or 1 hour/level; see text
    Saving Throw: None
    Spell Resistance: No

    When you cast amnesia, you wipe out a portion of your own memory. Up to one hour/level of memories can be erased; the erased memories must be continuous but need not be the most recent. For example, you could erase all knowledge you have a specific event in the past, but not necessarily all knowledge you have of another individual. Any attempts to get the erased information out of you automatically fail, including interrogation, detect thoughts, mindrape, and any other method of extracting memories or information. For the duration of the spell, you simply do not know that information.
    When you cast this spell, select one of the listed durations. Once chosen, the duration cannot change, and you must wait for the spell to expire to regain the lost knowledge.

    Vestige Component: You must have Buer bound.

    Amon's Hate
    Necromancy
    Level: Cleric 4, sorcerer/wizard 4
    Components: V, S, Vestige
    Casting Time: 1 swift action
    Range: Close (25ft + 5ft / 2 levels)
    Target: One creature with Chupoclops, Eurynome, Karsus, or Leraje bound
    Duration: Instantaneous
    Saving Throw: Will half
    Spell Resistance: Yes

    This spell functions like inflict critical wounds, except as noted.

    Vestige Component: You must have Amon bound.

    Ancient Enmity
    Transmutation
    Level: Sorcerer/wizard 3
    Components: V, S, M, Vestige
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Any weapon wielded by the subject of this spell is treated as an obyrith-bane weapon; its enhancement bonus increaes by +2 and it deals +2d6 points of bonus damage when attacking creatures with the obyrith subtype.

    Material Component: A drop of demon's blood and ruby dust worth at least 500gp.
    Special: If you have the tanar'ri or loumara subtype, you may cast this spell without providing the material components.
    Vestige Component: You must have Ansitif bound.

    Andras's War Mount
    Conjuration (Summoning) [Evil]
    Level: Bard 4, cleric 4, sorcerer/wizard 4, wu jen 4
    Components: V, S, Vestige
    Casting Time: 1 round
    Range: Close (25ft + 5ft / 2 levels)
    Effect: One summoned creature
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions like mount, except that instead of summoning or horse or pony, it summons a fiendish dire wolf, fully-equipped and cooperative for the purposes of riding into battle. The wolf is pitch-black, except for its yellow eyes, and possesses a +8 racial bonus to Hide checks made in low-light conditions or darkness.

    Vestige Component: You must have Andras bound.

    Anti-trap Aura
    Evocation
    Level: Druid 3, ranger 2
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: 60ft
    Area: 60ft-radius emanation, centered on you
    Duration: 10 minutes/level
    Saving Throw: Fortitude negates (object)
    Spell Resistance: No

    You emit an aura which automatically detects the presence of both magical and mundane traps. Any such trap is disabled while it remains within the 60ft emanation coming from you - small walls of force, water, heat/cold, reverse gravity, etc. are generated as necessary so that no trap in the area can be set off. A trap consisting of one or more magic items can make a Fortitude save when first exposed to the effect of the anti-trap aura to resist its effects and function normally; no indication is given whether a trap is affected or unaffected by the spell.

    Vestige Component: Must have Agares bound.

    Arcane Overflow
    Universal
    Level: Sorcerer/wizard 6
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    You strengthen the connection between your body and mind and the arcane forces of the universe. Whenever you cast a spell, you can choose to spontaneously modify it with any metamagic feat you know, without a change to its effective spell level or casting time. Doing so has consequences, however; for every level the metamagic feat normally adjusts the spell slot (before applying metamagic reduction), you take 2d6 points of damage. This damage cannot be reduced, negated, redirected, avoided, or ignored in any way. You cannot choose to apply a metamagic feat in this way if the minimum damage roll would reduce your hp total to zero or below.

    Vestige Component: You must have Karsus bound.

    Blind Spot
    Abjuration
    Level: Sorcerer/wizard 6
    Components: V, S, M, Vestige
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature touched
    Duration: 1 minute
    Saving Throw: Will negates
    Spell Resistance: Yes

    The spell obscures the subject from the sight of the gods and their mortal representatives (including all creatures with a divine caster level). Actions taken while this spell is in effect are not perceived or judged by the gods, allowing characters to take actions with impunity. This enables a paladin to take a one-time action that might otherwise violate his code of conduct, for instance, or a druid to wield a greatsword for a single climactic battle. Of course, requesting a sorcerer to cast this spell on them could itself be considered an immoral act by the character's deity, so the casting of blind spot is often best left to the discretion of the caster.

    Material Component: The cracked or broken holy symbols of at least three deities.
    Vestige Component: You must have Shax bound.

    Cicerone
    Abjuration
    Level: Cleric 6, sorcerer/wizard 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: No

    When you cast this spell, it improves the precision of your next travel spell. Any spell you cast of the teleportation subschool or which travels between planes (such as shadow walk) which has a nonzero chance of getting you to a different destination than you intend instead functions as precisely as you desire. For example, you arrive at the intended destination on the target plane of your plane shift spell, you (and your allies) are not be shunted from your destination at the end of your shadow walk, and teleport always returns a result of "on target".

    Vestige Component: You must have Ipos bound.

    Command Earth Elemental
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Druid 5, sorcerer/wizard 5, wu jen 5 (earth)
    Components: V, S, Vestige
    Casting Time: 1 round
    Range: Close (25ft + 5ft / 2 levels)
    Target: One earth elemental
    Duration: One day/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell functions as dominate person, except as noted.

    Vestige Component: You must have Agares bound.

    Co-opt Control
    Transmutation
    Level: Bard 5, beguiler 6, sorcerer/wizard 6
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: One creature under charm or compulsion
    Duration: See text
    Saving Throw: Will negates
    Spell Resistance: Yes

    With this spell, you target a single creature currently under the effects of any enchantment (charm) or (compulsion) spell or effect. The source of that effect applies their spell resistance, if any, against this spell, and may attempt a Will saving throw to negate its effect. If the save fails, you are treated as the origin of the enchantment effect for its remaining duration.
    Co-opt control was designed only for spells of 6th level and below; if the enchantment effect has a spell level or effective spell level of 7th or higher, you must win an opposed caster level check against the original caster to gain control of the effect.

    Vestige Component: You must have Paimon bound.

    Coward's Retreat
    Transmutation
    Level: Bard 5, sorcerer/wizard 6
    Components: V, S, Vestige
    Casting Time: 10 minutes
    Range: Personal
    Target: You
    Duration: 1 hour/level (D) or until discharged
    Saving Throw: None
    Spell Resistance: No

    You set up a limited contingency on yourself which, when triggered, will transport you to the safety of an extradimensional space. At any one point during the duration, if you are exposed to an attack, trap, spell, or other effect which would result in your death, the contingency activates, and you are instantly transported to an extradimensional space just large enough for your space and placed into a state of temporal stasis. As soon as the current combat encounter ends, you are vomited forth into the plane you retreated from and the temporal stasis effect ends.
    See rope trick for more details on extradimensional spaces.

    Vestige Component: You must have Cabiri bound.

    Customize Vestige
    Transmutation
    Level: Cleric 6, sorcerer/wizard 6
    Components: Vestige
    Casting Time: 1 round
    Range: Personal
    Target: One vestige bound to you
    Duration: See text
    Saving Throw: None
    Spell Resistance: No

    You can choose to sacrifice the variety of your vestige's granted powers in exchange for increasing the power of those you retain. Select any two vestige granted powers; you no longer have access to those powers for the remainder of the duration of your pact with that vestige. Instead, you need only wait 3 rounds between uses of any ability which normally requires you to wait 5, and the save DCs for your vestige-granted abilities increases by 2.

    Vestige Component: You must have the vestige bound which you wish to modify.

    Dark Worship
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Bard 5, sorcerer/wizard 6
    Components: V, S, Vestige
    Casting Time: 1 minute
    Range: Medium (100ft + 10ft/level)
    Target: Any number of creatures with 5HD or fewer each
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes

    As you cast this spell, all creatures within range are infiltrated by heretical whispers and dark adorations. Any creature who fails its saving throw abandons its previous religion in favor of worshipping you. Their attitude shifts to helpful, and any actions the affected creatures normally perform in service of or for their deity they now perform for you.
    This effect cannot be dispelled but can be undone with a remove curse, break enchantment, limited wish, wish, or miracle spell. Unless actions are taken to prevent it, affected characters may notice you are not, in fact, a god, and can stray from their faith as easily as an ordinary character can stray from their naturally-chosen deity.

    Vestige Component: You must have Acererak or Amon bound.

    Defense Against Devils
    Transmutation
    Level: Cleric 6, sorcerer/wizard 7
    Components: V, S, DF, Vestige
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Fort negates (harmless)
    Spell Resistance: Yes (harmless)

    This spell grants the subject a suite of abilities useful for defending against the attacks of devils. First, the subject's natural weapons, unarmed strikes, and any wielded weapons are considered to be silvered and good-aligned for the purposes of overcoming damage reduction. Second, any spell or spell-like ability used by a devil which targets the subject requires that the devil succeed on a caster level check against this spell's save DC or be struck by a backlash of 1d6 points of electricity damage per spell level. Finally, the subject gains the benefit of a protection from evil effect, immunity to fear effects, and fast healing 1 for every 5 caster levels you possess.

    Vestige Component: You must have Marchosias bound.

    Devastate
    Necromancy [Evil, Mind-Affecting]
    Level: Bard 4, beguiler 8, cleric 6
    Components: V, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: One creature whose attitude toward you is helpful or greater
    Duration: Instantaneous
    Saving Throw: Will half
    Spell Resistance: Yes

    By uttering words to spurn the affections and cares of a creature who cares deeply for you - any one whose attitude is helpful or greater - you can devastate the soul of that creature. This spell deals damage to such a creature in the amount of 10 points per caster level. If this damage slays the target, its body is transformed into naught but a small pile of rose petals.

    Vestige Component: You must have Malphas bound.

    Dispel Divinity
    Abjuration: Level: Corrupt 6
    Components: V, S, Corrupt, Vestige
    Casting Time: 1 standard action
    Range: Medium (100ft + 10ft/level)
    Target: One spell caster, creature or object; or 20ft-radius burst
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell functions as greater dispel magic, except as noted, and as follows: dispel divinity undoes the magic effects of divine magic only, including any spell cast as a divine spell. The maximum caster level check is +30, and you add 1/2 your effective binder level to the caster level check.

    Corruption Cost: 1d8 points of Wisdom damage.
    Vestige Component: You must have Ansitif bound.

    Dispel Nature's Power
    Abjuration
    Level: Bard 4, sorcerer/wizard 5
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Medium (100ft + 10ft/level)
    Target: One spell caster, creature or object; or 20ft-radius burst
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell functions as greater dispel magic, except as noted, and that it functions only against the spells and spell-like abilities of druids, rangers, and fey creatures.

    Vestige Component: You must have Desharis bound.

    Dream Ball
    Illusion (Figment) [Mind-Affecting]
    Level: Sorcerer/wizard 9
    Components: V, S, M, Vestige
    Casting Time: 1 standard action
    Range: Medium (100ft + 10ft/level)
    Effect: Figment that cannot extend beyond three 10ft cubes per level (S)
    Duration: 1 hour/level (D)
    Saving Throw: Will disbelief (harmless)
    Spell Resistance: No

    Dream ball conjures up a grand, illusory dress ball of the finest accoutrements. A magnificent and ornate mansion or castle appears where you designate, adorned with (non-living) gargoyles, parapets, gilded doorways, and the like. You can create any floor plan you desire to the limit of the spell's effect, provided the space contains at least one ballroom, which must be at least 20ft high and at least 40ft wide by 40ft long. The mansion or castle is well-furnished, including an illusory orchestra playing fine dancing music and a veritable banquet. As an illusion, the food provides no sustenance, but tastes exquisite and grants feelings of fullness upon those who 'consume' it. The place is staffed by two dozen invisible servants who wait upon all who enter the space.
    Any creature who enters the mansion created by this spell cannot attack another inside it, unless it successfully disbelieves the spell with a Will save. Doing this, however, prevents the creature from gaining the greater benefits of the illusion: any creature who spends at least 2 hours enjoying the ball (dancing, eating, socializing, etc.) receives a +2 morale bonus on any skill checks, ability checks, and saving throws, as well as a +2 dodge bonus to AC, for as long as they remain within the effect of the dream ball and for 24 hours thereafter. Additionally, they are cured of any fear effect, despair effect, or similar mind-affecting condition (excluding charms and compulsions), as well as confusion and insanity. All guests of the ball leave it feeling refreshed and at peace.
    If the spell is ended early for any reason, all benefits granted by it are negated, and the attendants instead suffer a -2 penalty on all rolls made for the following 24 hours and take 2d4 points of Wisdom damage as their lifted spirits sink dramatically and suddenly.

    Vestige Component: You must have Haures bound.

    Elan Rebirth
    Psychometabolism
    Level: Psion/wilder 6
    Display: Auditory
    Manifesting Time: 10 minutes
    Range: Touch
    Target: Creature touched
    Duration: Permanent
    Saving Throw: Will negates (harmless)
    Power Resistance: Yes (harmless)
    Power Points: 11, XP, Vestige

    You reforge the target's body with psionic energy, creating it in its original image. It appears exactly as it did before, except that its colors are brighter, its form more perfect, as though sculpted from marble and painted with brilliant pigments.
    The subject gains 2 power points and its type changes to aberration. It gains the psionic subtype in addition to any subtypes it already possessed, and also gains the following special qualities:
    Repletion (Su): By expending 1 power point, the creature need not eat or drink for 24 hours.
    Resilience (Su): As an immediate action, the creature can reduce damage it is about to take by 2 points for every power point spent to fuel this ability.
    Resistance (Su): As an immediate action, the creature can spend 1 power point to gain a +4 racial bonus on saving throws made before the beginning of its next turn.

    XP Cost: 1500XP.

    Augment
    For every 2 additional power points you spend, the number of power points this power grants the subject is increased by one.

    Special: You must have Arete bound in order to manifest this power.

    End is Nigh
    Illusion (Phantasm) [Fear, Mind-Affecting]
    Level: Bard 6, cleric 9, sorcerer/wizard 9
    Components: V, S, XP, Vestige
    Casting Time: 1 standard action
    Range: Unlimited (same plane only)
    Effect: Apparent signs of the apocalypse across the caster's occupied plane
    Duration: See text
    Saving Throw: Will partial
    Spell Resistance: No

    You conjure illusory signs of an imminent apocalypse across the entire plane you occupy when you cast this spell. The exact nature of the signs vary from individual to individual (fire in the sky, blood in the water, an unplaceable droning sound), but in all cases the sensation of imminent doom inspires great fear. Creatures are affected variably dependent on their Hit Dice:

    HD Effect
    Equal to or greater than caster level
    Caster level -1 to -5
    Caster level -6 to -10
    Caster level -11 to -15
    Caster level -16 or lower

    Once an affected creature's listed effect duration expires, it moves up the list and suffers the next lesser effect, continuing until it is no longer even shaken. A creature that succeeds on its Will save is affected as if it had 10 more HD than it actually does; if it ordinarily would fall into the top two categories, it is unaffected.

    XP Cost: 1000XP.
    Vestige Component: You must have Chupoclops or Vanus bound.

    Expel Vestige
    Abjuration
    Level: Cleric 4, sorcerer/wizard 5
    Components: V, S, Vestige
    Casting Time: 1 round
    Range: Personal
    Target: You and one vestige bound to you
    Duration: Instantaneous and 24 hours; see text
    Saving Throw: None
    Spell Resistance: No

    You complete the somatic components, and a wave of comfort washes over you as the foreign spirit bound to you is released. This spell removes a vestige that is bound to you before its duration would normally expire. However, this sort of selfish manipulation of vestiges comes at a price: The next binding check you make to make a pact with a vestige suffers a -10 penalty if made within 24 hours of casting this spell. Regardless of the time elapsed, the next time you attempt to bind the vestige you expelled, your binding check suffers the same -10 penalty. (If the next binding attempt you make is with the same vestige and within 24 hours, the penalties do not stack.)

    Vestige Component: You must have the vestige bound which you wish to expel.

    Faithful Servant
    Abjuration
    Level: Cleric 1, sorcerer/wizard 1
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Touch
    Duration: 10 minutes/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    One creature touched gains a +2 bonus on all attack rolls, weapon damage rolls, skill checks, and ability checks, when these rolls are made to perform some action at the command of some other creature, whether that control is magical or mundane.

    Vestige Component: You must have Geryon bound.

    Fall from Grace
    Enchantment (Compulsion) [Evil, Mind-Affecting]
    Level: Cleric 9, sorcerer/wizard 9
    Components: V, S, M, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: One good-aligned creature
    Duration: Permanent
    Saving Throw: Will partial
    Spell Resistance: Yes

    This spell acts as morality undoneFC1/LoM/BoVD, except as noted. On a successful Will save, the targeted creature instead takes 1d6 points of damage per two caster levels, to a maximum of 10d6 as their spirit reels from the assault on its morality.

    Vestige Component: You must have Balam bound.

    Far Realm Gate
    Conjuration (Calling, Creation)
    Level: Cleric 9, sorcerer/wizard 9, wu jen 9
    Components: V, S, XP, Vestige
    Casting Time: 1 round
    Range: Close (25ft + 5ft / 2 levels)
    Effect: One portal to the Far Realm
    Duration: Concentration (up to 3 rounds) and 1 hour; see text
    Saving Throw: None and Will negates; see text
    Spell Resistance: No

    This powerful conjuration creates an interdimensional connection between your plane of existence and that ineffable locale known as the Far Realm. The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when it comes into existence. It is a two-dimensional window looking into the Far Realm.
    Any creature who comes within 20ft (close enough to truly see onto the other side) must succeed on a Will save or become permanently insane. This gate can be used as a mode of planar travel - anyone who chooses to step through the portal is instantly transported to the Far Realm. You must concentrate on holding the gate open, or else the interplanar connection is severed.
    Each round, 1d3 creatures from the summon monster VI or 1d4+1 creatures from the summon monster V list cross through the gate (all with the pseudonatural template). Alternately, each round, a single creature of no more than your caster level in HD who is native to the Far Realm may cross through the gate. Any creature that crosses into your plane from the Far Realm through this special gate enjoys an especially fortified connection with their home realm, and radiates an aura of madness. Any creature struck by one of these called creatures, or who gazes upon it (treat as a gaze attack issued from the Far Realm native with a range of 20ft) must succeed on a Will save or be permanently driven insane, just as if they had approached the gate itself. This aura of madness persists only for a maximum of one hour, after which time the creatures (should they yet live) are as normal for their kind.
    Note: When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.

    XP Cost: 1000XP.
    Vestige Component: You must have Zceryll bound.

    Gem Component
    Conjuration (Summoning)
    Level: Sorcerer/wizard 6
    Components: V, S, F, Vestige
    Casting Time: 1 standard action
    Range: 0ft
    Effect: Up to 100gp worth of gems or precious metals / 2 caster levels
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: No

    With this spell, you conjure an array of sparkling jewels, cut gems, and precious metals just long enough to use for spellcasting on your next turn.

    Focus Component: A single real gemstone, worth at least 100gp.
    Vestige Component: Must have Aym bound.

    Genies' Demise
    Necromancy [Death]
    Level: Cleric 6, death master 5, druid 6, sorcerer/wizard 6
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Medium (100ft + 10ft/level)
    Area: All living genies within a 40ft-radius burst
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    Spirals of dark energy project from your body in all directions, missing most creatures but striking unerringly into the heart of all genies within range. All genies must make a Fortitude save or die instantly.

    Vestige Component: Must have Agares bound.

    Genocide
    Necromancy [Death, Evil]
    Level: Death master 8, sorcerer/wizard 8, warmage 8
    Components: V, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Area: One living creature/level of the same kind within a 40ft-radius spread
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    As wail of the banshee, except as noted, and that rather than affecting all creatures within the spread, it affects all creatures of a single kind, as indicated by you at the time of casting. Thus, it could slay all elves in the spread, all medusas, or all mariliths (but not all humanoids, all demons, etc.).

    Vestige Component: You must have Zagan bound.

    Geryon's Horn
    Enchantment (Compulsion) [Mind-Affecting, Sonic]
    Level: Bard 6, Sorcerer/Wizard 8
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: 120ft
    Area: 120ft-radius burst, centered on you
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    You mime the action of putting an enormous horn up to your mouth, and make your best impression of its sound. All around you, creatures turn upon their friends with equal vigor they displayed only moments earlier in attacking you.

    This spell functions as song of discord, except as noted and that affected creatures have an 80% of attacking the nearest target instead of 50%.

    Vestige Component: You must have Geryon bound.

    God-slaying Strike
    Transmutation
    Level: Sorcerer/wizard 9
    Components: V, XP, Vestige
    Casting Time: 1 swift action
    Range: 0ft
    Target: One natural or manufactured melee weapon
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: No

    You imbue one natural or manufactured melee weapon with the power to strike through a deity's defenses and pierce the form beneath the god. Any attack made by this weapon is made as a touch attack, ignoring natural and manufactured armor and shield bonuses, and ignores any damage reduction possessed by the target. All special effects of the attack, whether granted by the weapon (such as a flaming burst weapon) or the wielder (such as a smite attack) function normally, regardless of the target's immunities to any such attacks (such as a deity's immunity to stunning). Applied poisons do not function against a creature immune to poison; however, a creature's natural poison inflicted with its natural weapons do bypass this immunity.
    If an attack made with the weapon affected by this spell would slay the subject of the attack, it must succeed on a Fortitude save against this spell's save DC or truly die, regardless of its deific status or any Rejuvenation or similar abilities.

    XP Cost: 1000XP.
    Vestige Component: You must have Tenebrous bound with a good pact.

    Grant Passage
    Transmutation
    Level: Bard 3, beguiler 4, sorcerer/wizard 4, trapsmith 2
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: 60ft
    Area: 60ft-radius burst centered on you
    Target: All stuck, barred, locked, held, or arcane locked openings within range
    Duration: Instantaneous; see text for knock
    Saving Throw: None
    Spell Resistance: No

    All appropriate targets in a 60ft radius of you are affected as by a knock spell.

    Vestige Component: You must have Otiax bound.

    Haagenti's Icy Form
    Transmutation (Polymorph)
    Level: Sorcerer/wizard 7
    Components: V, S, Vestige
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)
    Saving Throw: None
    Spell Resistance: No

    You take on the form and abilities of a frost giant. You gain 30 temporary hit points, which disappear at the end of the spell's duration, and an additional +4 enhancement bonus to your Charisma score while in this form. See the description of the polymorph subschool on page 95 of the Player's Handbook II for more details.

    Vestige Component: You must have Haagenti bound.

    Hateful Light of Justice
    Evocation [Good, Evil, Lawful, Light]
    Level: Cleric 8, Sorcerer/Wizard 9
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Medium (100ft + 10ft/level)
    Area: 50ft-radius burst
    Duration: Instantaneous
    Saving Throw: Reflex partial
    Spell Resistance: Yes

    You create powerful blast of good- and lawful-aligned light energy. All creatures with either a chaotic or evil alignment component are dealt 1d6 damage per caster level (maximum 20d6) and are blinded. If an affected creature is both chaotic and evil, it takes one and one-half the indicated damage. A successful Reflex saving throw halves the damage dealt and negates the blindness. Additionally, any creature that fails its Reflex save by 5 points or more is nauseated for a number of rounds equal to 5 less than the amount they missed the save DC; thus, a creature who missed the Reflex save by 8 points would be nauseated for three rounds.

    Vestige Component: Must have Amon bound.

    Heartswitch
    Conjuration (Teleporation)
    Level: Dread necromancer 7, sorcerer/wizard 7
    Components: V, S, F, Vestige
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Fort negates
    Spell Resistance: Yes

    You instantaneously swap the heart beating in your own chest for that of a single other creature. You and the target exchange Constitution and Charisma scores. You each retain your original subtypes, but are considered to have gained the other's subtypes for the purposes of adjudicating spells, magic items, other magical effects, and feat and prestige class prerequisites. You gain a +1 racial bonus to attack rolls, weapon damage rolls, skill checks, ability checks, and saving throws for every 4HD the target of this spell possessed in excess of your own; likewise, if the target has fewer HD than you, you gain a -1 racial penalty on the same rolls instead for every 4HD difference. The target of this spell gains similar bonuses or penalties appropriately.

    Focus: An anatomically-correct miniature ruby scultpure of a heart, worth at least 1000gp.
    Vestige Component: You must have Ashardalon bound.

    Hellfire Nimbus
    Evocation [Evil]
    Level: Cleric 4, sorcerer/wizard 4
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None and Reflex half; see text
    Spell Resistance: No

    You surround your body in a tight wrapping of hellfire, which harms your opponents but leaves you unscathed. Each round, the flames deal 5d8 points of special hellfire damage to any creature grappling you (or whom you grapple) on your turn. Additionally, any creature striking you with a natural weapon takes a like amount of damage. In this case, a successful Reflex save halves the damage dealt.
    The damage is not fire damage, and is not subject to being reduced by resistance to fire-based attacks.

    Vestige Component: You must have Ashardalon bound.

    Hunter's Wisdom
    Universal
    Level: Druid 7, sorcerer/wizard 7, wu jen 7
    Components: V, XP, Vestige
    Casting Time: 1 standard action
    Range: See text
    Target: See text
    Duration: See text
    Saving Throw: See text
    Spell Resistance: Yes

    This spell duplicates any one ranger spell. The duplicated spell allows saves and spell resistance as normal (but save DCs are for a 7th-level spell).

    XP Cost: The minimum XP cost for casting hunter's wisdom is 1000XP. When it duplicates a spell that has an XP cost greater than 1000XP, you must pay that cost instead.
    Vestige Component: You must have Buer bound.

    Hysteria
    Necromancy (Fear, Mind-Affecting)
    Level: Bard 6, beguiler 8, sorcerer/wizard 8
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: 60ft
    Effect: Contagious panic on all creatures in a 60ft-radius burst
    Duration: 1 round / 2 levels and 1 hour/level; see text
    Saving Throw: Will negates
    Spell Resistance: Yes

    Any creature within the burst who fail their saving throws are affected by fear (the severity of which is dependent on their current hp; see table). As long as they are affected by this spell, each creature radiates an aura of terror to a radius of 10ft. Any creature exposed to this aura must also save or be affected as though targeted by the original burst; the duration begins anew for them. In this manner, the panic induced by this spell spreads among the population. A creature currently affected by a fear effect or condition is immune to the aura of creatures affected by this spell. If a creature affected by this spell is exposed to a fear aura induced by the same casting of this spell after their own fear effect expires, they must make a second Will save or fall victim to the fear once again, though they receive a +4 bonus on the roll.
    No fear aura originating with the casting of this spell can persist beyond 1 hour/level from the time it was cast.

    Current hp Fear condition
    100 or fewer Panicked
    101-200 Frightened
    201 or more Shaken

    Vestige Component: You must have Vanus bound.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  5. - Top - End - #5
    Orc in the Playground
     
    MindFlayer

    Join Date
    Jul 2014
    Location
    Minnesota
    Gender
    Male

    Default Re: Classless Pact Magic + Truenaming variant/retool

    Spoiler: Vestige Spells, I-W (end)
    Show
    Ignore Grievous Wounds
    Conjuration (healing)
    Level: Cleric 2, healer 1, sorcerer/wizard 2
    Components: V, Vestige
    Casting Time: 1 immediate action
    Range: Personal
    Target: You
    Duration: 1 hour
    Saving Throw: None
    Spell Resistance: No

    You cast this spell as an immediate action, typically as soon as you are reduced to 0hp or below; it takes effect before your condition is changed to disabled or dying, but cannot prevent death. While under its effects, you act normally even when your hit points are 0 or less (though you still die at -10hp, or your normal value). In addition, you gain a +1 bonus on attack rolls made against the creature who reduced you to negative hit points. If you receive healing and are subsequently reduced to negative hit points by a different foe within the duration of this spell's effects, you gain this bonus against each foe who caused your hit point total to become 0 or lower.

    Vestige Component: You must have Paimon bound.

    Impassioned Construction
    Abjuration
    Level: Cleric 5, sorcerer/wizard 5
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 day/level
    Saving Throw: None
    Spell Resistance: No

    You may add your Charisma modifier on all Craft checks and on Profession checks made which involve the construction or creation of objects (such as carpentry or blacksmithing). In addition, you gain a morale bonus on such checks equal to +1, +1 additional for every 5 caster levels you have (to a maximum bonus of +5 at caster level 20th). This spell ends prematurely if you take any actions other than the skill checks and basic daily functions such as eating and sleeping.

    Vestige Component: You must have Halphax bound.

    Imposition of Order
    Necromancy [Death, Lawful]
    Level: Paladin 3, sorcerer/wizard 6
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: One living, chaotic creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    You smite down any one chaotic creature within range. That creature is entitled to a Fortitude saving throw to survive the attack. If the save fails, the creature dies instantly; if it is successful, the creature is instead dazed for 1d3 rounds.

    Vestige Component: You must have Primus bound.

    Inscrutable Origin
    Abjuration
    Level: Cleric 5, sorcerer/wizard 5
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature Touched
    Duration: 1 hour/level or until discharged; see text
    Saving Throw: Will negates
    Spell Resistance: Yes

    The target is cloaked in an aura of mystery, extending to the farthest reaches of space and time. All knowledge of the creature fades from the world. Its name (including its true name), its deeds up to the point when it was subjected to this spell, and so forth, disappear from memory. Only the god(s) of secrets, the subject, and you retain this knowledge.
    The subject of this spell gains immunity to all divination spells cast against it or to learn information about it. Such divination fails to reveal any information, but notifies the protected individual of the name, appearance, and location of the caster who attempted the divination.
    Once during the duration of this spell, the subject can choose to wrap itself in an aura that makes creatures within 120ft intermittently forget that it exists. At the start of each affected creature's turn, that creature has a 50% chance to be unable to attack the protected individual or target it with any spells or abilities. This aura lasts for 1 minute once activated, after which the spell duration ends.

    Vestige Component: You must have Naberius, Orthos, or Otiax bound.

    Item to Hand
    Conjuration (Calling)
    Level: Bard 1, sorcerer/wizard 1
    Components: S, Vestige
    Casting Time: 1 swift action
    Range: 0ft
    Target: One nonmagical object
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    With a flick of your wrist, you call forth a single nonmagical item stored somewhere on your person (in a backpack, deep in a pocket, etc.) into your hand. Alternatively, you may use this spell to send such an item into any container on your person.

    Vestige Component: You must have Andromalius bound.

    Klepsia
    Illusion (Shadow)
    Level: Bard 5, sorcerer/wizard 5, wu jen 5
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: One touched object of up to 5lb / 2 levels and no larger than a 5ft cube
    Duration: Instantaneous
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    A single object, which must weight no more than 5 lbs per 2 caster levels and which must be no larger than a 5ft cube, is whisked away to the Plane of Shadow, then immediately yanked back to your current plane, in your possession (either in your hand or somewhere on your person). Magical and attended items can resist this effect with a successful Will saving throw.

    Vestige Component: You must have Ahazu bound.

    Limited Vestige Curse
    Necromancy
    Level: Cleric 9, sorcerer/wizard 9, wu jen 9
    Components: V, S, M, Vestige
    Casting Time: 1 hour
    Range: Touch
    Target: One creature
    Duration: 1 day / 3 levels
    Saving Throw: Will negates
    Spell Resistance: No

    With a strong shove and a firmly-spoken word, you exile a single creature to existence as a vestige for a limited time. A vestige created in this way uses their normal Truespeak DC for summoning and their binding check DC equals their Truespeak DC. Any character capable of binding vestiges, who knows this creature is now available as a vestige, can bind the creature, determining the granted powers as described in the soulbinder's class features description. The seal used to bind this newly-created vestige consists only of an empty circle and the creature's true name written inside it.

    Material Component: Three blue diamonds worth at least 2000gp each and powdered jacinth worth 4000gp.
    Vestige Component: You must have Ipos bound.

    Mark of the Fallen
    Illusion (Glamer)
    Level: Bard 1, cleric 1, paladin 1, sorcerer/wizard 1
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Touch
    Target: One good-aligned creature or object
    Duration: 1 hour/level
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    Mark of the fallen conceals the good nature of an object or creature from all forms of divination, invariable rending a result of evil in its place.

    Vestige Component: You must have Balam bound.

    Material Embassy
    Abjuration
    Level: Cleric 8, druid 9, sorcerer/wizard 8
    Components: V, S, M, DF
    Casting Time: 1 standard action
    Range: Medium (100ft + 10ft/level)
    Area: 10ft/level-radius emanation centered on a point in space
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as planar bubbleSC, except as noted and that it emulates the planar environment of the material plane only.

    Arcane Material Component: A sprinkling of silver dust.
    Vestige Component: You must have Eurynome bound.

    Mob Mentality
    Divination
    Level: Beguiler 3, sorcerer/wizard 3
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: You and any number of humanoids within the spell's area
    Area: Emanation centered on you to the extent of the spell's range
    Duration: 10 minutes/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    You and all humanoids within the spell's area of effect are linked telepathically, and can communicate through the bond regardless of language. Each person included in the mob is linked to all the others. If any individual in the mob is aware of a particular danger, tehy all are. As long as any individual is not flat-footed, none of them are. No individual in the mob is considered flanked unless all of them are.

    Vestige Component: You must have Desharis bound.

    Monstrous Mob
    Divination
    Level: Beguiler 5, sorcerer/wizard 5
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: You and any number of creatures you designate within the spell's area
    Area: Emanation centered on you to the extent of the spell's range
    Duration: 10 minutes/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    As mob mentality, except as noted.

    Vestige Component: You must have Desharis bound.

    Murderspree
    Abjuration
    Level: Cleric 9, sorcerer/wizard 9
    Components: V, S, XP, Vestige
    Casting Time: 1 round
    Range: Personal or touch
    Target: You or one creature touched
    Duration: Up to 5 rounds; see text
    Saving Throw: Fort negates (harmless)
    Spell Resistance: Yes (harmless)

    You or a single creature you touch is virtually invulnerable; the target of this spell possesses:
    - unlimited damage reduction, which cannot be bypassed by any weapon
    - unlimited spell resistance
    - immunity to acid, cold, fire, electricity, and sonic
    - regeneration 10, with no option that results in lethal damage
    - immunity to ability damage, ability drain, blindness, confusion, death effects, deafness, energy drain, exhaustion and fatigue, fear effects, mind-affecting effects, nausea and sickness, paralysis, petrification, poison, and stunning
    This spell does not compel the subject to act in a particularly murderous fashion, and is simply a reference to its vestigial origin and a favored use for it.

    XP Cost: 1000XP per round, to a maximum of 5 rounds.
    Vestige Component: You must have Savnok bound.

    Negativity Jaunt
    Conjuration (Teleportation)
    Level: Cleric 4, sorcerer/wizard 6
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: One creature
    Duration: 1 hour
    Saving Throw: Will negates
    Spell Resistance: Yes

    You force a single creature of your choice to travel to the Negative Energy Plane, as though affected by plane shift, unless they succeed on a Will saving throw. In the last round of this spell's duration, the target is shifted back to the plane it inhabited when this spell was cast, appearing 5d% miles from its original location.

    Vestige Component: You must have Acererak bound.

    Open Soul
    Transmutation
    Level: Sorcerer/wizard 5
    Components: V, S, Vestige
    Casting Time: 1 round
    Range: Personal
    Target: You
    Duration: 24 hours
    Saving Throw: None
    Spell Resistance: No

    You enlarge and open up your soul beyond its normal limits, allowing you to bind one more vestige than you are typically allowed. You must perform the rituals for binding the vestige normally - this spell simply allows you to exceed your normal limits for hosted vestiges.

    Vestige Component: You must have Dahlver-Nar bound.

    Overbearing Protector
    Universal
    Level: Cleric 8, healer 8, sorcerer/wizard 8
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The spell allows you to provide magical protection to your allies, whether they want it or not. For a spell you cast to be modified by overbearing protector, it must meet the following criteria:
    - It must be an abjuration or transmutation spell
    - It must target one or more creatures or objects, or be an emanation centered on a creature or object
    - It must have duration other than "Instantaneous"
    - It must either affect only willing targets or include "harmless" in its saving throw entry.
    - It must be cast on an ally (i.e. some who shares a cause with you at the time of casting or with whom you have a longstanding amicable relationship)
    If you cast a spell fulfilling these criteria, it targets unwilling creatures as well, and allows no saving throw or spell resistance.

    Vestige Component: You must have Astaroth, the Unjustly Fallen bound.

    Overwhelming Negativity
    Necromancy
    Level: Cleric 5, death master 6, dread necromancer 5, sorcerer/wizard 6
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will half
    Spell Resistance: Yes

    Your touch floods the target with wave after wave of negative energy, dealing 4d8 points of damage plus 1 point per caster level (maximum +20). If a creature is slain by this spell, it animates immediately as a zombie under your control (if the creature can gain that template).
    If cast on an undead creature, it instead heals a like amount of damage. If this healing would bring it to its full normal hit point total or above, each point that would be gained in excess is transformed into 2 temporary hit points.

    Vestige Component: You must have Tenebrous bound.

    Phantasmaphagia
    Necromancy
    Level: Blackguard 3, cleric 6, death master 5, dread necromancer 5, sorcerer/wizard 6
    Components: V, S, DF, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Area: Several incorporeal undead and/or ghosts within a 40ft-radius burst
    Duration: Instantaneous and 1 minute/level; see text
    Saving Throw: Will negates
    Spell Resistance: Yes

    The spell instantly destroys 1d4 HD of incorporeal undead creatures (including corporeal ghosts on the ethereal plane) per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. HD that are not sufficient to affect a creature are wasted.
    For each creature destroyed by this spell, you gain 10 temporary hit points. These temporary hit points last for 1 minute per level.

    Vestige Component: You must have Chupoclops bound.

    Primus's Sight
    Divination
    Level: Sorcerer/Wizard 9
    Components: V, S, M, XP, Vestige
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: Concentration, up to 1 round / 2 levels

    Each round that you maintain concentration, you receive the benefits as if you had cast a vision spell and succeeded on the necessary caster level check.

    Material Component: Special meditative incense worth at least 1000gp.
    XP Cost: 250xp per round
    Vestige Component: You must have Primus bound.

    Punish Oppressors
    Abjuration [see text]
    Level: Cleric 7, sorcerer/wizard 7
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 minutes/level
    Saving Throw: Will partial
    Spell Resistance: Yes

    For the duration of the spell, any creature who deals damage to you (whether with a physical attack, a spell, or by other means) and to whom you have not dealt damage (including ability damage, ability drain, poison, etc.) within the last 24 hours (excepting damage dealt by this spell) is struck for 1d6 points of damage per caster level (to a maximum of 15d6) and is stunned for 1 round, then exhausted for 1 round, then fatigued for 1 additional round. A successful Will save halves the damage dealt and reduces the condition effects to three rounds of fatigue.
    If you desire, when you cast this spell, you may designate the damage it deals to be that of a specific energy type (acid, cold, electric, fire, or sonic). Otherwise, the damage is untyped.

    Vestige Component: You must have Zceryll bound.

    Reconnaissance
    Divination (Scrying)
    Level: Cleric 9, druid 9, sorcerer/wizard 9
    Components: V, S, Vestige
    Casting Time: 1 hour
    Range: Unlimited
    Effect: Magical sensor
    Duration: 1 hour/level
    Saving Throw: None
    Spell Resistance: No

    You can see and hear what occurs at some faraway location. You must make a successful caster level check (1d20 + your caster level) to scry a specific location. The difficulty of this check depends on how unknown the location is to you; the DC of this check is 20 + the appropriate modifier based on your pre-existing knowledge of the location. Unlike many scrying spells, reconnaissance excels in viewing unknown, foreign, and far-away locations.
    If the caster level check succeeds, you create an invisible, intangible magical sensor in any location you desire. Through this sensor you can see and hear just as if you were actually in that location, allowing you to make Spot and Listen checks as normal. You can rotate the sensor as you wish, seeing in any direction you desire, and may spend a full round concentrating to move the sensor 5ft in any direction. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects active on your person. Unlike scrying and greater scrying, however, no spells are capable of operating through the sensor.
    Unlike most scrying spells, no arcane or divine focus is required; the clairvoyance simply appears superimposed in your field of vision for as long as you keep your eyes closed. You may open your eyes (for instance, to fend off an attack), then close your eyes again to resume viewing the distant location.

    Knowledge of location Caster level check DC modifier
    Completely unknown -10
    Secondhand knowledge (you have heard of the location) -5
    Firsthand knowledge (you have been to the location) +0
    Familiarity (you have visited the location many times) +5

    [table="class:head alt2"]
    [tr]
    [th]Knowledge of location[/th]
    [th]CL check
    DC modifier[/th]
    [/tr]
    [tr]
    [td]Completely unknown[/td]
    [td]-10[/td]
    [/tr]
    [tr]
    [td]Secondhand knowledge (you have heard of the location)[/td]
    [td]-5[/td]
    [/tr]
    [tr]
    [td]Firsthand knowledge (you have been to the location)[/td]
    [td]+0[/td]
    [/tr]
    [tr]
    [td]Familiarity (you have visited the location many times)[/td]
    [td]+5[/td]
    [/tr]

    Vestige Component: You must have Cabiri bound.

    Resist the Pull of Morality
    Abjuration
    Level: Cleric 5, druid 5, sorcerer/wizard 6
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 hour/level
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    This abjuration grants a creature and its equipment complete immunity to damage or effects offering a saving throw when either is the result of an evocation spell with an alignment descriptor.

    Vestige Component: You must have Andras bound.

    Royal Blood
    Illusion (Glamer)
    Level: Assassin 1, bard 1, sorcerer/wizard 1
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Spell Resistance: No

    Immediately after casting royal blood, you begin to carry an ineffable air of nobility. You gain a +10 bonus on any Bluff, Disguise, or Intimidate checks made to indicate the presence of or take advantage of your "nobility". A character who fails their Sense Motive check against your Disguise simply assumes that you are a noble of some faraway kingdom, and respects you accordingly.
    To add to the illusion, for the duration of the spell, your blood (if spilled) glitters as though filled with thousands of miniature stars. This has no mechanical effect, but can be used for further evidence to prove one's royal heritage.

    Vestige Component: You must have Dantalion bound.

    Share Vestige
    Evocation
    Level: Cleric 4, sorcerer/wizard 4
    Components: S, Vestige
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature touched
    Duration: 1 hour/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    You may grant a small fraction of your bound vestige's power to a creature that you touch. The recipient of this spell's effect gains the use of one of the vestige's granted abilities. It must be a continuously-active ability; that is, one which does not require any sort of action to use, renew, or initiate. Examples include sensory abilities, immunities, bonus feats, and so forth.

    Vestige Component: You must have the vestige bound whose granted ability you are to bestow.

    Shatter Psicrystal
    Psychokinesis [Sonic]
    Level: Kineticist 4, Cruse/wilder 5
    Display: Auditory
    Manifesting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: One psicrystal
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Power Resistance: Yes
    Power Points: 7 (kineticist) or 9 (psion/wilder); Vestige

    A single psicrystal within range must make a Fortitude save or be bombarded by powerful sonic waves from all sides and shattered into a fine dust. If the save is successful, the psicrystal instead takes 1d6 points of damage + 1 point per manifester level. The psicrystal may be destroyed from the damage even if it succeeds on its saving throw.

    Special: You must have Abysm bound to manifest this power.

    Shatter Psicrystal, Mass
    Psychokinesis [Sonic]
    Level: Psion/wilder 7
    Display: Auditory
    Manifesting Time: 1 standard action
    Range: Medium (100ft + 10ft/level)
    Area: One psicrystal/level within a 40ft-radius burst
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Power Resistance: Yes
    Power Points: 13; Vestige

    As shatter psicrystal, except as noted, and as follows. If the Fortitude save is successful, the psicrystal instead takes 3d6 damage + 1 point per manifester level.

    Special: You must have Abysm bound to manifest this power.

    Slay Rival
    Necromancy [Death]
    Level: Assassin 1, blackguard 2, cleric 4, death master 3
    Components: V, S, M, Vestige
    Casting Time: 1 standard action
    Range: Medium (100ft + 10ft/level)
    Target: One living creature of the same type and kind as you
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    You can slay a living creature within range which shares your type (e.g. humanoid) and kind (e.g. elf). The subject can avoid death with a successful Fortitude save.

    Material Component: A black feather.
    Vestige Component: You must have Malphas bound.

    Steal Armor Enhancement
    Transmutation
    Level: Cleric 5, sorcerer/wizard 5, spellthief 3
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Touch
    Target: Armor or shield touched
    Duration: 1 minute/level
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    You touch an enemy's magic armor or shield and steal its magical properties, bestowing them upon your own. The touched armor or shield loses its enhancement bonus and any special abilities it possesses (up to a total +5 bonus; if the enhancements exceed this value, select which properties and amount of enhancement bonus to steal), and this same amount of enhancement bonus and all stolen special abilities are added to your armor or shield, within the normal restrictions for armor/shield type.

    Vestige Component: You must have Savnok bound.

    Summon Bow
    Conjuration (Summoning)
    Level: Bard 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, warmage 1
    Components: V, S, Vestige
    Casting Time: 1 swift action
    Range: 0ft
    Effect: One summoned longbow, shortbow, composite longbow, or composite shortbow
    Duration: 1 minute/level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell summons one longbow, shortbow, composite longbow, or composite shortbow. The bow appears in your hands, and is typical for its type (though you can specify the Strength bonus of a composite bow). Only one bow appears per casting, and it functions only for you; in anyone else's hands, neither bow nor string will bend.

    Vestige Component: You must have Leraje bound.

    Treacherous Convalescence
    Necromancy [Evil] [Cursed](credit to Jormengand)
    Level: Assassin 4, cleric 6, druid 7
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing creature touched
    Duration: Permanent until discharged
    Saving Throw: None
    Spell Resistance: No

    By all appearances, treacherous convalescence appears to be cast as, and take effect as, a heal spell. The subject feels rejuvenated, they appear healthier, and temporarily are cured of any of the adverse conditions that heal restores (but are not restored any hit points). As soon as the subject takes damage, however, these apparent benefits disappear. Whatever caused damage to the subject instead deals twice the indicated damage, and any conditions initially cured revert to their previous state, resuming any remaining duration, if applicable. All "cured" conditions likewise return if this spell is dispelled before being discharged.

    Vestige Component: You must have Kas bound.

    Triad Shift
    Psychometabolism/Transmutation
    Level: Bard 2, beguiler 2, psion/wilder 2, sorcerer/wizard 2
    Components/Display: V, S, Vestige / Visual and auditory
    Casting/Manifesting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None
    Power/Spell Resistance: No
    Power Points: 3, Vestige

    Triad shift forces the active aspect of the triad to the next in the rotation (from Gorn to Rujsha, Rujsha to Mintar, or Mintar to Gorn). This changes the sign you bear, the influence of the vestige, and your current vestige-granted powers.

    Vestige Component: You must have the Triad bound.

    Truedeath Ray
    Necromancy
    Level: Cleric 6, dread necromancer 6, druid 7, sorcerer/wizard 6
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: 60ft
    Effect: Ray
    Target: One undead creature
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: No

    A ray of swirling energy projects from your pointing finger. You must succeed on a ranged touch attack with the ray to affect a target. This spell instantly destroys any undead creature struck by the ray that fails its Fortitude save.

    Vestige Component (optional): If you have Kas bound when you cast this spell, you receive a +4 bonus on the attack roll when attempting to strike down a lich, demilich, dracolich, dry lich, or other lich, as his ancient vendetta draws the ray toward these creatures.

    Uncontrollable Sadness
    Enchantment (Compulsion) [Evil, Mind-Affecting]
    Level: Bard 6, sorcerer/wizard 7
    Components: V, Vestige
    Casting Time: 1 standard action
    Range: Close (25ft + 5ft / 2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will partial
    Spell Resistance: Yes

    You inflict the target with crippling despair, feelings of overwhelming misery, and hysterical sadness. The target is affected as though nauseated and blinded for the duration of the spell, as they cry uncontrollably, shuddering with grief. A creature that succeeds on its saving throw instead merely takes a -4 penalty on all attack rolls, saving throws, ability checks, and skill checks.

    Vestige Component: You must have Focalor bound.

    Unfettered Communication
    Abjuration
    Level: Sorcerer/wizard 9
    Components: V, S, F, Vestige
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: See text
    Saving Throw: None
    Spell Resistance: No

    You cast unfettered communication upon yourself as a preventative measure, to ensure that you retain the ability to communicate regardless of unforeseen circumstances. This spell allows you to take a single standard action once per week, regardless of otherwise-prevailing conditions (including temporal stasis, imprisonment, petrification, silence, paralysis, etc.) to duplicate the effects of a sending spell as a supernatural ability. You need not expend a spell slot or any material components, nor (as a supernatural ability) do you need to perform the verbal or somatic components.
    Unfettered communication is permanent until triggered automatically when a condition presents itself which would hinder communication in some way, at which point it lasts until the condition is resolved/removed.

    Focus: A 2" length of fine copper wire. This wire must be in contact with your skin (wound around a finger, for instance) for the entire duration of the spell; if removed, the spell ends prematurely.
    Vestige Component: You must have Ronove bound.

    Unseen Presence
    Illusion (Glamer) [Fear]
    Level: Sorcerer/wizard 9
    Components: V, S, Vestige
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 10 minutes/level (D)
    Saving Throw: None and Will partial; see text
    Spell Resistance: No

    This powerful illusion completely cloaks you from sight, scent, and sound (including blindsense/blindsight requiring vibrations and tremorsense; this sound cloaking prevents speech and the casting of spells requiring verbal components). You are still perceptible by touch and taste, but are rendered immune to detection by see invisibility, faerie fire, glitterdust, illusion purge, invisibility purge, and the use of dust of appearance, though you may be detected by true seeing or blindsight which utilizes non-vibration sensations. Additionally, certain mundane conditions (such as leaving footprints) can render you detectable. However, attacking does not end this effect (as it does with the invisibility spell).
    While you are mostly undetectable, even those who cannot perceive you through their ordinary or magical senses still feel your presence. Creatures within 30ft of you are frightened for as long as they remain within this radius and for 1d6 rounds thereafter. A creature that succeeds on its saving throw is instead shaken for the same duration. If a creature leaves and re-enters the range of this fear effect, they are affected by fear again, requiring an additional save. Additionally, if you successfully make a critical hit on a creature while under the effects of unseen presence, the target of the attack is automatically panicked for 1 round.

    Vestige Component: You must have Orthos bound.

    Wave of Depression
    Enchantment (Compulsion) [Evil, Mind-Affecting]
    Level: Sorcerer/wizard 4
    Components: V, S, Vestige
    Casting Time: 1 standard action
    Range: 30ft
    Area: Cone-shaped burst
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes

    All creatures caught in the cone who fail their saving throws are crippled with a lifelong depression. They suffer a -1 penalty to their Wisdom and Charisma scores, and to all attack rolls, skill checks, and saving throws. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

    Vestige Component: You must have Focalor bound.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  6. - Top - End - #6
    Orc in the Playground
     
    MindFlayer

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    Default Re: Classless Pact Magic + Truenaming variant/retool - PEACH!

    Monsters


    All monsters described in the Pact Magic chapter of Tome of Magic are compatible with this work. To ensure compatibility of those monsters described under the Truenaming chapter, make the following modifications.

    Word Archon:
    • Casts as a 12th-level cleric.
    • Lose Utterances, but gain access to all true name spells (including those not usually available to clerics; cast at the sorcerer/wizard spell level).
    • Gain hidden true name, dedicated scholar, diacriticals, and namecasting (as described in namespeaker class features, above).
    • Feats: Lose Enlarge Utterance and Extend Utterance, gain True Name Targeting and True Name Training.
    • Challenge Rating becomes 12.



    Devil, Logokron:
    • Remove Utterances.
    • Creature possesses access to true name and vestige component spells if it takes levels in a spellcasting class.
    • Gain the following spell-like abilities: CL14, at will - cause fear, remove fear; 5/day - glibness, inflict critical wounds; 3/day - confusion; 1/day - moment of prescience, true name trap.
    • Feats: Lose Truename Research, Obscure Personal Truename and Personal Truename Backlash; gain True Name Training, Bind Vestige, and Skill Focus (Truespeak).



    Garbler: Eliminate; this creature is incompatible with this work.

    Loquasphinx:
    • Replace the loquasphinx's Truespeech Interrogation ability with Interrogate the Named (Ex): If a loquasphinx successfully speaks a creature's true name while within 60ft of that creature, the named creature is confused for three rounds.
    • Remove Utterances, add Discern True Name (Su): Once per day, a loquasphinx can automatically and instantly learn the true name of any creature it has line of sight to. This knowledge fades after 10 minutes. Creature gains dedicated scholar ability (as namespeaker class feature)
    • Feats: Replace Truename Research with True Name Training.



    Painspeaker:
    • Utterance of Pain simply functions as a supernatural inflict critical wounds.
    • Gains 5 levels of sorcerer and has access to all true name component spells on sorcerer list.
    • Gains greater namecasting (as namespeaker class feature).
    • Feats: Replace Recitation of the Fortified State with True Name Training.
    • Challenge Rating becomes 12.
    Last edited by ezkajii; 2015-05-04 at 11:46 AM.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  7. - Top - End - #7
    Orc in the Playground
     
    MindFlayer

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    Default Re: Classless Pact Magic + Truenaming variant/retool - PEACH!

    That's all for now, but I may edit this post later if I need to add anything. For now, what do you guys think? Would you use it? Is it good, but not for you? Is it just objectively bad? Also I try to be a bit of a perfectionist but if I have any messed up formatting or spelling/grammar errors please let me know. I know it's a long read, but any feedback at all is great!

    Oh, and if anyone has a homebrew vestige they'd like a Vestige spell made for, I'd be happy to do it! Just send me the link to the vestige (must include a Legend entry).
    Last edited by ezkajii; 2015-05-04 at 11:48 AM.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  8. - Top - End - #8
    Orc in the Playground
     
    MindFlayer

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    Default Re: Classless Pact Magic + Truenaming variant/retool - PEACH!

    I know it's a lot of text to read through; any first impressions, at least?
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  9. - Top - End - #9
    Barbarian in the Playground
    Join Date
    Jun 2012

    Default Re: Classless Pact Magic + Truenaming variant/retool - PEACH!

    Your homebrew caught my attention, at least. I just feel I currently do not have the time at hand to give it a good review.

    First of, there's the issue of competence bonuses to skills, which is quite omnipresent in all truenaming fixes I've seen to date. You see, these bonuses are one of the major problems with the Truespeak skill, both in ToM and in homebrew revisions. Competences bonuses are cheap enough (x^2 * 100 gp) and, if custom magic items are allowed, characters are expected to be able to get a competence bonus of 1.5 times their level in any skill they are maxing out. So while making the Truespeak DC 10 + CR may sound like a good fix, it means the skill modifier will increase twice and a half as fast as the skill DC in any properly equiped player. The only two ways I have seen around it is to either 1) have the DC scale at +2/level, have people say that the system is broken and blame you because they don't allow custom magic items, but think item familiars are broken (which was the reaction of many players to ToM) or 2) have the DC scale at +1/level, but add a clause that the skill cannot benefit from competence bonuses like other skills (which I've seen in one of the fixes out there, I'd have to check which).

    On a different note, I like your idea of vestige spells. I'll probably steal it from you one day .
    Last edited by Network; 2015-05-12 at 01:33 AM.
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?

  10. - Top - End - #10
    Orc in the Playground
     
    MindFlayer

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    Default Re: Classless Pact Magic + Truenaming variant/retool - PEACH!

    Quote Originally Posted by Network View Post
    Your homebrew caught my attention, at least. I just feel I currently do not have the time at hand to give it a good review.

    First of, there's the issue of competence bonuses to skills, which is quite omnipresent in all truenaming fixes I've seen to date. You see, these bonuses are one of the major problems with the Truespeak skill, both in ToM and in homebrew revisions. Competences bonuses are cheap enough (x^2 * 100 gp) and, if custom magic items are allowed, characters are expected to be able to get a competence bonus of 1.5 times their level in any skill they are maxing out. So while making the Truespeak DC 10 + CR may sound like a good fix, it means the skill modifier will increase twice and a half as fast as the skill DC in any properly equiped player. The only two ways I have seen around it is to either 1) have the DC scale at +2/level, have people say that the system is broken and blame you because they don't allow custom magic items, but think item familiars are broken (which was the reaction of many players to ToM) or 2) have the DC scale at +1/level, but add a clause that the skill cannot benefit from competence bonuses like other skills (which I've seen in one of the fixes out there, I'd have to check which).
    That's definitely an issue, although I think I specify in the magic items section that no item can grant more than a +5 bonus to Truespeak checks. If I didn't, I meant to.

    On a different note, I like your idea of vestige spells. I'll probably steal it from you one day .
    Thank you! Steal away!
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  11. - Top - End - #11
    Barbarian in the Playground
    Join Date
    Jun 2012

    Default Re: Classless Pact Magic + Truenaming variant/retool - PEACH!

    Quote Originally Posted by ezkajii View Post
    That's definitely an issue, although I think I specify in the magic items section that no item can grant more than a +5 bonus to Truespeak checks. If I didn't, I meant to.
    Oh, I missed this clause. You're right, this should solve the issue, unless bonus stacking becomes a problem by itself (which I could only see happening if the GM allows custom skill buffers with varying bonuses, which isn't RAW).
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?

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