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  1. - Top - End - #121
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    Default Class Options of the Forgotten Realms

    Spoiler: Cavalier/Samurai Orders
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    Order of the XXX
    Flavor Text
    Edicts:
    Challenge:
    Skills:
    Order Abilities:
    • Ability 1 (Ex, Su, or Sp):
    • Ability 2 (Ex, Su, or Sp):
    • Ability 3 (Ex, Su, or Sp): .


    Order of the Purple Dragon Knight
    Source: Player's Guide to Faerun
    The Purple Dragon Knights are the elite soldiers of Cormyr and famous throughout the realms for their honor and bravery in the face of adversity. They are well respected by most, even their enemies and they are required to act accordingly. Adventuring Purple Dragon Knights are often working for or working to advance a cause important to their homeland.
    Edicts: The Cavalier cannot be of a chaotic or evil alignment. They must conduct themselves with honor, professionalism, and loyalty to the crown, friends, allies, and countrymen of Cormyr at all times even when not working directly for the crown or the country. A cavalier that becomes evil or chaotic looses all of the benefits of this order but can regain them once the knight's alignment returns and he performs a mission for the Purple Knights organization in penance.
    Challenge: Whenever the Purple Dragon Cavalier issues a challenge, he gains a +1 morale bonus on all attack rolls, saving throws, and skill checks against the intended target. This bonus increases by +1 every five levels the cavalier possesses to a maximum of +5 at level 20.
    Skills: The Purple Dragon Knight gains Perform (Oratory) and Perception to his class skill list. The Cavalier gains a bonus equal to 1/2 his cavalier level (minimum +1) to all sense motive checks to detect lies.
    Order Abilities:
    • Rallying Cry (Su): At 2nd level, the Purple Dragon Knight can utter a powerful shout (such as "For Cormyr!") as a swift action allowing all allies within 30ft to make a charge with a +1 morale bonus on their next attack roll and increase their speed by 10 feet during a charge action. In addition, affected allies gain a +4 morale bonus to all will saves against fear. These effects last for a number of rounds equal to the cavalier's charisma modifier. The bonus to attack and speed are expended upon completion of a charge action but the bonus against fear lasts for the full duration. This ability is usable a number of times per day equal to 3 + his charisma modifier.
    • Inspire Courage (Su): At 8th level, the cavalier gains the inspire courage ability of a bard (see page 37 of the pathfinder core rulebook). The cavalier must activate this ability by giving a rousing speech (usually through the perform (oratory) skill) and thus must maintain this ability through speech and cannot use other abilities (such as casting magic spells or using items that require a verbal component). Affected allies gain a +2 morale bonus to attack rolls, damage rolls, and saves against fear and charm effects as the bard ability. This ability is usable for a number of rounds per day equal to his charisma modifier plus his cavalier level plus his number of ranks in the perform (oratory) skill. If the cavalier also has bard levels, they stack for purposes of determining the duration and overall bonus for this ability but the cavalier itself does not improve upon this ability. For example, a 10th level cavalier with an 18 charisma can use this ability for 14 rounds per day with a +2 morale bonus but a 10th level cavalier/7th level bard can use this ability 38 rounds per day with a morale bonus of +4.
    • Final Stand (Su): At 15th level for a number of rounds equal to the Purple Dragon Knight's charisma modifier plus his cavalier level, he can inspire his troops to heroic effort as a standard action. This grants a +2 dodge bonus to armor class and a number of temporary hit points equal to 1d10 + his cavalier level + the number of skill ranks he possesses in perform (oratory) to all allies within 30ft.


    Spoiler: Sorcerer Bloodlines
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    Bloodline Name
    Flavor Text
    • Class Skill: Skill (Abl)
    • Bonus Spells: 1st Level Spell (3rd), 2nd Level Spell (5th), 3rd Level Spell (7th), 4th Level Spell (9th), 5th Level Spell (11th), 6th Level Spell (13th), 7th Level Spell (15th), 8th Level Spell (17th), 9th Level Spell (19th)
    • Bonus Feats: Feat, Feat, Feat, Feat, Feat.
    • Bloodline Arcana: Game Rules for the Bloodline Arcana.
    • Bloodline Powers: Flavor Text.
    • Power (Ex, Sp, or Su): At 1st level, (Game Rules).
    • Power (Ex, Sp, or Su): At 3rd level, (Game Rules).
    • Power (Ex, Sp, or Su): At 9th level, (Game Rules).
    • Power (Ex, Sp, or Su): At 15th level, (Game Rules).
    • Power (Ex, Sp, or Su): At 20th level, (Game Rules).


    Spoiler: Wizard Arcane School
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    Wizard Arcane School Name
    Flavor Text
    Unique Arcane School Spells
    At 1st level, add the following spells to your Wizard spell list at the listed spell level: 0th Level- ; 1st Level- ; 2nd Level- ; 3rd Level- ; 4th Level- ; 5th Level- ; 6th Level- ; 7th Level- ; 8th Level- ; 9th Level- .
    Arcane School Power 1 (Ex, Su, or Sp):
    Arcane School Power 2 (Ex, Su, or Sp):
    Arcane School Power 3 (Ex, Su, or Sp):
    Arcane School Wizard Spells
    • 0th-
    • 1st-
    • 2nd-
    • 3rd-
    • 4th-
    • 5th-
    • 6th-
    • 7th-
    • 8th-
    • 9th-


    Rune Mage
    Source: Giantcraft
    Rune mages are wizards that have adapted the knowledge and power of symbols, language, and runes for use within the arcane arts.
    Arcane School
    This arcane school is not specialized, gaining no opposition schools and no bonus spell slots for a school specialization.
    Inscribe Rune: You gain inscribe rune as a bonus feat at 1st level. You do not need to meet the prerequisites of this feat.
    Advanced Rune Crafting: At 4th level, you gain the ability to apply any one metamagic feat you know with a total spell level adjustment of +1 or +0 to any rune you inscribe through the inscribe rune feat. This means, for example, you can create a rune using a first level spell enhanced by the extend spell feat without adjusting the spell level. However, the minimum caster level of any rune created with the benefit of this ability is two higher per spell level adjustment, so a level one spell rune can not be created with a caster level below 3. At 7th level, this ability improves to allow any number of metamagic feats with a total spell level adjustment of +2 or lower and a minimum caster level becomes 4 higher for inscribed runes. These benefits improve by 1 and 2, respectively, every three levels thereafter to a maximum of +6 at 20th level. It is not possible to use this ability in conjunction with the heighten spell metamagic feat.
    Spell Rune (Su): Once per day at first level, you can inscribe a rune as the inscribe rune feat. You bear no cost when making this inscription and this ability requires one minute plus one minute per spell level of the spell to be inscribed. You can use this ability one more time per day at 4th level and an additional time per day every two levels beyond that (maximum 10/day.) Each spell level beyond 1st you inscribe requires one additional use of this ability, so a 3rd level spell requires three uses of this power. This ability also benefits from advanced rune crafting, counting the spell level adjustment from metamagic feats against the uses per day of this ability. Runes created using this ability persist until triggered or until one hour per wizard level has expired, whichever happens first.

    Shadow Adept
    Source: Player's Guide to Faerun
    Shadow Adepts are wizards that have focused their studies and magical knowledge into harnessing their magical power from the shadow weave. Although they are no longer connected to Mystra's weave and the rules of magic are a little different, they find that their magic has benefits that the weave didn't afford them.
    Arcane School
    Shadow Adepts are specialist wizards therefore gain two opposition schools in favor of gaining a specialty. However, Shadow Adepts must select the evocation and transmutation schools as opposition schools, except any spells of the darkness descriptor. The Shadow Adept does not select a specific school as a specialist school. Instead, the shadow adept can prepare the Shadow Adept School Specialist Wizard Spells in any bonus spell slots designated for the wizard's specialized school, adding any non-sorcerer/wizard spells listed below to the wizard's spell list for this purpose (such as deeper darkness) as a spell of the indicated spell level.
    Student of the Shadow Weave: At first level, you gain the Shadow Weave Magic feat as a bonus feat, even if you don't otherwise meet the prerequisites.
    Shield of Shadows (Su): At 2nd level, you gain the ability to activate the Shield of Shadows as a standard action, creating a shadowy globe of darkness that surrounds the caster and benefits them as a shield spell, granting the corresponding benefits. At 6th level, this ability improves by also granting concealment against melee and ranged attacks. At 12th level, this ability improves further, granting spell resistance equal to 12 + your wizard level. This ability can remain active for up to a number of rounds equal to 3 + your intelligence modifier. These rounds need not be used consecutively.
    Shadow Double (Su): At 14th level, you can create a shadow duplicate of yourself as a standard action. This ability works like the project image spell except that you are rendered invisible as the greater invisibility spell for the duration of the effect. This ability can remain active for up to a number of rounds equal to 3 + your intelligence modifier. These rounds need not be used consecutively.
    Shadow Adept School Specialist Wizard Spells
    • 0th- Bleed, Ghost Sound, Touch of Fatigue
    • 1st- Chill Touch, Ray of Enfeeblement, Shadow Weapon (UM)
    • 2nd- Darkness, Shadow Anchor (ARG), Twillight Haze (ACG)
    • 3rd- Deeper Darkness, Exquisite Accompaniment (UM)
    • 4th- Shadow Conjuration, Shadow Step (UM), Simulacrum, Lesser (UM)
    • 5th- Shadow Evocation, Shadowbard (UM), Symbol of Striking (UC),
    • 6th- Mislead, Night Terrors (HA), Shadow Walk
    • 7th- Familiar Double (ACG), Lunar Veil (UM), Project Image, Shadow Conjuration, Greater, Simulacrum
    • 8th- Orb of the Void (UM), Shadow Evocation, Greater
    • 9th- Shades
    Last edited by Neoxenok; 2019-04-25 at 09:08 PM.

  2. - Top - End - #122
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    Default Shaaryan Hunter

    Shaaryan Hunter [10 Level Prestige Class]
    Source: Player's Guide to Faerun
    Shaaryan Hunters have the awful reputation across Faerun of being brigands, bandits, criminals, heathens, criminals, brutes, or any combination those. They also have the reputation of being masterful horse riders and hunters with a wild and free spirit about them that many. As such, they are objects of both fear and jealousy. Although such rumors are exaggerated, they are only *mostly* exaggerated. The stories of their ability on horseback is not exaggerated. They are masterful hunters and horse riders, capable of hunting down prey with alarming speed and precision.
    Role: The role of a Shaaryan Hunter within an adventuring party is that of a tracker, a mobile and deft mounted warrior, and archer. Many begin play as barbarians, cavaliers, fighters, rangers, and even the rare bard, druid, rogue, or skald.
    Prerequisites: Must be from the Shaar Region, Handle Animal 5 Ranks, Ride 5 Ranks, Survival 5 Ranks, Animal Affinity feat, and the Mounted Combat feat.
    Alignment: There is no restriction on alignment, though many tend toward all varieties of the neutral alignments.
    Hit Dice: d10
    Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (Local- Shaar Region), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Survival (Wis).
    Skill Points Per Level: 4 + Intelligence Modifier
    Base Attack Bonus: Good (1/Level)
    Saving Throws: Good Fortitude and Reflex Save (1 + 1 per 2 Levels), Bad Will Save (+1 at 2nd level + 1 per 3 levels after)
    Class Features:
    • Weapon and Armor Proficiency: You gain proficiency in short bows (including composite shortbows).
    • Mount (Ex): Shaaryan Hunters form a bond with a chosen mount and hunting companion. This ability is similar to the Cavalier special ability. If the Shaaryan Hunter has levels in another class that grants a mount or animal companion (such as the ranger, cavalier, or druid), Shaaryan Hunter levels stack for the purpose of determining their mount's abilities.
    • Mount Empathy (Ex): Shaaryan Hunters form a close bond with their mount. They must frequently push them to greater heights and so a deep trust must exist between them. Shaaryan Hunters gain a competence bonus to their handle animal and ride checks equal to their class level with their mount.
    • Mounted Tracking: At 2nd level, you gain the ability to follow tracks whilst mounted. You gain penalties based on your mount's speed, which means you gain no penalties at half your mount's base speed, a -5 penalty while moving at full speed, or a -20 to your survival check to track while moving at double your normal speed.
    • Track (Ex): A Shaaryan Hunter adds half his level (minimum 1) to Survival skill checks made to follow tracks. If the Shaaryan Hunter also has levels in another class that grants the Track ability, Shaaryan Hunter levels stack with that class for the purpose of determining their track bonus.
    • Saddle Stunt: At 3rd level, a Shaaryan Hunter gains the ability to perform a saddle stunt. A saddle stunt is a special ability or trick you can perform with your mount, pushing you and your mount to perform extraordinary feats. You gain this ability again at 5th level and again every two levels thereafter and 10th level, selecting a new ability from the list below each time.
    • Burst of Speed (Ex): You can spur your mount with a DC 25 ride check, adding 20 feet to your mount's overall speed during a charge and this adds +1 to your attack bonus for that charge. This also causes 1d6 points of non-lethal damage to your mount or twice that much on a failed ride check of 5 or more points. After using this ability, the mount becomes fatigued for 3d6 rounds. This ability cannot be used on a fatigued mount.
    • Burst of Speed, Greater (Ex): You can spur your mount with a DC 35 ride check, adding 30 feet to your mount's overall speed during a charge and this adds +2 to your attack bonus and damage roll for that charge. This also causes 3d6 points of non-lethal damage to your mount or twice that much on a failed ride check of 5 or more points. After using this ability, the mount becomes fatigued for 10d6 rounds. This ability cannot be used on a fatigued mount. You must have already selected the Burst of Speed saddle stunt.
    • Mounted Accuracy (Ex): You gain a +1 bonus to your attack rolls when using a shortbow (including composite shortbows) while mounted. You can select this ability a second time, increasing it's bonus to +2.
    • Mount Feat: You can select one of the following feats. Your animal companion mount gains the selected feat, in addition to those normally gained through your mount ability, it doesn't possess it already: Acrobatic, Agile Maneuvers, Armor Proficiency (light), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.
    • Long Rider (Ex): Your mount can walk for 12 hours before entering a forced march. Normally, they could only walk for 8 hours before entering a forced march.
    • Mounted Maneuvering (Ex): You can spur your mount to stay on it's feat, ready to leap and move at a moment's notice. With a DC 25 ride check, you mount gains a +1 dodge bonus to it's armor class and reflex saving throws until the beginning of your next round. This causes the mount to suffer 1d3 points of non-lethal damage or 1d6 non-lethal damage if the check fails by 5 or more.
    • Mounted Maneuvering, Greater (Ex): You can spur your mount to stay on it's feat, ready to leap and move at a moment's notice. With a DC 35 ride check, you mount gains a +2 dodge bonus to it's armor class and reflex saving throws until the beginning of your next round. This causes the mount to suffer 1d6 points of non-lethal damage or 3d6 non-lethal damage if the check fails by 5 or more. This benefit supersedes the benefits from Mounted Maneuvering. You must have selected Mounted Manuevering saddle stunt before selecting this saddle stunt.
    • Mounted Skirmish (Ex): Any time your mount moves more than 10 feet and you make an attack action, charge, or full attack action while riding that mount, you can add 1d6 precision damage to your weapon damage on your first attack. Effects that counter, block, or defeats sneak attack is also effective against mounted skirmish. Foes with uncanny dodge are immune to this ability. If the shaaryan hunter makes more than one attack this turn, this ability only applies to the first attack.
    • Mounted Skirmish, Greater (Ex): As mounted skirmish, except that you can add 2d6 sneak attack damage to your weapon damage instead of just 1d6. This benefit replaces that of mounted skirmish.
    • Bonus Feat: At 2nd level, you gain a bonus feat. You must meet the selected feat's prerequisites, if any. This feat must be selected from among the following: Mounted Archery, Mounted Skirmisher (APG), Mounted Shield (APG), Ride-by-Attack, Spirited Charge, Trample, Trick Riding (APG), Unseat. At 4th level and again every two levels thereafter, you may select an additional feat from among the indicated list of feats.
    • Swift Mounted Tracking: At 5th level, you gain the ability to follow tracks while moving at your mount's full speed with no penalty to your survival checks. When moving at double your mount's speed, you suffer only a -10 penalty.
    • Born in the Saddle (Ex): At 10th level, you can ride your mount as though you were born and bred to do so. You no longer take a penalty to ride checks to ride a mount without a saddle. In addition, your mount or animal companion ability with horses is now based upon your total hit dice instead of just your Shaaryan Hunter level. Lastly, you gain the ability to grant yourself and your mount companion a +2 morale bonus to all attack rolls, damage rolls, saving throws, combat maneuver bonus, and combat maneuver defense with a DC 40 ride check as a standard action. This benefit persists for a number of rounds equal to 10 rounds plus your Shaaryan Hunter class level. These rounds need not be used consecutively and only persist for you and your mount whilst you remain on horseback.


    Special Abilities
    1. Mount, Mount Empathy, Track
    2. Bonus Feat, Mounted Tracking
    3. Saddle Stunt
    4. Bonus Feat
    5. Saddle Stunt, Swift Mounted Tracking
    6. Bonus Feat
    7. Saddle Stunt
    8. Bonus Feat
    9. Saddle Stunt
    10. Bonus Feat, Born in the Saddle, Saddle Stunt
    Last edited by Neoxenok; 2018-08-05 at 11:23 PM.

  3. - Top - End - #123
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    Default Runecaster

    Runecaster (Alchemist Alternate Class)
    Source: Player's Guide to Faerun
    Masters of the potent magics of language, words, and symbols, the ancient magics originated with the Giants of ancient times. Since that time, their secrets spread to the dwarves and then beyond the hills and mountains of their homes to some lucky few, all of whom are known as Runecasters.
    Role: Runecasters are divine casters that specialize in protective magics and wards, but have access to a variety of restorative magic and evocations. They also have some ability to detect and disable traps, particularly magical ones and especially glyphs and symbols.
    Alignment: A Runecaster's alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
    Hit Dice: d8
    Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Religion), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
    Skill Points Per Level: 4 + Intelligence Modifier
    Base Attack Bonus: Average (3/4 Level, round down)
    Saving Throws: Good Reflex and Will Saves (2 + 1/2 Level round down), Poor Fortitude Save (1/3 level round down)
    Class Features:
    • Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons. They are also proficient with light and medium armor and shields, but not tower shields.
    • Runecasting: Runecasters are trained masters of calligraphy and the use of symbology that is potent with powerful divine magics. This mastery grants them a competence bonus equal to their class level when using the Craft (Calligraphy) skill to inscribe rules (see the inscribe rune feat) and a bonus equal to half of their total runecaster level (minimum +1) to all linguistics checks. In addition, a runecaster can use craft (calligraphy) to identify a rune as if using detect magic and read magic. You must clearly see the rune and expend one round identifying the rune.
    • Aura (Ex): A runecaster of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
    • Bonus Language: A Runecaster may substitute Giant for one of the bonus languages available to the character because of his race.
    • Combat Casting: You gain Combat Casting as a bonus feat as the Runecaster does not have the advantage of being able to use many of their abilities at a distance but has trained to better use their abilities in melee combat. The runecaster need not meet the prerequisites.
    • Destruct Letter (Su): In the learning of magical words, symbols, hieroglyphs, and others, among the easiest to learn and most useful to use for adventuring is the destruct letter. It is a single letter that itself is a basic foundation for the more complex runes and glyphs used for a Runecaster's other magics. When written on a creature or object, that target suffers damage equal to 1d6 plus the runecaster's wisdom modifier points of magical energy damage. This damage is purely magical in nature and there is no saving throw against it. Like all runecasting magic, it merely needs to be written and no ink or other special materials is required. Unlike most supernatural abilities, the letter must be written and therefore a somatic component is required for the letter to be written upon the target. Writing a destruct letter is a standard action and requires a successful melee touch attack. This ability can be used a number of times per day equal to 3 + the runecaster's wisdom modifier.
    • Inscribe Rune (Ex): You gain Inscribe Rune as a bonus feat. A Runecaster can inscribe runes of any spell he knows (up to 3rd level), using his Runecaster level as his caster level. The spell must be one that can be inscribed into a rune. The Runecaster does not need to meet the prerequisites for this feat.
    • Spellcasting: Runecasters begin play with the ability to cast divine spells drawn from the runecaster spell list. The runecaster's alignment, however, may restrict them from casting certain spells opposed to their moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A runecaster must choose and prepare their spells in advance.
      A runecaster can prepare a number of letters, or 0-level spells, each day, as below under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
      To prepare or cast a spell, a runecaster must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a runecaster’s spell is 10 + the spell level + the runecaster's Wisdom modifier.
      Like other spellcasters, a runecaster can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Runecaster. In addition, runecasters receive bonus spells per day if they have a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
      Runecasters meditate or pray for their spells, often through calligraphy drawn by hand in the air or a sandbox. Each runecaster must choose a time at which they must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a runecaster can prepare spells. A runecaster may prepare and cast any spell on the runecaster spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during her daily meditation.
      A runecaster can’t cast spells of an alignment opposed to their own or the runecaster's chosen deity’s (if one was chosen). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
    • Talisman (Su): At first level, the Runecaster gains the ability to create a magical talisman, usually in the form of a necklace with a simple wooden block or plate with a carefully written and intricate symbol of the Runecaster's design that possesses magical powers of protection and luck, though the talisman can take any form the runecaster chooses. The talisman must occupy one of the following body slots similarly to an ordinary magic item: Belt, Chest, Feet, Hands, Head, Headband, Neck, Shoulders, or Wrists. The talisman cannot also be a magic item, so for example, a Runecaster cannot designate an amulet of natural armor as her talisman. It must be otherwise non-magical.
      Whatever the form of the talisman, the Runecaster begins play with the item and can craft another item to serve as the talisman at any time. Creating a talisman costs 100gp and requires eight hours of work. The runecaster can prepare any number of items to serve as talismans but only one can be enchanted at any time with the old talisman loosing its magic when a new one is enchanted. Enchanting a talisman and writing the special symbols on it requires special inks and an hour's time to create. Once created, its benefits persist for 24 hours or until expended. Talismans grant the wearer a +1 luck bonus to all saving throws and to AC. At any point during the 24 hours the talisman is enchanted, the runecaster can, as an immediate action, add a 1d6+1 luck bonus to a saving throw roll. Doing this expends the magic within the talisman and it becomes non-magical again.
      An enchanted talisman only benefits the runecaster and although it retains its magical effects, it does not benefit a wearer other than the Runecaster. This talisman also acts as the Runecaster's divine focus, where necessary, and frequently also functions as a holy symbol.
    • Glyph-Finding (Ex): At 2nd level, the Runecaster gains the ability to locate and disarm magical traps similarly to the trapfinding ability of a rogue including the fact that the runecaster also gains a bonus equal to half the runecaster's level to all disable device and perception checks for this purpose. Unlike the rogue, the runecaster can also use their craft (calligraphy) check in place of a disable device check to disarm a glyph or symbol spell.
    • Symbology (Su): At 2nd level, you gain the ability to alter your destruct letter or talisman based on your knowledge of the symbology of your runes and words. There are a two basic types of symbols. Modify Symbol: Those that modify your destructive symbol, changing its basic nature, such as the type of damage or how it affects its target. A modify symbol will also note if additional "attacks" affect an modified destruct letter (see combat calligraphy). Word: Words involve one or more extra symbols that add to your destruct letter's effect. Using either symbol costs an additional use of your destruct letter and both can be used together, costing two additional uses of your destruct letter instead of one. Talisman: This will alter how your talisman functions, usually by granting a new benefit once the magic of the talisman is expended. Multiple talisman selections stack, adding new abilities to the same talisman you create each time you select this ability. When you activate your talisman's immediate action ability, only the abilities you need activated are activated and not necessarily all of them but it regardless expends the magic of the talisman and no other immediate actions can be used.
      All saving throw DCs are equal to 10 + half your runecaster level + your wisdom modifier.
    • Anti-Life Equation (Modify): Your destruct letter channels negative energy, healing an undead target an amount of damage equal to your destruct letter's normal damage or harming a living target an equal amount. The target can make a will save to reduce the damage by half. Successful attacks, (see combat calligraphy), add an additional 1d6 additional points of negative energy instead of the normally purely destructive energy of the destruct letter.
    • Anti-Life Equation, Greater (Modify): This ability is similar to anti-life equation except that you also afflict your opponent with one negative level. You must be 8th level and have already selected the Anti-Life Equation to select this ability. Negative levels gained by this ability persist for one hour per runecaster level you possess, to a maximum of 15. Against undead opponents, they instead gain 5 temporary hit points that persist for the same length of time for each negative level they gain.
    • Blast Glyph (Word): Your destruct letter creates an explosion of the destruct letter's energy over an area instead of a specific target with the destruct letter itself as the center of the area. Once written, the word triggers at the beginning of your next turn over a 20ft radius of effect. An explosive word need not be written on its target and can instead be written anywhere, including the air in front of the runecaster where the symbol glows brighter and brighter until it triggers. All creatures in the area of effect must make a reflex saving to reduce the destruct letter's damage by half and negate any secondary effects produced by a modified destruct letter. Attack rolls, (see combat calligraphy), target an area (AC 5) instead of a creature or other target. You are immune to the effects of your own blast glyph.
    • Blast Glyph, Greater (Word): As blast glyph, except that the area of effect is doubled and those that fail explosive rune's reflex saving throw is also rendered prone. You must be at least 12th level and have previously selected the explosive rune ability. You are immune to the effects of your own blast glyph.
    • Burning Rune (Modify): Your destruct letter burns its target with fire energy in addition to its normal destructive energy damage. Half of your destruct letter damage is fire damage and the other half remains purely destructive. In addition, you add 1d6 points of damage to your destruct symbol damage plus one additional 1d6 points of damage at 6th level and every 6 levels thereafter to a maximum of an additional 4d6 points of damage at 18th level.
    • Burning Rune, Greater (Modify): This ability works as burning rune, except that any opponent that suffers fire damage also suffers debilitating pain and gains the nauseated condition until the beginning of your next turn unless they succeed a will save. You must be 12th level and have already selected burning symbol to select this ability.
    • Electrified Letter (Modify): Your destruct letter shocks its target with electricity energy in addition to its normal destructive energy damage. Half of your destruct letter damage is electricity damage and the other half remains purely destructive. In addition, you add 1d6 points of damage to your destruct symbol damage plus one additional 1d6 points of damage at 6th level and every 6 levels thereafter to a maximum of an additional 4d6 points of damage at 18th level.
    • Electrified Letter, Greater (Modify): This ability works as electrified letter, except that any opponent that suffers electricity damage is also stunned until the beginning of your next turn unless they succeed a will save. You must be 12th level and have already selected electrified letter to select this ability.
    • Freezing Sign (Modify): Your destruct letter freezes its target with cold energy in addition to its normal destructive energy damage. Half of your destruct letter damage is cold damage and the other half remains purely destructive. In addition, you add 1d6 points of damage to your destruct symbol damage plus one additional 1d6 points of damage at 6th level and every 6 levels thereafter to a maximum of an additional 4d6 points of damage at 18th level.
    • Freezing Sign, Greater (Modify): This ability works as freezing sign, except that any opponent that suffers cold damage is also slowed until the beginning of your next turn unless they succeed a will save. You must be 12th level and have already selected freezing sign to select this ability.
    • Friendship Talisman (Talisman): You gain the ability to enchant multiple talismans. Each talisman you create must be attuned to a single individual that isn't already attuned to a runecaster's talisman of any kind, including those made by other runecasters, and all talismans you create provide the same benefits to their wearers. You can create any number of extra talismans but any more beyond one extra talisman requires the expense of one use of your destruct letter.
    • Holy Letter (Modify): Your destruct letter deals divine damage that specifically afflicts neutral and evil-aligned creatures. Against evil creatures, each of your destruct letter's damage dice increase to 1d8 and you can add your charisma modifier to the damage total. Against Neutral creatures, each of your destruct letter's damage dice decreases to 1d4. Good-aligned creatures suffer no damage from a destruct letter modified by this ability. You must have a good component to your alignment to select this ability.
    • Letter of the Law (Modify): Your destruct letter deals divine damage that specifically afflicts neutral and chaotic -aligned creatures. Against Chaotic creatures, each of your destruct letter's damage dice increase to 1d8 and you can add your charisma modifier to the damage total. Against Neutral creatures, each of your destruct letter's damage dice decreases to 1d4. Lawful-aligned creatures suffer no damage from a destruct letter modified by this ability. You must have a lawful component to your alignment to select this ability.
    • Magical Ward (Talisman): You can expend your talisman's enchantment to gain spell resistance equal to 12 + your runecaster level against the spell or spell-like effect that triggered the immediate action.
    • Runic Aura (Word): This ability combines the benefits of blast glyph and unrelenting word. You write your symbol to affect an area, as blast glyph, except the energy buildup is gradual and the destructive energy persists, afflicting creatures within as Unrelenting Word. Once a creature successfully saves while within the area, they negate the effects of the aura until the beginning of their next turn. Unlike unrelenting word, they must save every round they remain within the area of effect, regardless of how many successful saving throws are made consecutively. You must be 16th level to select this ability and have selected either both explosive rune and unrelenting word or blast glyph and enduring words, gaining the benefit of the appropriate abilities.
    • Runic Ward (Talisman): Your talisman protects you against your destruct letter's destructive energies. While your talisman is enchanted, you gain resistance to the magical damage of the destruct letter equal to your runecaster level (minimum 5). When you expend the magic of the talisman, you can negate all of the effects of your destruct letter, including any additional effects from words or modifications.
    • Sign of Recovery (Modify): Your destruct letter channels positive energy, healing a living target an amount of damage equal to your destruct letter's normal damage or harming undead an equal amount. The target can make a will save to reduce the damage by half. Successful attacks, (see combat calligraphy), add an additional 1d6 additional points of positive energy instead of the normally purely destructive energy of the destruct letter.
    • Sign of Recovery, Greater (Modify): This ability works as sign of recovery, except that a living target also recovers 1 points of ability damage per destruct letter damage die per damaged ability score in addition to the blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned conditions. You must have selected the life symbol modification and be 14th level to select this ability. Affected undead gain none of these benefits, instead, they gain the staggered condition until the beginning of their next turn unless they succeed a will saving throw.
    • Spell Rune (Talisman): You can modify your talisman to store a single spell you cast into your talisman at the time you enchant it. Your spell can be later released as an immediate action, targetting and affecting you only, even if the spell normally affects an area or multiple targets. You can only store one spell in this manner of up to third level. You must be 8th level to select this ability. At 16th level, you can select this ability a second time, allowing you to store spells of up to sixth level.
    • Unholy Letter (Modify): Your destruct letter deals divine damage that specifically afflicts neutral and good-aligned creatures. Against good creatures, each of your destruct letter's damage dice increase to 1d8 and you can add your charisma modifier to the damage total. Against Neutral creatures, each of your destruct letter's damage dice decreases to 1d4. Evil-aligned creatures suffer no damage from a destruct letter modified by this ability. You must have an evil component to your alignment to select this ability.
    • Unrelenting Word (Word): Instead of releasing all of your destruct letter's energy all at once, you can instead release that energy over time. You deal one of your destruct letter's dice of damage plus any bonus damage (such as from wisdom or charisma from certain modifications). Your letter then persists beyond this round to deal damage for additional rounds. For every one of your destruct letter's dice of damage you deal, your unrelenting word persists for one round, dealing one dice of damage plus one point of damage for each additional damage dice you'd normally deal. So if a 10th level runecaster were to successfully administer a letter of the law modified destruct letter with this ability, you'd deal 1d8 divine damage plus your wisdom modifier and plus your charisma modifier to a chaotic creature during the first round and 1d8 damage +3 (for having 4d6 damage dice in total) for 4 rounds before the ability dissapates. Starting the second round, your opponent can make a will save to negate all of the effects of the destruct letter, including any secondary effects produced by a modified letter, for one round. Destruct letters with multiple damage types deal the modified damage type in the damage dice and the destructive energy type in the bonus damage. Two consecutive successful saves negates the ability entirely so it no longer afflicts the target. You must be 4th level to take this ability.
    • Unrelenting Word, Greater (Word): As unrelenting word, except the duration is doubled. You must be 12th level or higher and have selected unrelenting word to select this ability.
    • Wanderer's Rune (Talisman): Whilst enchanted, your talisman adds a +2 morale bonus to all will saving throws against fear and a +2 competence bonus to all sense motive and perception checks. You also gain the ability to expend your talisman's enchantments as an immediate action to add your 1d6+1 luck bonus to your initiative roll.
    • Words of Warding (Word): Your destruct letter works similarly to a glyph of warding spell except that there is no verbal or material component cost to activating this ability, the ward persists for one hour per runecaster level you possess or until discharged, and discharging the ward either affects the target as per your destruct letter (modified or otherwise) or with a spell you cast into the ward of up to 3rd level. You must specify, upon creating the ward, whether you wish to afflict the target with a spell or your destruct letter. You can select this ability a second time, increasing the level of the spell you can cast into the ward up to 6th level. You must be 8th level to select this ability and 16th level to select it a second time.
    • Written Anarchy (Modify): Your destruct letter deals divine damage that specifically afflicts neutral and lawful-aligned creatures. Against lawful creatures, each of your destruct letter's damage dice increase to 1d8 and you can add your charisma modifier to the damage total. Against Neutral creatures, each of your destruct letter's damage dice decreases to 1d4. Chaotic -aligned creatures suffer no damage from a destruct letter modified by this ability. You must have a chaotic component to your alignment to select this ability.
    • Danger Sense (Ex): At 3rd level, a runecaster gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, they gain a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 runecaster levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
    • Efficient Inscribing (Ex): At 3rd level, when crafting a rune per the inscribe rune feat, the object or area in which the rune is scribed can be done on a much smaller area. A zero or first level spell can be scribed on a tiny object or a 2 square foot area. A 2nd or 3rd level spell can be scribed on a small object or an area equal to 3 1/2 square feet. In addition, scribing a rune costs half the normal amount in raw materials, equal to the spell's caster level x the spell's spell level x25gp. The DC to identify the Runes created using inscribe rune increases to DC 16 + double the spell's level.
    • Improved Rune Inscriptions: At 5th level, you can inscribe runes that are both more powerful and aren't expended after one activation. You also gain the ability to inscribe runes of up to and including 4th level spells.
      Inscribed runes can be made with multiple charges allowing an inscribed rune to me activated multiple times as long as the trigger conditions are met. Any rune created with charges requires one round per spell level of the rune's spell to recharge after activation before the rune can be triggered again. These runes are otherwise the same as typical runes created by the inscribe rune feat. Such runes are created with 50 charges by default unless otherwise specified. These runes are far larger, more expensive, and far more time consuming to create than standard runes. A single 0-Level or 1st level spell can be placed on a large-sized object or a single 5 foot square area. A 2nd or 3rd Level spell can be placed upon huge-sized object or a 15 foot square area. A 4th level spell can be placed upon a gargantuan-sized object or a 20ft square area.
      The base price of a charged rune is equal to 2500gp x caster level x spell level of the spell being inscribed into the rune. A 0 level spell counts as 0.5 spell level for this purpose. The cost to craft a charged rune is 1/2 this value or 1250gp x caster level x spell level. The skill check DC of a charged rune is 25 + the caster level of the spell being inscribed. Other modifiers may apply. A 0 level spell counts as 0.5 spell level for this purpose. A spell with an expensive material component must also be included, multiplying that cost by 50 or the number of charges the rune is created with.
      It is possible to create a rune with fewer than 50 charges, the creation cost of which is 50gp x the number of charges, x the rune's caster level x the rune's spell level. A charged rune cannot be created with fewer than 3 charges.
      Once all of the charges of a charged rune are used, the rune and the underlying magic is expended and disappears.
      A standard rune of a 4th level spell occupies a 5ft square area or a medium-sized object.
    • Combat Calligraphy: At 6th level, you gain the ability to use your destruct letter as a full round action, adding additional words to increase your destruct letter's total damage against that opponent. When you attack in this manner, you make two touch attacks at your full attack bonus instead of one with a -6 penalty to all attacks. This is similar to a full attack action with a bonus attack at your full attack bonus. The first successful attack creates the destruct letter as normal but each successive attack beyond the first increases the damage of the destruct letter by 1d6. Additional attacks, such as from having a high base attack bonus or from spells or feats, such as two weapon fighting or haste also allow you increase your destruct letter's damage in this manner, applying any and all bonuses or penalties from those sources as necessary.
      At 12th level, you can make two extra attacks instead of just one at your highest attack bonus, in addition to any following attacks. This benefit stacks with haste. When using this ability, your attack penalty with all attacks increases to -10
    • Persistent Rune (Sp): At 11th level, you gain the ability to permanently energize spells to make them persist forever or until dispelled or disjoined, as the permanency spell. Unlike the permanency spell, you can only make permanent area spells and spells that target objects. Activating this ability requires ten minutes, requires a somatic component (writing the magical rune), and costs the normal expensive material component that using permanency costs. You must expend a use of your destruct letter to use this ability and you must create the rune upon the object to be made the target of the permanent spell or the rune must be written on an object or object's surface area within the area spell's effect.
      A rune that is destroyed or moved out of the permanent spell's area ruins the benefit of this ability. It does not immediately end the spell made permanent, but it remains for the spell's normal duration as though it were freshy cast.
    • Greater Rune Inscriptions (Su): At 14th level, your ability to inscribe runes improves further, allowing you to inscribe runes, charged or otherwise, of spells of up to 5th level. The object size or surface area a level 5 rune is the same as that of 4th level spells, which, for a charged rune is a 20ft square area or a gargantuan-sized object. Standard runes of 4th and 5th level spells occupy a 5ft square area or a medium-sized object.
    • Master of Symbols (Sp): At 17th level, you gain the ability to create any spell with the word "glyph" or "symbol" in its name as a spell-like ability, including those not on the runecaster's spell list and including those of a higher spell level than the runecaster can normally cast but no higher than half of the runecaster's level. Unlike most spell-like abilities, you must still pay the material component cost and this ability still requires the somatic component of writing the symbol or glyph. Each time you use this ability, you must expend one use of your destruct letter ability.
      The spell created using this ability has a spell level equal to half your runecaster level. The created spell also has a saving throw DC equal to 10 + half your runecaster level + your wisdom modifer, where appropriate, and a caster level equal to your runecaster level.
    • Master Rune Inscriptions (Su): At 19th level, your ability to inscribe runes improves to a level only a true master can manage, allowing you to inscribe runes, charged or otherwise, of spells of up to 6th level. The object size or surface area of a level 6 rune is a 30ft square area or a colossal-sized object for charged runes or a 10ft square area or a large-sized object for a standard rune.
    • Master Runecaster: At 20th level, the Runecaster becomes a master of the symbology of runes and you gain the ability to use your destruct letter at will as long as the destruct letter is unmodified. Modify symbol and words can now be added together at no additional cost and, by expending an additional use of your destruct letter, you can force opponents to suffer an extra 50% total damage and any saving throw DCs granted by your modified destruct letter increases by 2.


    Special Abilities
    1. Aura, Bonus Language, Combat Casting, Destruct Letter (1d6), Inscribe Rune, Runecasting, Talisman
    2. Glyph-Finding, Symbology
    3. Danger Sense +1, Efficient Inscribing
    4. Symbology, Destruct Letter (2d6)
    5. Improved Rune Inscriptions
    6. Combat Calligraphy (One Bonus Attack), Danger Sense +2, Symbology
    7. Destruct Letter (3d6)
    8. Symbology
    9. Danger Sense +3
    10. Symbology, Destruct Letter (4d6)
    11. Persistent Runes
    12. Combat Calligraphy (Two Bonus Attacks), Danger Sense +4, Symbology
    13. Destruct Letter (5d6),
    14. Symbology, Greater Rune Inscriptions
    15. Danger Sense +5
    16. Symbology, Destruct Letter (6d6)
    17. Master of Symbols
    18. Danger Sense +6, Symbology
    19. Master Rune Inscriptions
    20. Symbology, Master Runecaster


    Code:
    Runes Per Day
    Level	0th	1st	2nd	3rd	4th	5th	6th
    1st	3	1
    2nd	4	2
    3rd	4	3
    4th	4	3	1	
    5th	4	4	2	
    6th	5	4	3	
    7th	5	4	3	1
    8th	5	4	4	2
    9th	5	5	4	3
    10th	5	5	4	3	1
    11th	5	5	4	4	2
    12th	5	5	5	4	3
    13th	5	5	5	4	3	1
    14th	5	5	5	4	4	2
    15th	5	5	5	5	4	3
    16th	5	5	5	5	4	3	1
    17th	5	5	5	5	4	4	2
    18th	5	5	5	5	5	4	3
    19th	5	5	5	5	5	5	4
    20th	5	5	5	5	5	5	5
    Runecaster Spell List:
    0 Level (Letters): Arcane Mark, Bleed, Brand (APG), Detect Magic, Guidance, Light, Mending, Read Magic, Resistance, Stabilize, Touch of Fatigue, Virtue
    1st Level: Alarm, Ant Haul (APG), Bane, Bless, Blessed Fist (ACG), Body Capacitance (ACG), Comprehend Langauges, Corrosive Touch (UM), Crafter's Fortune (APG), Cure Light Wounds, Dancing Lantern (APG), Deadeye’s Lore (UC), Divine Favor, Endure Elements, Entropic Shield, Expedicious Retreat, Hex Ward (UM), Hide from Undead, Inflict Light Wounds, Interrogation (UM), Invisibility Alarm (ACG), Ironbeard (ARG), Karmic Blessing (ARG), Know the Enemy (UM), Longshot (UC), Magic Aura, Magic Stone, Magic Weapon, Marid's Mastery (ARG), Obscure Poison (UI), Protection from Chaos/Evil/Good/Law, Recharge Innate Magic (ARG), Remove Fear, Remove Sickness (UM), Sanctify Corpse (UM), Sanctuary, Shocking Grasp, Shield of Faith, Stunning Barrier (ACG), Sun Metal (UM), Touch of Combustion (ARG)
    2nd Level: Ablative Barrier (UC), Aid, Air Step (ACG), Alchemical Allocation (APG), Align Weapon, Ancestral Regression (ARG), Ant Haul (Communal) (UC), Bear's Endurance, Blood Blaze (ARG), Blood in the Water (MC), Blood Transcription (UM), Bullet Shield (UC), Bullet Ward (ACG), Bull's Strength, Burst Bonds (APG), Cat's Grace, Conditional Favor (UI), Consecrate, Cure Moderate Wounds, Curse Terrain (Lesser) (HA), Darkness, Darkvision, Death Candle (ARG), Deathknell, Defensive Shock (UM), Delay Disease (ARG), Delay Pain (UM), Delay Poison, Desecrate, Disfiguring Touch (UM), Eagle's Splendor, Effortless Armor (UC), Elemental Touch (APG), Endure Elements (Communal) (UC), Enemy's Heart (ARG), Enshroud Thoughts (OA), Escaping Ward (ARG), Explosive Runes, False Life, Fire Trap, Fox's Cunning, Frigid Touch (UM), Gentle Repose, Glyph of Warding, Heroic Fortune (APG), Inflict Moderate Wounds, Languid Venom (UI), Life Channel (ARG), Life Pact (ACG), Litany of Defense (UC), Magic Boulder (MC), Magic Siege Engine (UC), Mark of Obvious Ethics (ACG), Owl's Wisdom, Path of Glory (ACG), Protection from Arrows, Protection from Chaos/Evil/Good/Law (Communal) (UC), Protective Penumbra (UM), Remove Paralysis, Resist Energy, Restoration (Lesser), Sacred Bond (APG), Sentry Skull (ARG), Sepia Snake Sigil, Share Language (APG), Shield of Fortification (ACG), Stave Off Corruption (HA), Stricken Heart (ACG), Strong Wings (ARG), Surmount Affliction (UM), Symbol of Exsanguination (HA), Symbol of Healing (UM), Symbol of Mirroring (UM), Tactical Acumen (UC), Touch Injection (UC), Touch of Idiocy, Undetectable Alignment, Weapon of Awe (APG), Zone of Truth
    3rd Level: Absorb Toxicity (UC), Absorbing Touch (APG), Age Resistance (Lesser) (UM), Air Breathing (MC), Align Weapon (Communal) (ACG), Amplify Elixir (APG), Archon's Aura (UM), Aura of Cannibalism (MC), Banish Seeming (APG), Bestow Curse, Bestow Insight (ARG), Blood Biography (APG), Brand (Greater) (APG), Cast Out (APG), Conagion, Continual Flame, Create Pit (APG), Cure Serious Wounds, Damnation (HA), Darkvision (Communal) (UC), Daylight, Daybreak Arrow (UC), Deeper Darkness, Delay Poison (Communal) (UC), Disable Construct (ACG), Discovery Torch (UC), Dispel Magic, Disrupt Silence (UI), Elemental Aura (APG), Fester (APG), Guiding Star (APG), Heroism, Hollow Heroism (UI), Inflict Serious Wounds, Invisibility Purge, Isolate (MC), Ki Leech (UM), Levitate, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Magic Weapon (Greater), Mantle of Calm (ACG), Named Bullet (UC), Nap Sack (APG), Nondetection, Obscure Object, Paragon Surge (ARG), Prayer, Protection from Arrows (Communal) (UC), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy (Communal) (UC), Sands of Time (UM), Secret Page, Selective Alarm (UI), Share Language (Communal) (UC), Shield of Fortification (Greater) (ACG), Stunning Barrier (Greater) (ACG), Symbol of Laughter (ACG), Symbol of Revelation (UM), Symbol of Slowing (UM), Tongues, Voluminous Vocabulary (UI), Ward the Faithful (APG), Water Breathing, Water Walk, Wrathful Mantle (APG)
    4th Level: Age Resistance (UM), Air Walk, Anti-Incorporeal Shell (ACG), Aura of Doom (UM), Aura of the Unremarkable (UI), Bloatbomb (ACG), Borrow Corruption (HA), Brand of Tracking (AG), Calcific Touch (APG), Conditional Curse (UI), Contingent Scroll (ACG), Cure Critical Wounds, Curse Terrain (HA), Darkvision (Greater) (UM), Deadman’s Contingency (UI), Death Ward, Detonate (APG), Earth Glide (ARG), Enchantment Foil (ACG), False Life (Greater) (UM), Fly, Fire Shield, Freedom of Movement, Geas-Quest (Lesser), Guardian of Faith (ACG), Healing Warmth (ARG), Imbue with Spell Ability, Inflict Critical Wounds, Interrogation (Greater) (UM), Magic Aura (Greater) (UI), Magic Siege Engine (Greater) (UC), Mark of Justice, Mark of the Reptile God (MC), Neutralize Poison, Nondetection (Communal) (UC), Path of Glory (Greater) (ACG), Persistent Vigor (ACG), Poison, Protection from Energy (Communal) (UC), Rest Eternal (APG), Restoration, Shadowy Haven (ARG), Simulacrum (Lesser) (UM), Spell Immunity, Spiked Pit (APG), Stoneskin, Symbol of Pain, Symbol of Scrying (UM), Symbol of Striking (UC), Symbol of Sleep, Vampiric Touch, Ward of the Season (ARG), Water Walk (Communal) (UC), Witness (UM)
    5th Level: Astral Projection (Lesser) (UM), Ban Corruption (HA), Battlemind Link (UM), Cleanse (APG), Conagion (Greater) (UM), Curse (Major) (UM), Decollate (HA), Dismissal, Disrupting Weapon, Flame Strike, Glyph of Warding (Greater), Guards and Wards, Half-Blood Extraction (ARG), Hallow, Heroic Fortune (Mass) (APG), Hungry Pit (APG), Life Bubble (APG), Magic Jar, Mask From Divination (AG), Overland Flight, Passwall, Permanency, Planar Adaptation (APG), Rapid Repair (UM), Reprobation (UM), Resurgent Transformation (APG), Sacred Nimbus (HA), Slay Living, Spell Resistance, Spell Immunity (Communal) (UC), Stoneskin (UC), Symbol of Fear, Symbol of Persuasion, Symbol of Sealing (UM), Tongues (Communal), Unhallow, Vampiric Shadow Shield (ACG)
    6th Level: Alleviate Corruption (HA), Age Resistance (Greater) (UM), Antilife Shell, Antimagic Field, Antipathy, Binding, Breath of Life, Circle of Death, Contingency, Curse Terrain (Greater) (HA), Dimensional Lock, Dispel Magic (Greater), Dust Ward (MC), Fester (Mass), Fire Snake (APG), Forbiddance, Geas-Quest, Heroism (Greater), Hollow Heroism (Greater) (UI), Joyful Rapture (UM), Named Bullet (Greater) (UC), Protection from Spells, Raise Dead, Repulsion, Secret Chest, Simulacrum, Symbol of Death, Symbol of Insanity, Symbol of Strife (UM), Symbol of Stunning, Symbol of Vulnerability (UM), Symbol of Weakness, Sympathy, Transformation, Trap the Soul, Undeath to Death, Word of Recall
    Last edited by Neoxenok; 2019-07-21 at 08:29 PM.

  4. - Top - End - #124
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    Default Zhentarim Spy

    Zhentarim Spy (Vigilante Archetype)
    Source: Player's Guide to Faerun
    The Zhentarim is among the most famed and feared "secret" organizations in Faerûn. Its members have their hands in nearly every illicit business imaginable, from assassination to drug trafficking to slavery. Though there are many diverse character types within its ranks, the Zhentarim spy is probably the one Faerûnians encounter most often - even if they never realize it.
    • The Zhentarim Organization: You must possess the evil alignment and remain in good standing with the Zhentarim organization. Zhentarim spies, regardless of their feelings, are considered to always be a part of the organization. It is possible for a Zhentarim spy to have a change of heart and later change their alignment at no consequence to their abilities, but the Zhentarim will take measures to ensure they either remain loyal or die.
    • Cover Identity (Ex): Zhentarim spies, unlike most vigilantes, don't necessarily have a 'dual identity' or treat their vigilantism as the alter-ego. They are trained to infiltrate and gather information as much as they are to take action in their brand of vigilantism for their organization.
      In a process that can take days, months, or even years, the Zhentarim spy can develop a number of identities other than their true identity equal to their charisma modifier (minimum two), each of which is designated as either a social identity or a vigilante identity.
      In order to develop a new identity or replace an old one, the Zhentarim spy must spend at least one week and 100 gp per hit dice they currently possess in order to train themselves, develop paperwork, and properly adopt the new identity.
      Further, as the Zhentarim spy must often infiltrate organizations that are often fully dimetrically opposed to their philosophies and ethics, the Zhentarim spy's identities are not limited to being one step from their true identities and can develop an identity with any alignment they wish.
      This ability otherwise works exactly as the Dual Identity power of the vigilante. This ability alters and replaces the Dual Identity ability as well as the vigilante's proficiency with medium armor and shields.
    • Poison Use (Ex): At 5th level, the Zhentarim Spy receives training in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
      This ability replaces Startling Appearance.
    • Unlikely Cover (Ex): At 11th level, the Zhentarim Spy gains the ability to develop an identity that is radically different than herself. When developing a new identity, the Zhentarim spy no longer suffers any disguise skill penalties when disguised as a different gender, race, or age catagory. Further, when adopting this new identity, the Zhentarim spy counts as a creature of that age, race, or gender when determining the effects of spells, magic items, and other abilities that rely on such things. Spells that alter the character's alignment, race, gender, and age affect all identities simultaneously.
      This ability replaces Frightening Appearance.
    • Deep Cover (Su): At 17th level, the Zhentarim Spy develops and reinforces their mental and physical discipline to allow them to separate the effects of conditions and abilities between different identities. When a Zhentarim spy successfully saves against an ongoing effect, the spy can then opt to allow themselves to be affected anyway but only to a particular identity, even if the effects are radical but not lethal or result in dismemberment, disintegration, or a similar effect. For example, if the vigilante successfully saves against a disease they developed, they can opt to allow the disease to continue to affect them, but only to a specific assumed identity. This benefit can also apply to effects or abilities that do not allow a saving throw or if a saving throw is failed, but are cured at another time. For example, if a particular identity was publicly transformed into a statue and secretly cured, the Zhentarim spy can resume the identity as a statue, reestablishing the magic that was cured. Spells or effects with a limited duration continue to run that duration regardless of which identity the Zhentarim spy currently adopts, so the spy cannot resume an effect that has an expired duration.
      This ability replaces Stunning Appearance.
    Last edited by Neoxenok; 2018-12-19 at 05:18 PM.

  5. - Top - End - #125
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    Default Spells of the Forgotten Realms {G-M}


    Gedlee's Electric Loop
    School Evocation [Electricity]; Level Bloodrager 2, Magus 2, Occultist 2, Sorcerer/Wizard 2, Spellblazer 2, Witch 3 Elemental School Air 2
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Close (25ft. + 5ft./2 Levels)
    Target One Creature plus one secondary creature per 3 levels (each must be within 30ft of one another)
    Duration Instantaneous
    Saving Throw Fortitude Partial; Spell Resistance Yes
    ===DESCRIPTION===
    You create a small stroke of lightning that targets one creature plus one additional creature per three levels (maximum of four in total). Each creature suffers 1d6 points of electricity damage per two caster levels you possess (maximum 5d6 points of damage). The primary target is also stunned for one round.
    A successful fortitude saving throw negates the stun effect and halves the damage.
    Material Component: A loop of copper wire and a magnet.
    ===MYTHIC===
    You deal 1d10 points of electricity damage per two caster levels. The maximum number of opponents you affect with this spell increases by one per mythic tier you possess.
    Augment (3th): By expending two uses of mythic power, all secondary targets can also become stunned for one round unless they succeed a fortitude saving throw.
    Source: Player's Guide to Faerun

    General of Undeath
    School Necromancy [Evil]; Level Cleric/Oracle 8
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Close (25ft. + 5ft./2 Levels)
    Target One corpse plus one additional corpse per level (each must be within 30ft of one another)
    Duration Instantaneous
    ===DESCRIPTION===
    This spell works as the animate dead spell, except that you can create five hit dice per caster level you possess of undead creatures per casting of this spell to a maximum of ten hit dice of undead per level you possess. Undead you control through the Command Undead feat does not count toward this limit.
    Material Component: An onyx gem worth at least 25 gp per Hit Die of the undead.
    ===MYTHIC===
    Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component cost.

    Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic template. This template lasts for a number of days equal to your tier. Alternatively, if you’re 8th tier and expend four uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.
    Source: Player's Guide to Faerun

    Glory of the Martyr
    School Abjuration [Good]; Level Initiate of Ilmater 4
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S, F, DF
    ===EFFECT===
    Range Close (25ft + 5ft/2 Levels)
    Target One creature/level, no two of which can be more than 30 ft. apart
    Duration 1 Hour/Level (D)
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    This ability works as shield other except the benefit applies to all affected creatures, allowing the caster to suffer half the hit point damage normally suffered by any of the targets and each of the targets only suffer half damage. Unlike shield other, this spell allows the caster to also suffer half the ability damage and ability drain suffered by any of the targets.
    If one of the targets of the spell dies or moves out of the spell's range from the caster, the tie is severed for that target. If the spell's connection to all of the targets are severed, then the spell ends.
    Should the caster die while the spell is in effect, the spell is discharged and a burst of positive energy resonates among all targets, curing all of 1d8 + your caster level (maximum +20) hit points and healing 1d4 points of ability damage to all ability scores.
    Focus: A platinum ring worth at least 50gp worn by you and each target of the spell.
    Source: Player's Guide to Faerun

    Great Thunderclap
    School Evocation [Sonic]; Level Shaman 8, Sorcerer/Wizard 7, Witch 7
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, F
    ===EFFECT===
    Range Medium (100 ft. + 10 ft/Level)
    Area 5 ft radius sphere/level
    Duration Instantaneous
    Saving Throw See Text; Spell Resistance No
    ===DESCRIPTION===
    When the spell is finished casting, a massive thunderclap explodes from the designated point out to the full extent of the spell's radius. All creatures within that area are knocked prone, stunned for one round, and suffer deafness for one minute. A successful fortitude saving throw negates the deafness, a successful reflex saving throw allows the creature to avoid being knocked prone, and a successful will save negates the stunned condition.
    Focus Component: An iron bell.
    Source: Magic of Faerun

    Handfire
    School Evocation [Light]; Level Initiate of Selune 1
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration Instantaneous
    Saving Throw No; Spell Resistance Yes
    ===DESCRIPTION===
    Your hand is suddenly surrounded by motes of pale light of a color of your choosing that is punctuated by sparks. Overall, while you hold the charge of the spell, it provides illumination equal to that of a candle but provides no heat and cannot ignite combustible materials.
    When used as a melee touch attack, you deal an amount of damage equal to 1d6 + your caster level (maximum +5) to the opponent touched. Against undead creatures and living creatures with a particular vulnerability to light, this spell deals 1d6 points of damage per caster level (maximum 5d6). This spell has no effect on creatures that are neither alive nor dead, such as constructs.
    ===MYTHIC===
    The damage you deal increases to 1d10 + your caster level (maximum 5 + your tier) against a touched opponent and 1d10 per caster level (maximum 5d10) against undead and other creatures with special vulnerabilities to light.
    Augmented (3rd): When you spend three uses of your mythic power, a touched undead or light-vulnerable creature is also enfeebled, suffering a penalty to strength equal to 1d6 + half your caster level (maximum +5). The touched opponent can halve that penalty with a successful fortitude saving throw. This penalty persists for one minute per caster level.
    Source: Player's Guide to Faerun

    Harmony
    School Transmutation [Sonic]; Level Bard/Skald 1
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Personal
    Target Self
    Duration One Minute/Level (D)
    ===DESCRIPTION===
    While this spell is active, this spell allows you to harmonize your music with other things you do and certain allies and grant a few benefits. While this spell is active, you can take actions, including casting spells, with verbal or somatic components without disrupting your bardic performance, however, each action you take that would normally disrupt your bardic performance requires you expend an extra round of bardic performance (so you expend two rounds of your bardic performance to maintain your performance for that one round).
    In addition, anytime you initiate an inspire courage performance while another bard or skald has a performance active (any performance), even if that bard/skald is hostile and the performance benefits hostile opponents, your inspire courage bonuses increase by 1.
    ===MYTHIC===
    The duration of this spell increases to 1 hour/level. If you expend two uses of mythic power, you no longer expend additional uses of your bardic performance rounds when casting spells during an active performance.
    Source: Player's Guide to Faerun

    Holy Star
    School Abjuration; Level Initiate of Magic 7
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Personal
    Target You
    Effect Protective star of energy
    Duration One Round/Level (D)
    ===DESCRIPTION===
    You create a glowing mote of energy that stays near your shoulder, providing light equal to that of a candle. This star has three functions and you can designate which function to activate as a swift action on your turn.
    Fire Bolt: As a standard action, the star launches a bolt of fire out in the direction indicated by the caster. You must succeed a ranged touch attack against a creature within close range (25 ft + 5 feet per two caster levels). If the bolt successfully hits the target, it deals 6d6 points of fire damage. This bolt is subject to spell resistance.
    Personal Protection: The star rapidly flies around the caster, partially obscuring the caster and interfering with attempts to hit the caster in melee combat. The caster gains 20% concealment and a +4 deflection bonus to armor class.
    Spell Reflection: This protective mode allows the star to interfere with any spells directed at the caster, absorbing any spell subject to spell resistance of up to 5th level and the holy star dissipates. Spells of 6th level or higher dissipate the spell without being absorbed but the caster gains a +4 resistance bonus to any saving throws against the spell. Spells not subject to spell resistance bypass the star without dissipating it.
    Source: Player's Guide to Faerun

    Howling Chain
    School Evocation [Force] [Sonic]; Level Magus 6, Occultist 6, Psychic 6, Sorcerer/Wizard 6, Witch 6
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, F
    ===EFFECT===
    Range Medium (100ft. + 10ft./Level)
    Target One Creature
    Duration One Round/Level
    Saving Throw Reflex Negates; Spell Resistance Yes
    ===DESCRIPTION===
    You create a whirlwind of moving chains around a single opponent, hampering movement, vision, and ability to use magic. Each chain shimmers red and is made of pure force. The noise created by this spell is so loud that all creatures within 10 feet of the target creature suffer a -10 penalty to all perception checks based on sound. This penalty is reduced by 1 every 10 feet beyond the first until the penalty reaches 0 at 100 feet.
    The chains don't hold or grapple the target creature, instead wizzing around the target at incredible speeds and making tremendous noise. The chains do, however, stay with the target creature for the duration of the spell, even through teleportation and plane shifting effects. The target suffers the deafened condition as well as a -10 penalty to all hearing and vision based perception checks. All creatures within the target's gain 20% concealment against all of the target's attacks and any attempt to cast a spell requires a concentration check DC 15 + the spell level (plus the 20% chance of spell failure from being deafened). Finally, every round the target remains subject to the spell, the target is attacked by two chains with an attack bonus equal to the spell's caster level + the caster's primary casting ability modifier (intelligence for wizards, charisma for sorcerers, etc) and dealing 2d6 points of bludgeoning damage, penetrating damage reduction as though from a magical and adamantine bludgeoning weapon. Any time the target moves more than 5 feet in a single round, the spell attacks with a chain again which, if successful, deals damage and immediately halts the target's movement for the round.
    Focus Component: A small length of platinum chain worth at least 500 gp.
    ===MYTHIC===
    You add your tier to the chain's attack bonus, the concentration DC to cast spells, and your primary casting ability modifier to the damage the chains deal. The base damage dealt by the force chains increase to 2d10.
    Source: Player's Guide to Faerun

    Icelance
    School Transmutation [Cold]; Level Druid 4, Magus 3, Shaman 4, Spellblazer 3, Sorcerer/Wizard 3 Elemental School: Water 3
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Medium (100ft. + 10ft./Level)
    Effect One Giant Lance of Ice
    Duration Instantaneous
    Saving Throw None; Spell Resistance No
    ===DESCRIPTION===
    You create a long and incredibly sharp lance of ice out of water or ice and hurl at a target within range. In order to hit the target opponent, you must succeed an attack roll using your ranged attack bonus against the target's AC.
    A successful hit deals 2d6 points of piercing damage and 2d6 points of cold damage. If the target takes any of the piercing damage, they gain the bleed 2 condition. The ice lance immediately shatters upon impact.
    Material Component: At least 10 lbs of water, ice, or snow.
    ===MYTHIC===
    You can add your tier to the spell's attack roll and the spell's damage increases to 2d10 piercing and 2d10 cold damage.
    Augmented (3rd): You can hurl an ice lance at one additional target for every use of mythic power beyond the first.
    Source: Player's Guide to Faerun

    Inferno
    School Transmutation [Fire]; Level Druid 5, Psychic 5, Shaman 5, Witch 5 Elemental School: Fire 4
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Close (25ft. + 5ft./2 Levels)
    Target One Creature
    Duration Instantaneous
    Saving Throw Fortitude Partial; Spell Resistance Yes
    ===DESCRIPTION===
    You partially transmute the target creature to explosively catch fire in a burst of intense flames. The target suffers 4d6 points of fire damage, 2d6 points of non-typed/non-elemental damage, 1d3 points of constitution damage bleed, and the target catches fire. If the target successfully extinguishes the fire, the constitution damage bleed also stops.
    A successful fortitude save negates the non-typed damage, the constitution damage bleed, and catching fire.
    Material Component: A gob of beeswax.
    Source: Player's Guide to Faerun

    Ironguard, Lesser
    School Abjuration; Level Initiate of Mystra 3
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S, M
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration 1 Minute/Level
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    The target creature becomes warded against metal. The warded creature gains damage reduction 10/magic against metal weapons. This spell doesn’t grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
    Arcane Material Component: A tiny shield of wood, glass, or crystal
    Source: Spell Compendium, D&D 3.5 Edition

    Ironguard, Lesser (Communal)
    School Abjuration; Level Initiate of Mystra 4
    Target Creatures Touched
    ===DESCRIPTION===
    This spell works similarly to Ironguard, Lesser except the duration of the spell is divided into 1-minute intervals among the creatures touched. Once the spell absorbs 10 points of damage per caster level (maximum 100 points) for a subject, the spell’s effects end for that subject.

    Land Womb WILL COMPLETE WHEN I GET TO PROPER SOURCE
    School ; Level Hathran 4
    ===CASTING===
    Casting Time
    Components
    ===EFFECT===
    Range
    Target
    Area
    Duration
    Saving Throw (); Spell Resistance
    ===DESCRIPTION===
    ===MYTHIC===
    Source: XXX

    Lawful Sword
    School Evocation [Law]; Level Antipaladin 4, Paladin 4
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Touch
    Target Melee Weapon Touched
    Duration One Round/Level (D)
    Saving Throw None; Spell Resistance No
    ===DESCRIPTION===
    This spell allows you to channel the power of law into your sword, or any other melee weapon you choose. The weapon acts as a +5 axiomatic weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against chaotic opponents). It also emits a magic circle against chaos effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one lawful sword at a time.

    If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.
    Source: Player's Guide to Faerun

    Lightning Ring
    School Evocation [Electricity]; Level Sorcerer/Wizard 8, Witch 9 Elemental School: Air 8
    ===CASTING===
    Casting Time One Round
    Components V, S, M
    ===EFFECT===
    Range Personal (See Text)
    Effect A ring of lightning that can create two lightning bolts/round or burst of lightning (See Text)
    Duration One Round/Level (D) or Instantaneous (See Text)
    Saving Throw Reflex Half (See Text); Spell Resistance Yes
    ===DESCRIPTION===
    When you cast this spell, you can create one of two effects to create either a constant ring of lightning that can shoot lightning bolts against opponents each round or a massive burst that sends lightning energy in all directions.
    The ring option creates a ring of lightning around the caster for one round/level and grants three benefits. The first benefit is that the caster gains electricity resistance 20 for the duration of the spell. The second benefit is that all creatures within 10 feet of the caster suffer 2d6 points of electricity damage every round they remain in that area including any attacks through that area (such as if a creature has reach). There is no save against this effect but spell resistance negates any damage this round. The third benefit is that the caster can launch two lightning bolts each round. Each lightning bolt deals 6d6 electricity damage in a 60ft line unless the targets succeed a reflex saving throw for half damage.
    Alternatively, the caster can launch a massive sphere of electricity out to 60 feet in all directions, dealing 1d6 points of electricity damage per caster level (maximum 20d6). A reflex saving throw halves this damage.
    Also, even if the caster chose the first option, the caster can, at any time, elect to release the spell's energy similarly to the second option as a standard action, ending the duration of the spell. The damage the spell deals is reduced by 1d6 for every round that has passed until this point, so for example, if an 18th level caster creates a ring of lightning using the first option, then chooses to release the spell as the second option five rounds later, then all creatures within 60ft of the caster suffer 13d6 points of electricity damage (18d6 for an 18th level caster - 5d6 for the five rounds that have passed to this point). A reflex saving throw halves this damage.
    Material Component: A small glass ring and a bit of fur from any animal.
    ===MYTHIC===
    The electricity damage of the lightning ring increases to 2d10. The electricity damage of the lightning bolts created by the lightning ring increase to 6d10. The damage dealt by the burst of electricity increase to 1d10 per caster level (maximum 20d10).
    Augmented (9th): By expending six uses of mythic power, any creature that fails their reflex saving throw against the lightning bolts are also stunned for 1d4 rounds and any creature that fails their reflex saving throw against the electricity burst is stunned for 2d4 rounds. A successful fortitude saving throw reduces the duration of the stun effect to one round and two rounds for the lightning bolts and lightning burst, respectively.
    Source: Player's Guide to Faerun

    Lively Step
    School Transmutation; Level Bard 2, Bloodrager 1, Magus 1, Psychic 2, Sorcerer/Wizard 2, Spellblazer 1, Summoner/Unchained Summoner 2
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Close (25ft. + 5ft./2 Levels)
    Target One Creature/Level (No two of which can be more than 30ft. apart.)
    Duration 8 Hours
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    This spell, with a verbal component of a brief but lively and effective marching song, fills you and target creatures with energy gusto to march forward. While the spell is in effect, your base speed is considered to be 10ft faster for the purpose of overland movement. This benefit stacks with any enhancement bonuses to speed. In addition, you gain a +4 bonus to your constitution checks to endure a forced march and DR 2/- against the non-lethal damage caused by hustling and/or forced marching.
    Characters that gain the fatigued condition due to a forced march when this spell expires gains the exhausted condition (no save.)
    Source: Player's Guide to Faerun

    Low-Light Vision WILL COMPLETE WHEN I GET TO PROPER SOURCE
    School ; Level Hathran 1
    ===CASTING===
    Casting Time
    Components
    ===EFFECT===
    Range
    Target
    Area
    Duration
    Saving Throw (); Spell Resistance
    ===DESCRIPTION===
    ===MYTHIC===
    Source: XXX

    Mace of Odo
    School Evocation [Force]; Level Initiate of Helm 3
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S, DF
    ===EFFECT===
    Range 0ft.
    Effect Mace of Force
    Duration 1 Round/Level
    Saving Throw None (See Text); Spell Resistance Yes
    ===DESCRIPTION===
    You create a mace made entirely of force that appears in your hand. This mace acts, in all ways, as a +1 undead bane mace that you wield like all maces and thus any bonuses you would normally have with a mace, such as from feats or a high strength score, apply normally. It can penetrate damage reduction as a magical adamantine weapon. This spell is checked against spell resistance and dissipates prematurely if the spell fails to penetrate the spell resistance of the creature you are attacking.
    At the caster's option at any time during the spell's duration, you can elect to make a single melee touch attack with the weapon, expending all of it's magical energy into a single attack. If the attack hits the opponent, it deals 1d6 points of force damage per two caster levels you possess (maximum 5d6) and the target must succeed a fortitude saving throw or become paralyzed for 1 round. This is in addition to the weapon's normal damage. Undead are affected by the paralysis despite being otherwise immune to the condition.
    The spell persists as long as you wield it and dissipates if it is disarmed or if it is dropped, though it is possible to swap it into another hand.
    ===MYTHIC===
    The mace ignores the damage reduction and spell resistance of undead creatures.
    Source: Player's Guide to Faerun

    Manyjaws
    School Evocation [Force]; Level Sorcerer/Wizard 3, Spellblazer 3
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Medium (100ft. + 10ft./Level)
    Effect One pair of disembodied flying force jaws per two caster levels (maximum 5)
    Duration One Round/3 Levels (minimum 1)
    Saving Throw Reflex Half; Spell Resistance Yes
    ===DESCRIPTION===
    You create one or more pairs of floating jaws, each made of pure force energy, of a style or design you choose at any location or locations within the spell's range. Each round, you cause the jaws to attack one or more selected creatures within range of the spell. Each individual pair of jaws inflicts 1d4 points of force damage on the selected target. Multiple jaws set to attack a single target stack their damage.
    Each round, you are able to direct the jaws to attack the same target or redirect to a different target that requires the jaws fly to that target with a base fly speed of 40 feet (perfect). They can expend two move actions if they can't reach the target within one movement action but they cannot run. Redirecting the jaws to a different target or targets requires a move action, otherwise they'll automatically attack the target they were previously attacking until the spell ends, the target dies, or they are redirected. If the target dies before they are redirected, they simply float at their current location until directed otherwise.
    Only one action is required to redirect all force jaws regardless of whether they're all directed to attack one particular target or different sets of jaws are redirected to different targets. A single successful reflex saving throw from a target halves the collective damage caused by all jaws attacking that target and spell resistance is checked once against all jaws attacking a single target. If the jaws fail to penetrate a creature's spell resistance, the attacking jaws all wink out of existance, as though the spell had ended.
    Material Component: A tooth from any creature.
    ===MYTHIC===
    The maximum amount of jaws you create and the duration of the spell are increased by your tier. Each jaw deals 1d4+1 points of force damage.
    Source: Player's Guide to Faerun

    Mold Touch
    School Conjuration (Creation); Level Initiate of Nature 3
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, DF
    ===EFFECT===
    Range Touch
    Target Creature or Object Touched
    Effect Patch of Brown Mold
    Duration Instantaneous
    Saving Throw None; Spell Resistance No
    ===DESCRIPTION===
    You create a patch of brown mold on a creature, object, or surface you touch, covering an area no greater than about 5 feet in diameter and centered at the spot touched.
    You can cause the mold to appear on a living creature with a successful melee touch attack against that creature.
    All creatures within 5 feet of the mold suffer 3d6 points of non-lethal cold damage each round. It is noticeably cold between 5 and 30 feet from a patch of brown mold but the mold does not cause cold damage in that area. A creature that has brown mold directly on it suffers 3d6 lethal cold damage each round instead of non-lethal damage. It is difficult but possible to shake or strip the mold off as a one-round action with a DC 15 strength, dexterity, or escape artist check.
    Fire brought within 5 feet of brown mold causes the mold to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.
    Source: Player's Guide to Faerun

    Moon Path WILL COMPLETE WHEN I GET TO PROPER SOURCE
    School ; Level Hathran 5, Initiate of Selune 5
    ===CASTING===
    Casting Time
    Components
    ===EFFECT===
    Range
    Target
    Area
    Duration
    Saving Throw (); Spell Resistance
    ===DESCRIPTION===
    ===MYTHIC===
    Source: XXX

    Moon Blade WILL COMPLETE WHEN I GET TO PROPER SOURCE
    School ; Level Hathran 3, Initiate of Selune 3
    ===CASTING===
    Casting Time
    Components
    ===EFFECT===
    Range
    Target
    Area
    Duration
    Saving Throw (); Spell Resistance
    ===DESCRIPTION===
    ===MYTHIC===
    Source: XXX

    Moonbeam WILL COMPLETE WHEN I GET TO PROPER SOURCE
    School ; Level Hathran 0
    ===CASTING===
    Casting Time
    Components
    ===EFFECT===
    Range
    Target
    Area
    Duration
    Saving Throw (); Spell Resistance
    ===DESCRIPTION===
    ===MYTHIC===
    Source: XXX

    Moonweb
    School Abjuration [Force]; Level Initiate of Selune 5
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, DF
    ===EFFECT===
    Range Touch
    Effect Web of Force up to 20ft in Diameter
    Duration 10 Minutes/Level (D)
    Saving Throw No; Spell Resistance Yes
    ===DESCRIPTION===
    You create a web made of pure force that, when casting, can create one of the following three things upon casting. Once chosen, this option cannot be changed once the spell becomes active. The web created gives off a faint glow as candlelight, appearing as a dark starry night with a high, full moon. It does not give off heat nor can it ignite combustible materials. The web itself is porous, allowing liquids, gasses, and fine-sized creatures to pass through it unhindered. Diminutive creatures can pass through any web with an escape artist check DC 30. Although it is possible to see through the barrier, it does grant cover against creatures on the opposing side of any barrier created by this spell.
    • Web Barrier: You create a circular barrier that, similarly to a web spell, must be anchored on at least one side. It can be placed in any orientation, such as vertically or horizontally.
    • Web Shelter: You create a 20ft diameter hemisphere of web that is 10 feet high at most. This anchor of this variation of the spell must be situated at the center of this hemisphere. This variation has an "inside" and "outside". Those outside of the shelter see the dark starry night visage with a full moon whereas those inside can see out of the hemisphere as though it were fully transparent, though the web appears to sparkle a bit. There is no entrance or exit through the hemisphere and the spell must be dismissed or destroyed to allow passage, though creative placement of natural obstacles can prevent the web from completely enclosing an area.
    • Web Shield: You can create any type of shield you are proficient in using. Once created, it is not necessary to keep ahold of it and it can be used, dropped, and later picked up by any creature as long as it isn't dispelled or destroyed. If this is used to create a tower shield, it can not grant total cover and can only provide partial cover. A character that succeeds a DC 25 craft (armorsmithing) check when casting this spell instead creates a masterwork shield that can also become the target of spells that affect shields, such as magic vestment. It can not be targeted as such otherwise. It has no weight.
    As the spell is made of force, it is highly resilient to damage, however, as the force effects is created is thin and relatively fragile due to the thin web-like strands of force. Force webs created by this spell have hardness 30 and 1 hit point per caster level of the spell.
    Source: Player's Guide to Faerun

    Mystic Lash
    School Transmutation; Level Initiate of Bane 3
    ===CASTING===
    Casting Time Standard Action
    Components V, S, (DF if cast as a divine spell)
    ===EFFECT===
    Range 15 feet Emanation
    Effect Electric Whip
    Duration 1 Round/Level
    Saving Throw Fortitude (Partial); Spell Resistance Yes
    ===DESCRIPTION===
    You create a whip of ghostly red energy that emanates from your hand that never harms you. This whip acts in all ways as a normal whip as though you were proficient with it even if you wouldn't normally be proficient with it and it ignores armor and natural armor. Any feats that benefit a whip also benefit your mystic lash. To affect a target creature, you must succeed at a ranged touch attack with the mystic lash. The creature struck takes 1d6 points of slashing damage +1 per two caster levels (maximum +5) and 1d6 points of electricity damage +1 per two caster levels you possess (maximum +5) and targets must succeed on a fortitude save, when successfully struck, to become stunned until the beginning of your next turn.
    A successful fortitude saving throw negates the stunning effect from this instance of the spell for the remainder of is duration. The stunning effect's duration is not tied into the spell's normal duration and thus cannot be affected by metamagic effects, such as extend spell. Failure to penetrate spell resistance negates the spell and ends the effect.
    The spell is an emanation and therefore can't be disarmed or sundered but the spell is "held" by the caster and can be prematurely ended by "dropping" the whip as a free action. This effect is treated as a magical weapon for the purpose of penetrating damage reduction.
    ===MYTHIC===
    The slashing and electricity damage each increase by 1d6 points of damage and the target can be forced to successfully save against the effect a number of additional times equal to half of the caster's mythic tier per casting of this spell (rounded down, minimum 0). For example, this means a tier 6 mythical character character can force a target hit by the whip to successfully save against the stun effect up to 4 times before the target no longer needs to save against that instance of the spell.
    Source: Player's Guide to Faerun

    Mystra's Miasma
    School Abjuration; Level Sorcerer/Wizard 9, Witch 9
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Medium (100ft. + 10ft./Level)
    Area 30ft. Radius Emanation +5ft./2 Levels
    Duration One Round/Level
    Saving Throw Will Partial (See Text); Spell Resistance No
    ===DESCRIPTION===
    A bank of fog billows out from the point you designate, creating numerous effects. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

    In addition to the above effects, creatures moving through this fog move at half their normal speed and take a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in Mystra's Miasma. Mystra's Miasma's effects do not stack with similar effects, such as from the solid fog spell in terms of slowed movement and attack penalties.

    Finally, Mystra's Miasma also creates a sort of sinkhole in the weave, making it difficult to cast any spells and weakening any spells cast into or from any casters within the miasma. Each character within Mystra's Miasma must succeed a concentration check as though affected by a non-damaging spell while casting (the concentration DC is the DC of Mystra's Miasma + the spell level of the spell the caster is attempting to cast). In addition, all spells that are cast into, within, or through the miasma reduces the caster level and saving throw DC by 4 (if this reduces the caster level to 0, the spell fails.)

    A successful will saving throw negates the effect of the miasma that makes it difficult to cast spells as such the caster does not need to make concentration checks but all of the other penalties apply. Creatures who access the Shadow Weave to cast their spells are immune to the caster level check penalty and effect on a caster's concentration unless you also call upon the Shadow Weave. In that case, the spell is called Shar’s Miasma and Weave users are immune to the caster level check penalty and effect on a caster's concentration.

    Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
    Material Component: A small piece of quilted cloth, which must be soaked in water while the spell is cast.
    ===MYTHIC===
    All concentration DCs when within the miasma increases by your tier regardless of a successful will save or whether the caster uses the shadow weave or not. By expending three uses of mythic power, each attempt to cast a spell when within the Miasma causes the caster 1d6 points of non-lethal damage per spell level of the cast spell (will save for half).
    Augmented (6th): By expending six uses of mythic power, you can select one 8th level or lower spell for every four caster levels you possess (minimum 1). These selected spells automatically fail when a caster within the Miasma casts the spell and the spell automatically fails to affect any creature within the miasma as though it were an anti-magic field. For every two additional uses of mythic power above six you use, you can select an additional spell of 8th level or lower that automatically fails within the miasma.
    Source: Player's Guide to Faerun

    Last edited by Neoxenok; 2019-05-06 at 09:01 PM.

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    Default HOUSERULE (Leadership Feat)

    HOUSE RULE
    The Leadership Feat

    Purpose
    The purpose of this houserule is to nerf the leadership feat while still allowing it and making it a desirable feat to have.

    Rationale
    The leadership feat is the most powerful feat in Dungeons and Dragons 3.5 edition and pathfinder as it allows a character to essentially gain a second character from 7th level and onward. Although followers are limited in scope in terms of how they contribute and won't be affected, the cohort will be changed as such to be about as powerful as pathfinder's druid animal companion.

    Result

    Most aspects of leadership remain as written as what gets changed is the nature of your cohort and (to a lesser extent) followers. Normally, the leadership feat grants a cohort of any character class, but this house rule limits this.

    Instead, a cohort must select either the adept, expert, or warrior NPC classes. Ability scores for this cohort must be 10, 10, 10, 11, 11, and 11 or 13, 12, 11, 10, 9, and 8 before any racial modifiers and arranged to taste. However, in addition to the normal benefits of those NPC classes, they also gain class features per the variant multiclassing rules of Pathfinder Unchained, except they are gained one level sooner (2nd, 6th, 10th, 14th, and 18th) as bonus abilities as a part of the selected class instead of replacing your feats. When determining the power of certain gained class features, you are treated as 1st level in the emulated class at minimum. In addition, they gain a bonus feat at 4th level and every four levels thereafter, selected among the following, depending upon the class:
    • All/Any: Any teamwork feat.
    • Adept: Any item creation or metamagic feat.
    • Expert: Any performance feat, great fortitude, iron will, lightning reflexes, toughness, signature skill, and skill focus (any one).
    • Warrior: Any combat, critical, grit, or panache feat.

    The cohort must qualify for any bonus feat's prerequisites.

    The followers granted by leadership must be commoners with average (10, 10, 10, 11, 11, and 11) ability scores and they gain no bonus feats or variant multiclass abilities as described above for cohorts. It is possible to have adept, expert, or warrior followers, but they are considered to be one level higher than they actually are. As such, your level one followers are always commoners and your 2nd level and higher followers can be level 1 adepts, experts, and/or warriors or level 2 commoners and so on.

    The leadership feat is otherwise unchanged. Cohorts do not gain favored class bonuses or traits unless it is gained by taking any feats that grant those abilities.
    Last edited by Neoxenok; 2018-09-09 at 04:00 PM.

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    Default Feats of the Forgotten Realms (I-Z)


    Initiate of Malar [Initiate]
    Source: Player's Guide to Faerun
    You have been initiated into the greatest secrets of Malar's church.
    Prerequisites: Patron Deity: Malar, Knowledge (Religion) 1 Rank, Survival 1 Rank.
    Benefit: You must select one of either you, your animal companion, or any natural or fiendish animal you summon magically and once that choice is made, that selection becomes permanent. Your selection must possess a natural attack. All of your selection's natural attacks gain a +2 bonus to all damage rolls and survival checks to track. In addition, you can select one of the abilities listed below. Lastly, survival becomes a class skill for you if it wasn't already.
    • Apex Predator (Ex): You can affect an animal with your knowledge (religion) skill the same way you would affect a humanoid creature with the intimidate skill. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 but you take a –4 penalty on the check. If you also possess the wild empathy skill, you gain a +2 bonus to both wild empathy and this function of knowledge (religion).
    • Malarite's Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's list of spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      4 Ranks (2nd Level)- Spectral StagDF
      6 Ranks (3rd Level)- Possess Animal
      8 Ranks (4th Level)- Strength of the BeastF
    • Predator's Hunt (Ex): If you spend at least an hour successfully tracking an individual creature, you gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that individual creature for up to 24 hours or until that creature is dead. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify these creatures. This benefit is similar to, and stacks with, the ranger's favored enemy. This benefit increases by +1 for every 10 ranks you possess in the survival skill. This ability can only be used against one creature in any given 24 hour period.

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and the damage and survival bonuses each increase by one.

    Initiate of Magic [Initiate]
    Source: Player's Guide to Faerun
    You have been initiated into the greatest secrets of the gods of magic.
    Prerequisites: Patron Deity: Azuth, Mystra, or Savras, Knowledge (Arcana) 1 Rank, Knowledge (Religion) 1 Rank, Spellcraft 1 Rank.
    Benefit: You gain the ability to cast detect magic and read magic as spell-like abilities, each usable once per day with a caster level equal to your ranks in knowledge (religion) plus one additional time each for every five ranks you possess in knowledge (religion).
    • Art of the Weave: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's list of spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      4 Ranks (2nd Level)- Spell ShieldDF, Mythic
      6 Ranks (3rd Level)- Lesser Anyspell, Ironguard
      8 Ranks (4th Level)- Lesser Ironguard (Communal)
      10 Ranks (5th Level)- Spell PhylacteryDF, M, Mythic
      12 Ranks (6th Level)- Greater Anyspell, SpellmantleMythic
      14 Ranks (7th Level)- Holy Star
    • Spell Defender: You gain the ability to leverage items and other effects that grant resistance to magic. Any time you are granted spell resistance by a magic item, such as spell resistance armor or a mantle of spell resistance, that spell resistance increases by 1 point per two ranks you possess in the knowledge (religion) skill. Spells, spell-like abilities, class, or racial abilities that grant spell resistance instead increases by 1 and an additional +1 per 6 ranks in the spellcraft skill.
    • Student and Teacher of the Weave (Su): You gain the ability to store and cast spells as your own or store your spells in another so that they may cast your spells. In order to store a spell within yourself, another creature that casts spells must willingly cede the spell to you, expending any uses or spell slots and gaining the spell for yourself to cast at a later time. This process requires one minute per spell level of the spell ceded to you regardless of the original's casting time. When it comes time for you to cast the stored spell, you must obey all of the usual requirements to cast the spell, including casting time and spell components. The spell retains it's original type (arcane, divine, psychic, etc) and must obey any other limitations it would normally have, such as cleric spells can be cast in armor whereas a wizard's spells suffer arcane spell failure where bard spells can be cast in light armor but suffer arcane spell failure with heavier armors. In addition, any spell you store and later cast is considered to have come from you, using your ranks in spellcraft as the spell's caster level and a save DC based on the spell's level based on the original class' spell list and your intelligence modifier. You must provide any components required by the spell. You can store a number of spells whose combined spell levels total no more than your full ranks in the spellcraft skill and no individual spell can have a spell level higher than one spell level per four ranks in spellcraft you possess (minimum 1st level) or your intelligence score -10, whichever is lower. Zero level spells are considered to be half a spell level for the purpose of storing them.
      Characters that have the ability to cast their own spells (such as through the bard, cleric, or wizard class) can also use this ability to store the spells they cast into others. This works as though the recipient of your spells also possessed this ability and obeys all of the same limitations. Transferring your spells to another counts against any spells you can store in yourself. You can not transfer spells you've stored within yourself using this ability. Spells with a metamagic effect are transferred with that effect, counting as a spell level equal to the spell's normal level plus the adjustment by the metamagic feat. Spells stored using this ability is lost after 24 hours or after 8 hours of rest, whichever occurs first, and a character's ability to store or grant spells is reset.

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities. In addition, when you select the feat a second time, you gain the ability to cast detect magic and read magic each at will. When you select the feat a third time, you gain the ability to cast detect magic as a move action when specifically targeting one object or one creature within the spell's normal range and the read magic spell becomes active continuously and becomes a supernatural ability instead of a spell-like ability. In addition to these benefits, you gain one additional spell known of a spell level equal to half your total ranks in your spellcraft skill or at your highest accessible spell level, whichever is lower each time you select this feat beyond the first.

    Initiate of Nature [Initiate]
    Source: Player's Guide to Faerun
    You have been initiated into the greatest secrets of Eldath, Mielikki, and Silvanus' church.
    Prerequisites: Patron Deity: Eldath, Mielikki, or Silvanus, Knowledge (Nature) 1 Rank, and Knowledge (Religion) 1 Rank.
    Benefit: You gain the knowledge (nature) skill as a class skill if wasn't already. When you select this feat, you gain the benefit of a single favored terrain, selected from the ranger's list of favored terrains with a +2 bonus on all relevant skills and other modifiers. If you have or later gain the benefit of a favored terrain feature, such as through levels as a ranger, you do not gain a new favored terrain, but your bonus with this selected terrain improves by 2. In addition, you gain one of the selected abilities below.
    • Command Plants (Su): As a standard action, you can enslave a creature with the plant type within 30 feet. Plant creatures receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your characater level + your Charisma modifier. Plant creatures that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of dominate monster. Intelligent plant creatures receive a new saving throw each day to resist your command. You can control any number of plant creatures, so long as their total Hit Dice do not exceed your character level. You can use this ability a number of times equal to your charisma modifier. If you possess the channel energy ability, you instead expend a use of your channel energy ability to use this ability. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If a plant creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. You gain a bonus to the saving throw DC equal to +1 if you possess 1 or more ranks in knowledge (nature) and this benefit improves to +2 if you possess 10 or more ranks in knowledge (nature).
    • Magic of Nature: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's list of spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      6 Ranks (3rd Level)- Mold TouchDF
      8 Ranks (4th Level)- BriartangleDF, Mythic, ThornsprayM, Mythic
      10 Ranks (5th Level)- FirewardDF, Tree HealingDF
    • Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. To make a wild empathy check, you must roll a 1d20 and add your Knowledge (Nature) skill modifier to determine the wild empathy check result.
      The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
      To use wild empathy, you and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
      An initiate of nature can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
      If a character already possesses the wild empathy ability (such as through levels as a druid or ranger), you use whichever modifier is higher and add +2 to the result. This bonus increase to +4 if you possess 10 or more ranks in knowledge (nature).

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your favored terrain bonus improves by 1.

    Initiate of Selune [Initiate]
    Source: Player's Guide to Faerun
    You have been initiated into the greatest secrets of Selune's church.
    Prerequisites: Patron Deity: Selune, Knowledge (Religion) 1 Rank.
    Benefit: You gain the ability to cast the augury spell once per day with a caster level equal to your ranks in knowledge (religion). In addition, you can select one of the abilities listed below.
    • Full Moon Circle: You gain the ability to lead a team of participants of other faithful Selunites in Lunar Circle Magic (see circle magic). You can substitute your knowledge (religion) skill for spellcraft when making any relevant checks with regards to Lunar Circle Magic.
    • Lunar Empathy (Ex): You can improve the attitude of an animal or lycantherope. This ability functions just like a Diplomacy check made to improve the attitude of a person. To make a wild empathy check, you must roll a 1d20 and add your Knowledge (Religion) skill modifier to determine the wild empathy check result.
      The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
      To use wild empathy, you and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
      An initiate of selune can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 or otherwise intelligent creatures that have lost control of their ability to reason. Examples include feebleminded creatures or lycantheropes that have failed their control self check but she takes a –4 penalty on the check.
      If a character already possesses the wild empathy ability (such as through levels as a druid or ranger), you use whichever modifier is higher and add +2 to the result. This bonus increase to +4 if you possess 10 or more ranks in knowledge (religion).
    • Moon Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's list of spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      2 Ranks (1st Level)- HandfireMythic
      6 Ranks (3rd Level)- Moon Blade
      8 Ranks (4th Level)- Strength of the BeastF, Wall of MoonlightMythic
      10 Ranks (5th Level)- Moon Path, Moon WebDF

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities listed above. In addition, you can use the augury ability one additional time per day. When you select this feat the second time, any time you roll a percentile dice to determine the results of your augury spell-like ability or any divination spell, you can roll twice and take the second result. When you select this feat a third time, your ability to cast augury as a spell-like ability is replaced by the ability to cast the divination spell as a spell-like ability usable an equal number of times per day as augury (three) and a caster level equal to your ranks in knowledge (religion).

    Initiate of Tyr [Initiate]
    Source: Player's Guide to Faerun
    You have been initiated into the greatest secrets of Tyr's church.
    Prerequisites: Patron Deity: Tyr, Knowledge (Religion) 1 Rank.
    Benefit: Mandatory for all those closely affiliated with the faith of Tyr, you have a strong grasp of the laws common to most regions of Faerun. You treat all knowledge (local) skills as untrained, allowing you to roll checks above DC 10.
    • Justicar Focus: You gain a +1 to all attack and damage rolls with longswords. This feat does not stack with the weapon focus (longsword) feat but you are treated as though you possessed the weapon focus (longsword) feat for all intents and purposes.
    • Sense Guilt (Su): You gain the ability to sense a creature's guilt as it pertains to a particular crime within 30 feet. This ability does not detect whether or not a creature feels guilty but rather a very general sense that the target individual is guilty of some crime that warrents a significant punishment. It is possible to make a sense motive check (DC 15) when activating this ability to gain a hunch as to the type of crime in the broadest sense, such as discerning whether the crime is related to property, violence, or murder. A target guilty of multiple significant crimes is detected as such, though the exact number is not detected. This ability is usable as a swift action at will. It is a mind-influencing effect. What crimes warrent detection and the degree of the severity of guilt by this ability is determined by a combination of the initiate's own moral stance as well as that of Tyr's on law and justice and enforcement of law and justice in relation to the laws relevant to where the initiate is in a geopolitical sense. The ability provides no clues as to what the initiate should do with this information. The affected target receives a will save to negate the effect and ability for the initiate to detect guilt on the target's crimes. The DC of this ability is equal to 10 + half your ranks in knowledge (religion) + your wisdom modifier.
    • Tyrran Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's list of spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      8 Ranks (4th Level)- Sword and HammerDF, Mythic
      12 Ranks (6th Level)- Greater Sword and HammerDF, Mythic

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your bonus to knowledge (local) and profession checks increases by 1.

    Innate Spell [General]
    Source: Player's Guide to Faerun
    Your mastery of magic allows you to gain a spell you know as a spell-like ability.
    Prerequisite: Ability to Cast Spells (Arcane, Divine, or Psychic), Spellcraft 1 Rank
    Benefit: You gain one spell you know as a spell-like ability usable once per day. Bards, Bloodragers, Sorcerers, and similar classes can select any spell on their spell list instead of a spell known. If a selected spell is one spell level lower than the highest spell level the character can cast, then the spell-like ability is usable three times per day. You can not select a spell with an expensive (1 gp or higher) material or focus component for use with this feat.

    Inscribe Rune [Item Creation]
    Source: Player's Guide to Faerun
    You gain the ability to inscribe spells onto a variety of surfaces as runes, activating with a touch, when read, or when near the rune.
    Prerequisites: Divine Caster Level 3rd
    Benefit: You can inscribe a rune of any 3rd-level or lower spell that you know and that targets a creature, requires a melee touch or ranged touch attack, or affects an area. Inscribing a rune takes 10 minutes for a zero level spell and one hour per spell level of the spell being scribed. When you inscribe a rune, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To inscribe a rune, you must use up raw materials costing one half this base price.
    When you inscribe a rune, you make any choices that you would normally make when casting the spell. Inscribing a rune with an area of effect has the area always centered on the rune itself and can activate when touched or when a creature enters the area of effect. A spell that requires a target, melee touch, or ranged touch attack must target a creature that touches the rune in some manner. A rune that activates when read must use a spell that requires a target. Inscribing a rune can activate when a creature steps on a specific 5-ft square must employ a spell that requires a target or ranged touch attack within the spell's range. This spell automatically targets the first creature that enters the square. Spells with a ranged touch attack target the square with a ranged touch attack bonus equal to the spell's spell level and the target has a 50% miss chance, similarly to firing blindly.
    See Rune Magic rules for more information.

    Insidious Magic [Metamagic]
    Source: Player's Guide to Faerun
    Your spells are difficult to detect through divination and other methods of detection.
    Benefits: Divination spells don't automatically detect or defeat your spells or other magical effects. This only benefits a spell and not something the spell protects, for example, this protects a character's disguise self spell from being detected by detect magic or arcane sight but this does not prevent an invisible character from being detected by the see invisibility spell although it would protect invisible characters against invisibility purge. For a spell modified by this feat to be defeated or detected, the caster must succeed an opposed caster level check. The results of the caster level check apply to one instance of a given spell or for one hour, whichever duration is shorter. Failure means the spell is undetectable or continues to operate despite the opposing spell. Success means the caster gains information about or defeats the spell normally.
    This spell takes up a spell slot two spell levels higher than the spell's actual level.
    Normal: Divination spells can automatically gain information about your spells or otherwise defeat them, such as detect magic sensing magical auras, invisibility purge dispelling illusion spells, or true seeing discerning illusions.

    Magical Artisan [General]
    Source: Player's Guide to Faerun
    The magic items you create are not merely functional, but works of high magical art.
    Prerequisites: Any Item Creation Feat
    Benefit: At your option, you can elect to take twice as long and expend 25% extra gold (75% of the item's market price) to create a magic item. This item gains a +2 bonus to all caster level checks to penetrate spell resistance, a +1 bonus to the effect's saving throw DC, and any non-instantaneous duration of any effect created by the item is doubled. This feat only benefits magic items that use their own caster level and saving throw DCs and not the caster's caster level and saving throw DCs (like staves).
    Alternatively, an item crafter can choose to create an item as efficiently as possible, reducing the creation cost of the item by 10% (40% of the item's market price).
    Making use of this feat increases the item's craft DC by 5.

    Mythic Delay Spell [Metamagic] [Mythic]
    You've mastered the ability to delay and set off your spells at a time of your choosing.
    Prerequisite: Delay Spell, 1st Mythic Tier
    Benefit: When you cast a spell modified by delay spell, you can delay the spell up to a maximum of 10 rounds.
    By expending a use of your mythic power, you can increase the delay further from rounds to minutes to a maximum of one minute per mythic tier you possess.
    By expending a use of your mythic power, you can use delay spell without increasing the casting time of the spell or increasing the spell slot it uses.
    Normal: You can delay a spell using the delay spell metamagic feat by up to 5 rounds.

    Pernicious Magic [General]
    Source: Player's Guide to Faerun
    You have better optimized your magic to take advantage of the shadow weave's advantages.
    Prerequisite: Shadow Weave Magic
    Benefits: Your enchantment, illusion, and necromancy spells are considered to be one spell level higher than they are for the purpose of counterspelling the spells of a weave-user. In addition, your enchantment, illusion, and necromancy spells have a dispel DC of 13 + your caster level.
    However, your evocation and transmutation count as one spell level lower than they normally are for the purpose of counterspelling and have a dispel DC of 9 + your caster level.
    Normal: Spells possess a dispel DC of 11 + your caster level.

    Shadow Thief [Initiate]
    Source: Player's Guide to Faerun
    Members of the Shadow Thieves are among the most prosperous and largest thieves' guild in all of Faerun. Although their largest stronghold is in Amn, their reach can and does extend well beyond Amn's borders. Those that are the most successful in this organization are those that seek profit and power and control. Although shadow thieves are not unknown to skulking or thieving as most in such guilds, their specialty lies in their ability to pursue more duplicitous means to get what they want out both in and out of the shadows.
    Prerequisites: Bluff 1 rank, Diplomacy 1 rank, Intimidate 1 rank, and must be a member of the Shadow Thieves' guild.
    Benefit: You gain bluff, diplomacy, and intimidate as class skills if you did not have them as such beforehand. In addition, you gain a bonus to your leadership score equal to +1 due to your reputation and the influence of the Shadow Thieves. In addition, you can select one of the abilities below.
    • Betrayer (Ex): You are an expert in getting a target to drop their guard for an act of ultimate betrayal on your part. By approaching a target as a person to be trusted, you can get them to drop their guard long enough for you to strike and maximize your chances of hurting or killing the target. You must spend five minutes of uninterrupted conversation with the target and the target's attitude toward you must be indifferent, friendly, or helpful by the end of that time. A diplomacy check to change the target's attitude can be made during this time. Once five minutes have passed and the target is indifferent, friendly, or helpful, you must succeed on a diplomacy check against the target's opposed sense motive check as a free action. A successful diplomacy check results in the target being flat-footed against you until the beginning of your next turn or until you attack, whichever comes first. After that time, if you failed your diplomacy check, your target sees plainly your ill intentions, the consequences of which are dependent upon the situation but most subjects simply become hostile and act accordingly. If you choose not to attack during that time, the results are dependent upon the situation but sans a hostile action, the target may generally remain indifferent, friendly, or helpful. A successful attack after a successful use of this ability allows you to add 1 point of bonus precision damage to the target equal to half your total ranks in your bluff skill. Characters with the sneak attack abilities can apply that bonus damage as well. Characters with the death attack ability can apply the effects of that ability as well. Creatures immune to sneak attack damage are likewise immune to this bonus damage.
    • Doublespeak (Ex): As a shadow thief, you learn speak in such a way as to obfuscate and layer your meaning. People you interact with can never be quite sure if you were telling the truth or even if they should take seriously a veiled threat. Any time you suffer the negative consequences of a social interaction (successful or not), such as a failed bluff or diplomacy check or even a successful intimidate check against a particular target, you can attempt a bluff check after five minutes of conversation to remove those penalties (such as bluff's -10 penalty on a failed bluff check to lie, a failed attempt to change a target's attitude through diplomacy, or virtually any consequence from intimidate) and essentially allow you to treat the target as though the previous interaction didn't happen. After five minutes of conversation, you can attempt a bluff check against the target's opposed sense motive check with a -5 penalty. A successful check erases the previous interaction's consequences but only if the target was unaffected by the consequences of that interaction (directly or indirectly, though the target must be able to connect those consequences to that interaction somehow). If the target was affected, this penalty increases to -10. If you personally attacked the target or the target otherwise suffered as a direct cause of that interaction, then this penalty increases to -20.
    • Trustworthy (Ex): You have a trustworthy face. When improving a creature's attitude toward you for the first time, you can adjust the target's attitude toward you by two steps instead of one. The DC to perform this action is increased by 5. In addition, any time you make a request or suggest a course of action with diplomacy or bluff, the associated penalty or increase in the DC is lessened by 5 (to a minimum of 0.)
    Special: You can select this feat multiple times. You can not select a special ability more than once unless specifically stated otherwise. Each time you select this feat, your bonus from your reputation to your leadership score improves by 1. In addition, you can select from one of the special abilities again, select a different ability you hadn't selected before. You can select this feat a maximum of three times.

    Shadow Weave Magic [General]
    Source: Player's Guide to Faerun
    You have unlocked the secrets to using the magic of the shadow weave.
    Prerequisites: Ability to cast arcane or divine spells, Knowledge (Arcana) 1 Rank or patron deity Shar.
    Benefit: From this point forward, your spells tap into the shadow weave permanently.
    The shadow weave is optimal for some types of spells and less than optimal for others. Spells of the enchantment, illusion, and necromancy schools of magic are easier to create, use, and manipulate with metamagic. When applying one or more metamagic feats to a spell of the enchantment, illusion, and necromancy spell schools, reduce the total spell level adjustment of the spell slot needed by one. Further, you can use the enlarge, extend, and widen spell metamagic feats with spells of these schools as though you possessed those metamagic feats, but only for spells of those schools.
    Spells with the [Darkness] descriptor that you cast are enlarged, extended, and widened automatically as though modified by those metamagic feats. This benefit does not stack with that of the enlarge, extend, and widen metamagic feats.
    The shadow weave, however, is less than optimal when casting spells that involve energy and matter. Spells of the evocation and transmutation schools are more difficult to cast and use (except those of the [darkness] descriptor.) Any spell you cast of the evocation and transmutation schools modified by one or more metamagic feats adds +1 to the total spell level adjustment of the spell slot required to cast those spells. Further, the damage dice produced by any spells of those schools is reduced by one step (so every 1d6 becomes 1d4 or 1d8 becomes 1d6 and so on). Lastly, the non-instantaneous duration of any spell of any of these spell schools is halved.
    Spells with the [Light] descriptor can be cast by a shadow weave user, but they have their range, radius, and duration halved, as appropriate.

    Spell Thematics [General]
    Source: Player's Guide to Faerun
    Your spells, whether done as an expression of creativity or a deliberate act to make it difficult for others to identify your spells, are cast differently from the standard practices, making them wholly your own.
    Prerequisites: Ability to cast spells or manifest psionics and Spellcraft 1 Rank
    Benefit: It is much more difficult for others to identify your spells as they are being cast. The DC to identify your spells is equal 20 + your ranks in spellcraft + the spell's level.
    Normal: The spellcraft DC to identify your spells is equal to 15 + the spell's level.

    Spellcasting Prodigy [General]
    Source: Player's Guide to Faerun
    You possess an uncanny talent for magic.
    Benefit: Treat one of your mental ability scores (intelligence, wisdom, or charisma) as two points higher when determining spellcasting and class ability benefits keyed to that ability score. This benefit does not stack with any racial ability score bonuses to that ability score but any racial penalty is ignored.
    For example, an orc and elf wizard are treated as having a 17 intelligence for the purpose of preparing and casting wizard spells and the wizard's class features even though the elf has a 17 intelligence (15 +2 racial) and a orc has a 13 intelligence (15 -2 racial).
    Special: You can only select this feat as a 1st level character. You can select this feat even if you don't possess any levels in a spellcasting class.

    Spellfire Talent [Spellfire]
    Source: Magic of Faerun, Player's Guide to Faerun
    Prerequisite: Constitution 13+, Spellfire Pool
    Benefit: Your spellfire pool increases by 2 spellfire points and your maximum spellfire pool capacity increases by 4 points.
    Special: You can select this feat multiple times. It's effects stack.

    Spellfire Wielder [General]
    You have discovered that you possess the ability to absorb and redirect magical energy to other uses.
    Prerequisite: Constitution 13+
    Benefit: You gain the ability to gain and use spellfire points. Any time you rest, similarly to regaining spells or other class abilities, you regain lost spellfire points equal to your constitution modifier. You also gain spellfire points by successfully saving against first level or higher spells (including harmless spells) that affect you equal to one point per two spell levels of the spell (minimum one). You can possess a maximum number of spell points equal to your constitution score. Spellfire points in excess of your constitution modifier is simply lost.
    You can use spellfire points for any of the following benefits:
    • Spellfire Light (Sp):You can cast the light as an arcane spell with a caster level equal to your hit dice by expending one spellfire point.
    • Spellfire Ray (Sp): You can create a ray of fire that you can use to attack enemies out to close (25ft + 5 feet per two hit dice you possess) range as a ranged touch attack. Opponents you hit with this ray suffer 1d6 + 1 per two hit dice you possess in fire damage. You must expend two spellfire points to use this ability.
    • Spellfire Charge (Su): You can use one racial spell-like ability with limited uses without expending a use of that ability by expending three spellfire points. This must be a racial spell like ability or a spell-like ability gained by a racial feat.

    Special: Characters that has selected the endurance and/or endurance (mythic) add the noted modifier to the character's character's constitution score to determine the character's maximum spellfire point capacity. Also, you can not take this feat if you already possess a spellfire pool. If you select this feat and later gain a spellfire pool from another source, such as from a class feature that grants a spellfire pool, this feat is automatically replaced with the spellfire wielder feat.

    Spellguard of Silverymoon [Initiate]
    Source: Player's Guide to Faerun
    As the bastion of civilization in the savage North, the city of Silverymoon attracts a great deal of attention from the fell creatures that inhabit the snow-shrouded forests. Evil giants, trolls, dark elves, and creatures of an even fouler bent scheme to make the Gem of the North fall. Fortunately for the Silvaeren, the city is well defended against such threats. The Spellguard, Silverymoon's elite cadre of battle-trained arcane spellcasters, protects the city against the threat of hostile magic and aids the Knights in Silver against more mundane threats.
    Prerequisites: Non-Evil Alignment, Membership in Good Standing with the Spellguards of Silverymoon, Spellcraft 1 Rank
    Obligation: The Spellguard is a military unit, not just a loose fraternity of mages. As such, each spellguard of Silverymoon must spend at least two days out of every tenday on active duty, usually either guarding the walls of Silverymoon itself or patrolling the surrounding area with a detachment of the Knights in Silver.
    Token: As a member of the Spellguard, newly inducted member receives an adrath token - a small metal disk that allows him to cast spells that are normally forbidden by the mythal. As long as he has this token in his possession, he may cast conjuration (summoning) spells, evocation [fire] spells, and spells with the teleportation descriptor within the wards of Silverymoon. He may also freely use magic items that produce those effects.
    This token does not magically appear in the spellguard's possession; he must return to Silverymoon to receive it from his superior.
    Ward Attunement: Each spellguard of Silverymoon is inducted formally into the order through an elaborate ceremony held in the High Palace of Silverymoon. This ceremony, attunes the spellguard to the mythal that surrounds Silverymoon, allowing access to a variety of powers granted to them by the mythal.
    See The Wards of Silverymoon for information on ward attunement.
    Benefit: You gain a +2 bonus to all concentration checks when casting defensively. In addition, you can select one of the following abilities and gain the selected benefits listed below.
    • Mythal Magic of Silverymoon: You gain the ability to better use the benefits provided by your attunement to Silverymoon's mythal and, in addition, you gain a limited ability to store some of the mythal's power to use even outside of the Mythal's influence. When within the Mythal's borders, you can cast any of the mythal's spells as a swift action. In addition, you can store within you a fraction of the mythal's magic, allowing you to use those powers outside of the mythal's borders.
      In order to store a spell, you must possess a minimum number of skill ranks in the spellcraft skill to store a spell as indicated below. You can store a number of the ward's spells equal to double the combined minimum skill ranks of the spells listed below. Similarly to casting them within the mythal, the spells are cast by command word. However, when cast outside the mythal, the spell is cast at a caster level equal to your ranks in spellcraft and a saving throw DC equal to 10 + half your ranks in spellcraft (rounded down) + your intelligence modifier. The spells have a spell level equal to half your number of ranks in spellcraft, rounded down.
      1 Rank- Feather Fall, Protection from Evil
      2 Ranks- Bless Weapon, Shield, Shocking Grasp
      4 Ranks- Bull's Strength, Cat's Grace, Negative Energy Protection, Silence
      6 Ranks- Invisibility Purge, Ironguard (Lesser), Quench, Remove Curse, Remove Paralysis, Tongues
      8 Ranks- Air Walk, Detect Scrying, Discern Lies
      10 Ranks- Dispel Chaos, Dispel Evil
      12 Ranks- Control Water
      14 Ranks- Antipathy (Evil-Aligned Demons, Devils, Dragons, Drow, Duergar, Giants, Goblinoids, Mind Flayers, Orcs, and Trolls Only)
    • Spellguard (Su): Once per day, you can cast any beneficial personal-range arcane spell on another creature as though it were a touch-range spell. You can use this ability one additional time for every five ranks you possess in the spellcraft skill.
    • Selective Spell (Su): You gain the ability to discriminate whether a target becomes affected by a spell of yours or not once per day. Alternatively, the cast spell can be modified by this ability as such that it only affects the selected targets. Any time you cast a spell that affects an area, you designate one creature per rank you possess in spellcraft either exempt from the spell's effects or specifically targeted by the spell's effects at your option. This benefit only persists for one round for each use of the ability, but multiple uses of this ability can be used for spells that have a duration longer than one round. You gain an additional use of this ability for every five ranks you possess in the spellcraft skill.

    Special: You can select this feat multiple times to a maximum of three times in total. Each time you select this feat, you can select another of the three available abilities and your bonus to concentration checks increases by 1.
    The Wards of Silverymoon: The city of Silverymoon is protected by a powerful magical effect called a mythal. This potent form of elven high magic forbids the casting of several types of spells, causer other spells to, be permanently in effect, and allows the denizens of Silverymoon to use still other spells with a word. The mythal's effects cover the city itself plus an area 1,000 yards beyond its limits in all directions (even up into the sky and down into the earth).
    Spells with the death, evil, or teleportation descriptor, conjuration (summoning) spells, and evocation [fire] spells are all forbidden by the mythal of Silverymoon. Any attempt to cast such a spell fails automatically, though the spell slot is used up normally.
    The following spells are continually in effect throughout the area of the mythal, much like a spell fixed to a hallow or unhallow effect: antipathy (to all evil-aligned demons, devils, dragons, drow, duergar, giants, goblinoids, mind flayers, orcs, and trolls), detect scrying (all creatures within the mythal gain the benefits of this effect), invisibility purge, negative energy protection, and protection from evil.
    Finally, characters attuned to the mythal may activate any of the following spells by command word, exactly as if it were an ability of a magic item in the character's possession: air walk, bless weapon, bull's strength, cat's grace, control water, discern lies, dispel chaos, dispel evil, feather fall, ironguard (Lesser), quench, remove curse, remove paralysis, shield, shocking grasp, silence, and tongues.
    More information on Silverymoon's wards can be found on page 57 of The Silver Marches.
    Ex-Spellguards: A spellguard of Silverymoon who is derelict in his duty, betrays Silverymoon or the Silver Marches, or otherwise acts in a manner inappropriate for a military officer of his stature is cast out of the Spellguard. His ward token is deactivated, and his attunement to the mythal is fully nullified, effectively loosing all benefits gained by this feat. This can be reversed if the spellguard pays for any crimes or other debts to society as appropriate to the crime and the desires of the leadership of Silverymoon and the guard.
    A character may at any time choose to retire from the Spellguard. A retiree is expected to hand in his adrath token, loosing the benefits of ward attunement but retaining the abilities granted by this feat, treating all areas even within the mythal as though he were outside the mythal.
    Under exceptional circumstances, however, a retired spellguard may reenlist and regain full attunement to the wards of Silverymoon's mythal.

    Tenacious Magic [General]
    Source: Player's Guide to Faerun
    Your spells are especially difficult to dispel.
    Benefit: Your spells are especially resilient against dispelling magic. The dispel DC of any spell you cast is increased by 2 points. In addition, if a dispel attempt is successful against your spells they continue to persist for another 1d4 rounds or until the duration would normally end, whichever is sooner.

    Twin Spell [Metamagic]
    Source: Player's Guide to Faerun
    You cast the selected spell twice simultaneously.
    Benefit: You cast one harmless or beneficial touch, ranged touch, or target spell that affects one creature twice, performed simultaneously. You gain the benefit of one of the twinned spells while the other can be used normally on another creature. You do not benefit from the extra spell if you used both on the same target.
    A twinned spell uses up a spell slot one level higher than the spell's actual level.
    Last edited by Neoxenok; 2019-07-27 at 07:46 PM.

  8. - Top - End - #128
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    Default Spells of the Forgotten Realms {N-R}


    Nature's Balance
    School Transmutation; Level Druid 4, Summoner/Unchained Summoner 3
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration 10 Minutes/Level (D)
    Saving Throw Fortitude Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    You create a mystical link between yourself and a touched creature, lending them a degree of your power. When you cast this spell, you suffer a -4 penalty to one of your ability scores and increase the touched creature's same ability score by an equal amount.
    This benefit persists as long as both you and the touched creature remain on the same plane. The spell is active on both you and the selected target and dispelling the spell on either the caster or the target creature ends the spell on both. The ability bonus on the target creature is non-typed and the ability penalty on the caster cannot be removed without dispelling the spell.
    You can cast this spell multiple times, affecting a different ability score for each instance of the spell. This spell only benefits one ability score at any given time and does not stack with other instances of this spell, so two different casters cannot increase the same ability score on the same creature nor can the same caster cast the spell twice to benefit/penalize the same ability score.
    ===MYTHIC===
    You can increase and penalize one additional ability score with a single casting of this spell. If you expend two uses of mythic power, you can affect three additional ability scores or all six ability scores with three uses of mythic power.
    You can also affect multiple creatures with each creature benefitting from a different ability score, so a single caster could expend three uses of mythic power, granting one to six creatures a +4 bonus to each of the six ability scores (while taking a -4 penalty to all six of the caster's ability scores.)
    Augmented (3rd): By expending three uses of mythic power, you gain the same benfits as expending three uses of mythic power above, but the duration of the spell also increases to one hour/level.
    Augmented (5th): You expend four uses of mythic power and gain the benefit of expending three uses of mythic power as described above, but the duration of the spell increases to one day/level and any/all ability penalties decrease by 2.
    Source: Player's Guide to Faerun

    Naturewatch WILL COMPLETE WHEN I GET TO PROPER SOURCE
    School ; Level Hathran 0
    ===CASTING===
    Casting Time
    Components
    ===EFFECT===
    Range
    Target
    Area
    Duration
    Saving Throw (); Spell Resistance
    ===DESCRIPTION===
    ===MYTHIC===
    Source: XXX

    Negative Energy Protection
    School Abjuration; Level Initiate of Lathander 2
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration 10 Minutes/Level
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    This spell grants a limited amount of protection from negative life energy, shielding you from hit point damage from negative energy. For the duration of this spell, any time the target would gain negative energy damage, such as from an inflict spell, the damage inflicted is lessened by 10 points (to a minimum of 0).
    This resistance increases to 20 at 7th level and 30 at 11th level.
    Source: Spell Compendium, D&D 3.5 Edition

    Nybor's Gentle Reminder
    School Enchantment (Compulsion) [Mind-Affecting] [Pain]; Level Favored of the Zulkirs 2
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, F
    ===EFFECT===
    Range Close (25ft. + 5ft./2 Levels)
    Target One Living Creature
    Duration One Round/Level
    Saving Throw Will Negates; Spell Resistance Yes
    ===DESCRIPTION===
    This spell was developed by Thayan slave drivers that wanted to get the point across to their slaves. It has since spread to use in combat. This spell sends a stinging jolt of pain that resonates throughout the target's body for the duration of the spell. The target is dazed for one round (until the beginning of your next turn) and gains the shaken condition for the remaining duration of the spell.
    The pain caused by this spell is distracting, forcing the caster to make a concentration check against a DC equal to this spell's save DC plus the level of the spell the caster is attempting to cast.
    Focus Component: A stick at least one foot long.
    Source: Player's Guide to Faerun

    Nybor's Mild Admonishment
    School Enchantment (Compulsion) [Mind-Affecting] [Pain]; Level Favored of the Zulkirs 3
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, F
    ===EFFECT===
    Range Close (25ft. + 5ft./2 Levels)
    Target One Living Creature
    Duration One Round/Level
    Saving Throw Will Negates; Spell Resistance Yes
    ===DESCRIPTION===
    Developed by Thayan slave drivers, this spell has since spread to use in combat. This spell sends waves of crippling pain into a single indivdiual that resonates for the duration of the spell. The target is dazed for one round (until the beginning of your next turn) then nauseated for 1d4+1 rounds, then shaken the remaining duration of the spell.
    The pain caused by this spell is distracting, forcing the caster to make a concentration check against a DC equal to this spell's save DC plus the level of the spell the caster is attempting to cast.
    Focus Component: A stick at least one foot long.
    Source: Player's Guide to Faerun

    Nybor's Stern Reproof
    School Enchantment (Compulsion) [Mind-Affecting] [Pain]; Level Favored of the Zulkirs 7
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, F
    ===EFFECT===
    Range Close (25ft. + 5ft./2 Levels)
    Target One Living Creature
    Duration One Round/Level
    Saving Throw Will Partial (See Text); Spell Resistance Yes
    ===DESCRIPTION===
    This spell was developed by Thayan slave drivers to show their servants the consequences of their displeasure. It has since found good use against the enemies of Thay in combat. This spell sends such pain into the mind of the subject that it dies a slow and painful death. The target is paralyzed for 1d4+1 rounds and suffers 1 point of constitution and wisdom drain each round. At the end of those rounds of being paralyzed, the target suffers 10 points of damage per caster level. If the target survies the damage, they remain nauseated for the remaining duration of the spell.
    A successful will save during the first round negates the effects of paralysis and ability drain for one round, instead gaining the sickened condition. During the second round, the target must succeed another will saving throw. If this save fails, they suffer 3d6 points of damage +1 per caster level but still gains the nauseated condition for the remaining duration of the spell. If the second save is successful, the target still suffers the damage but the spell is otherwise negated.
    Focus Component: A stick at least one foot long.
    Source: Player's Guide to Faerun

    Nchaser's Glowing Orb
    School Evocation [Light]; Level Cleric/Oracle 4, Inquisitor 4, Sorcerer/Wizard 3 Elemental School Void 3
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, F, M
    ===EFFECT===
    Range Touch
    Effect A floating, flying magical orb of controlled light
    Duration Permanent
    Saving Throw None (Harmless); Spell Resistance No
    ===DESCRIPTION===
    Inside a thin glass sphere, you spark a magical light roughly the size of a human fist. The orb can float, ordered to follow a particular target, stay in one place, or be directed to fly to a target or location with a fly speed of 60ft (perfect) at any time. The light level is variable and it is possible for the orb to create light bright enough to have bright light out to a 60ft radius from the orb (120ft shadowy illumination) or be extinguished entirely and generate no light at all and anywhere in between.
    Directing the orb's movement or light levels can be performed as a mental command by the caster and any others designated by the caster that can be performed as a free action. The caster can designate controllers or undesignate them at any time. Conflicting commands defaults to the caster or the winner of an opposed charisma check. A caster can create as many of these orbs as he wishes and directions can be made for individual orbs, groups, or all orbs. The caster can only control an orb if he is within 60 feet of that orb and has line of sight.
    Breaking the glass sphere destroys the magic and ends the spell. The sphere has AC 18 (10 + 8 Size) with 2 hit points and 0 hardness.
    Light spells counter and dispel darkness spells of an equal or lower level.
    Material Component: Ruby dust worth 200 gp.
    Focus Component: The glass sphere into which the light is placed. An orb usable for this purpose has a hardness of 0 and 2 hit points.
    Source: Player's Guide to Faerun

    Obediant Avalanche
    School Conjuration (Creation) [Cold]; Level Shaman 9, Sorcerer/Wizard 9, Witch 9 Elemental School Air 9
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Medium (100ft. + 10ft./Level)
    Area 40ft. Radius (See Text)
    Duration Instantaneous
    Saving Throw Reflex Partial (See Text); Spell Resistance No
    ===DESCRIPTION===
    You create a sizable avalanche of snow in midair and drop it upon all within your foes below. The effect of an obedient avalanche depends upon the distance from the spell's point of origin, as follows:
    Within 20 feet: Each creature within the area suffers 1d6 points of damage per caster level [maximum 25d6]. This damage is half bludgeoning damage and half cold damage. All creatures within this area is also buried and the terrain is covered in heavy snow. A successful reflex saving throw negates the burial and halves the damage.
    Buried creatures cannot breathe and must succeed a strength or escape artist check as a one-round action against the DC of this spell to escape. The terrain in this area is considered difficult terrain and movement is halved within the area.
    Between 20 feet to 40 feet: Each creature within the area suffers 1d6 points of damage per caster level [maximum 25d6]. This damage is half bludgeoning damage and half cold damage. All creatures within this area are also pushed to the edge of the area of effect away from the point of origin and rendered prone. A successful reflex saving throw halves the damage and is neither pushed to the edge of the area of effect nor rendered prone. A failed reflex save still allows the character to succeed a strength or acrobatics check against the DC of the spell to avoid the push and prone effects of the spell.
    The hardness of objects and structures is treated as 5 points lower (to a minimum of 0) for the purpose of suffering damage from this spell.
    The snow created by this spell is real snow and persists as real snow would. An obedient avalanche extinguishes all flames it touches.
    ===MYTHIC===
    The spell deals 1d10 points of half bludgeoning and half cold damage per caster level [maximum 25d10]. By expending two uses of mythic power, a fog of powdered snow enshrouds the entire radius of the spell's area for a number of rounds after the spell is cast equal to your tier. Any creature that enters this area cannot see past 10 feet in any direction and all creatures not within 10 feet of a creature gains concealment. In addition, all creatures within the spell's radius during this duration suffers 1d6 points of non-lethal damage each round due to the extreme cold.
    Source: Player's Guide to Faerun

    One with the Land WILL COMPLETE WHEN I GET TO PROPER SOURCE
    School ; Level Hathran 2
    ===CASTING===
    Casting Time
    Components
    ===EFFECT===
    Range
    Target
    Area
    Duration
    Saving Throw (); Spell Resistance
    ===DESCRIPTION===
    ===MYTHIC===
    Source: XXX

    Pact of Martyrdom
    School Necromancy [Good]; Level Initiate of Ilmater 4
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration Instantaneous
    Saving Throw None; Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    You cure the target creature of hit points by exchanging yours to the target. You can exchange a maximum of 10 hit points per caster level (maximum 100) in this manner. If you have fewer hit points than this, then you can only exchange up to a maximum of your full hit point total plus your constitution score, killing you at the expense of the health of the target in the process. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through pact of martyrdom gain a temporary negative level that lasts for 1 day.
    ===MYTHIC===
    The maximum number of hit points cured by this spell is increased by your tier. This does not allow the caster to cure the target more hit points than he has to give. If the caster dies due to this spell, the target is cured an additional 10 points of damage per tier you possess.
    Augmented (7th): By expending two uses of mythic power, you can affect one creature/level (as long as they are within 30ft of one another) within close range (25ft + 5ft/2 levels). Your hit points are divided amongst all targets. If the caster dies through the use of this spell, all targets are each cured an additional 10 hit points per tier you possess, regardless of how many hit points the caster has to give each target.
    Source: Player's Guide to Faerun

    Possess Animal
    School Necromancy; Level Initiate of Malar 3
    ===CASTING===
    Casting Time One Round
    Components V, S, M
    ===EFFECT===
    Range Close (25 ft. + 5 ft./2 levels)
    Target One Animal
    Duration One Minute/Level (D)
    Saving Throw Will Negates; Spell Resistance Yes
    ===DESCRIPTION===
    You attempt to possess a normal animal (not a magical beast, vermin, or other monster type) by projecting your soul into its body. The target animal must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body appears to be dead. Failure to take over a host ends the spell.

    If you are successful, your life force occupies the host body. The host’s soul is imprisoned with you, but can still use its own senses (though it can’t assert any influence or use even purely mental abilities). You can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities.

    As a standard action, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, you return to your own body and the life force of the host departs (it is dead). If your body is slain, when the spell expires or the host’s body is killed, you are slain. It is possible to cast this spell on a new target from within another creature’s body; this resets the duration. You still return to your original body (not any intermediate body) when you take a standard action to do so or the spell’s duration expires. Returning to your body ends the spell.
    Source: Player's Guide to Faerun

    Presper's Moonbow
    School Evocation [Electricity]; Level Bloodrager 4, Magus 4, Medium 4, Occult 4, Psychic 5, Sorcerer/Wizard 5, Spellblazer 4 Elemental School Air 5
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Medium (100ft. + 10ft./Level)
    Effect 1d4 Motes + 1 per five levels
    Duration One Round/Level or when all motes launched
    Saving Throw None; Spell Resistance Yes
    ===DESCRIPTION===
    You create a number of glowing motes around you, each of which glow similarly to a faerie fire spell. You may immediately launch one or more motes to one or more enemies within range, directly any number of motes to any number of enemies.
    Each mote individually deals 6d6 points of electricity damage that does not stack with other motes, however, when launching multiple motes against the same target, the damage total against that individual target increases by 2d6 points of electricity damage per additional mote.
    Material Component: A small piece of moonstone.
    ===MYTHIC===
    Each round for the duration of the spell, a new mote is created and remains until launched or the spell's duration ends, whichever occurs sooner. The caster can never have more motes than eight plus your tier.
    Source: Player's Guide to Faerun

    Prismatic Eye
    School Evocation; Level Psychic 6, Sorcerer/Wizard 6
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, F
    ===EFFECT===
    Range Medium (100ft. + 10ft./Level)
    Effect Magical Rainbow-Colored Eye
    Duration One Round/Level
    Saving Throw Yes (See Text); Spell Resistance Yes
    ===DESCRIPTION===
    You create a magical floating prismatic eye about the size of an apple that can shoot rays that replicate the effects of a prismatic spray. Each round, you can mentally command the eye to perform an action as a free action as long as the eye remains within line of sight and inside of the range of the spell. The eye has a fly speed of 40 feet (perfect), an AC of 18 (10 + 8 Fine Size), and one hit point per two caster levels.
    Starting the round the eye appears, the eye can fire off one ray per two caster levels you possess with each ray producing a random effect that corresponds to one of the colors of a prismatic spray spell. Whenever you wish to fire a ray from the eye to an opponent, you must make a ranged touch attack with an attack bonus equal to this spell's spell level. A successful ranged touch attack with a 50ft. range produces a random effect determined by a 1d8 roll and the result listed below.

    • 1-2(Red): 20 Points of Fire Damage [Fortitude Half]
    • 3(Orange): 40 Points of Acid Damage [Fortitude Half]
    • 4(Yellow): 80 Points of Electricity Damage [Fortitude Half]
    • 5(Green): Poison [Freq 1/round; Init: 2d6 Con Damage; Sec: 1 Con Damage/Rnd; Cure: 2 Consecutive Fortitude Saves]
    • 6 (Blue): Flesh to Stone [Fortitude Negates]
    • 7 (Indigo): Insanity [Will Negates]
    • 8 (Violet): Sent to Another Plane [Will Negates]


    Once all of the spell's rays have been fired, the spell ends.
    Focus Component: A polished, rainbow-hued abalone shell.
    Source: Player's Guide to Faerun

    Rosemantle
    School Abjuration; Level Initiate of Lathander 1
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S, M
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration 1 Minute/Level
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    You cause a target to briefly glow with a rose-colored light that fills the target with the light and hope of Lathander. The target gains a +2 morale bonus to all saving throws against spells and effects that cause pain or has the [pain] descriptor as well as effects that cause the sickened or nauseated conditions, and any fear effect or spell with the [fear] descriptor.
    This benefit improves by +1 at 6th level and again at 10th level to a maximum of +4.
    Material Component: A single rose petal.
    ===MYTHIC===
    The duration of this spell improves to 10 minutes/level.
    Source: Player's Guide to Faerun

    Ruby Ray of Reversal
    School Abjuration; Level Sorcerer/Wizard 7
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Medium (100ft. + 10ft./Level)
    Target One Natural or Magical Hazard (See Text)
    Duration Instantaneous
    Saving Throw None; Spell Resistance No
    ===DESCRIPTION===
    From your fingertips shoots a thin bright ruby-red light that has the power to bypass, negate, or suppress a number of hazards and obstacles both mundane and magical. Unless otherwise stated, the benefits of this spell applies to both mundane and magical variations of the same obstacle, such as the webs of monsterous spiders or the web spell if the effect specifies that it affects webs in general. The following is a list of hazards and the method by which the spell corrects them.
    • Dispel: This spell can affect an individual spell as though targetted by dispel magic.
    • Free Soul: You can target a crystal, gem, or other recepticle that houses a soul or has a spell cast upon it in order to store a soul, such as magic jar, Soul Bind, or Trap the Soul. Once cast, the spell is automatically dispelled, the gem, crystal, or other recepticle is destroyed and any souls trapped within are freed.
    • Normalize Body: You force a creature to revert to it's natural form. This undoes any extraordinary, spell, spell-like, or supernatural effect that alters a creature's form. Creatures with extraordinary or supernatural ability to transform recieve a will saving throw to reduce the effect and must remain in their natural form for 1d4+1 rounds before they can shift out of their normal form again. Instantaneous transmutations (such as flesh to stone) and any creature under the effect of a transmutation (polymorph) spell require a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + the caster level of the effect that caused the transformation to remove.
    • Punch Hole: This spell can create a 1ft radius hole through any force effect, such as forecage, resilient sphere, or wall of force. This does not destroy the spell creating those effects.
    • Remove Bio-Hazard: This function destroys all webbing, grease, molds, and slimes out to a 20ft radius from a point designated within the spell's range.
    • Trap: You can spring one trap within the spell's range, activing a trap as though it's mechanism was triggered and an available target is at the proper location. Note that this does not safely disable the trap but instead simply springs the trap.
    • Unlock: You can unlock a lock similarly to a knock spell, except it dispels hold portal or arcane lock if successful.
    • Untie: You can untie knots or free a target from a grapple. You or a pinned, tied, or grappled target can make an immediate combat maneuver check using your base attack bonus plus your primary spellcasting ability modifier.

    Material Component: A ruby with a value of 250gp.
    Source: Player's Guide to Faerun

    Last edited by Neoxenok; 2019-07-20 at 06:47 PM.

  9. - Top - End - #129
    Orc in the Playground
     
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    Default Spellblazer

    Spellblazer
    Source: Magic of Faerun, Player's Guide to Faerun (Formerly Spellfire Channeler and Spellfire Hierophant)
    Spellfire is the raw energy of the weave and spellblazers are it's master.
    Role: The spellblazer is a warrior that uses magic as his weapon in perhaps the most literal manner possible. They possess a deep and intrinsic connection to the weave and are capable of pulling magic directly out of the weave and even directly away from magical attacks against them. Although perhaps the most blunt of all types of magic-users in faerun, they're none the less effective.
    Alignment: Any
    Hit Dice: d10
    Class Skills: Bluff (Cha), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
    Skill Points Per Level: 2 + Intelligence Modifier
    Base Attack Bonus: Average (3/4 Level, round down)
    Saving Throws: Good Fortitude Save (2 + 1/2 Level round down), Bad Reflex and Will Save (1/3 level round down)
    Class Features:
    • Weapon and Armor Proficiency: Spellblazers are proficient in all simple weapons and with light armor. A spellblazer is able to cast spellblazer spells while wearing light armor without incurring the normal chance of spell failure. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a spellblazer wearing medium or heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
    • Crown of Fire (Su): At first level, you gain the ability to activate an ability called the Crown of Fire, flushing yourself with spellfire energy for a short time. When active, you glow brightly, shedding bright light out to 5 feet per spellblazer level you possess and shadowy illumination out to 10 feet per spellblazer level beyond that. This works similarly to an evocation [light] spell, dispelling any spells with the darkness descriptor of a level equal to or less than half your spellblazer level rounded down. You also suffer a -2 penalty to stealth checks per spellblazer level.
      While active, you gain fast healing 1 and your spellbolts in all of its forms are suffused with the energy of true spellfire and deal purely magical damage instead of any of the elemental energy types. Lastly, all spellblazer abilities that cost spell points to use cost one fewer spell points than normal to a minimum of one spell point. This benefit counts against the normal maximum number of spell points you can spend on a single ability, so a tenth level spellblazer can still only spend 5 spell points on a single ability and with the crown of fire active, they only expend four spell points but can gain the benefit of having spent five total points but this does not allow the spellblazer to spend five points on a single ability and gain the benefit of having spent six points.
      Activating the crown of fire is a free action that must be performed on your turn. You can maintain the Crown of Fire for a number of rounds equal to 4 + your constitution modifier plus an additional 2 rounds for every spellblazer level you possess after 1st level.
      While the crown of fire is active, you can not absorb spells to gain spell points in any fashion. When the duration of the ability expires, you become fatigued for double the number of rounds in which the crown of fire ability was active. You can not activate crown of fire while fatigued or exhausted.
    • Magical Aura (Su): The spellblazer's connection to the weave and magical forces in general cause him to glow as a magic item with a caster level equal to his spellblazer level. If the spellblazer has zero spell points in his spell pool, then this glow ceases. See the detect magic spell for details.
    • Spellfire Bolt (Sp): Despite the prominance of the term "fire" and related terms in the name of the class and several of it's class features, the spellblazer is not strictly tied to the fire energy type. At first level, the spellblazer chooses one of four energy types (acid, cold, electricity, and fire) and that energy type becomes becomes the default energy type for the spellfire bolt and any class features (other than spells) that use an energy type unless otherwise noted.
      The spellblazer can form one of three types of spellfire bolts; a ranged weapon-like bolt, a melee weapon-like bolt, or a spell-like bolt as described below.
    • Ranged Spellfire Bolt: The ranged weapon-like bolt allows the spellblazer to cast the spellfire bolt as part of an attack action or full-round attack action as though it were any other sort of ranged weapon attack, attacking as a ranged attack with a close range increment (25 ft + 5 ft per two spellblazer levels) and dealing 1d6 plus your wisdom modifier energy damage. This type of attack is considered to be a ranged attack (not a ranged touch attack) and is likewise affected by any feats or abilities that benefit ranged attacks, such as feats like point blank shot, manyshot, weapon focus (spellfire bolt), and the like. Spellfire bolts require at least one hand to be free but the energy bolts only appear long enough to be fired so the spellblazer can benefit from a free hand anytime he isn't firing a bolt at an opponent. These energy bolts are treated in all ways as any other ranged weapon and they threaten opponents as ranged weapons. You can manifest these bolts anytime you would otherwise make an attack and you are always considered armed. These bolts threaten a critical hit on a natural 20 and deal double damage upon a successful critical hit.
    • Melee Spellfire Bolt: The melee weapon-like bolt allows the spellblazer to briefly create one or more weapons of the chosen energy at hand and attack in melee, dealing the same damage as the ranged attack (1d6 + your wisdom modifier of the chosen energy type) on a successful melee attack. The created weapons appear as long as necessary as long as you have at least one empty hand and at any time appropriate to making an attack, such as attacks of opportunity. These energy bolts are treated in all ways as any other melee weapon and they threaten opponents as though you were wielding melee weapons. You can manifest these bolts anytime you would otherwise make an attack and you are always considered armed. These bolts threaten a critical hit on a natural 20 and deal double damage upon a successful critical hit. Unlike normal melee weapons, they always deal the same damage and do not gain bonus damage from being wielded two-handed nor is damage lessened for off-handed attacks. Your melee bolts are always considered light weapons.
    • Spell-like Spellfire Bolt: The spell-like bolt allows the spellblazer to create a single, concentrated bolt of energy at a single opponent as either a melee touch attack or a ranged touch attack out to close range (25 ft + 5 ft per two spellblazer levels) as a standard action. This attack deals damage equal to 1d6 + your wisdom modifier points of your selected energy type plus 1d6 additional points per four levels beyond first (maximum 5d6 at 17th level.) At 3rd level, you can use this ability as a full-round action to deal an additional 1d6 points of your chosen energy damage + an additional 1d6 every five levels thereafter to a maximum of +4d6 at 18th level.

      Once a spellblazer has selected an energy type and type of spellfire bolt, he can use the spellfire bolt of the selected energy type at will at no cost. The spellblazer can still use one of the other energy types or one of the other types of spellfire bolts, but each costs a spell point to use each, so a spellblazer that selects fire and the spell-like bolt can fire a ranged weapon-like cold energy bolt at the cost of two spell points (one for the change in energy type and the other for the change in bolt type.

      All versions of the spellfire bolt is still a spell-like ability and is manifested as such, however, unlike most spell-like abilities, you must use somatic components when casting your spellfire bolts and are thus subject to arcane spell failure with medium and heavy armor as well as shields, though you can cast your spellfire bolt in light armor without difficulty. Success or failure of any arcane spell failure check applies for all attacks made with both melee and ranged weapon-like bolts until the beginning of your next turn. When casting a weapon-like bolt, you do not threaten opponents as you normally would when casting a spell-like ability but the spell-like bolt does provoke an attack of opportunity as casting spells or spell-like abilities normally would. Your spellfire bolt is considered to have a spell level equal to one-half of your spellblazer level rounded down (minimum 0th) to a maximum of a 9th level equivelent at 18th level. Spellfire bolts possess a caster level equal to their spellblazer level. Attacking a creature with your spellfire bolt checks spell resistance once per round and success or failure affects all attacks against that creature until the beginning of the next round.

      Any spellfire bolts, such as those modified by spellfire essence or spellfire power abilities, that require a saving throw, possess a saving throw DC based off of the spellfire bolt's spell level and is wisdom-based, so any saving throw DC is equal to 10 + half your spellblazer level (rounded down, minimum 0) + your wisdom modifier.
    • Spell Pool (Su): At first level, you gain the ability to gain and use spell points. The spell pool is the repository of magical energy siphoned directly off the weave and from the spellblazer's absorption abilities used to power the spellblazer's magical abilities. The number of spell points in a spellblazer's spellfire pool is equal to his constitution modifier plus his wisdom modifier plus half his spellblazer level (minimum 0).
      This pool is replenished each morning after 8 hours of rest or meditation. These hours need not be consecutive.
      It is also possible to gain spellfire points and add them to his spellfire pool by being targetted or affected by a level one or higher spell and succeeding the saving throw against that spell, gaining a number of spell points equal to one-half the spell level (minimum one.) Spells that do not offer a saving throw or are not affected by spell resistance do not benefit the spellblazer in this fashion. A spellblazer cannot possess more spell points than his constitution score plus his wisdom score plus his spellblazer level and any points gained in excess of this number are simply lost. All excess spell points beyond those gained normally after resting are lost when the spellblazer would normally rest and regain their spell points.
      The spellblazer can spend a maximum of one spell point on any given ability per two spellblazer levels (minimum 1) to a maximum of nine at 18th level.
    • Spellfire Essence (Least): Beginning at first level, the spellblazer learns to manipulate their spellfire in new ways. They can enhanace or modify their spellfire bolts or use the same energy to create entirely new effects. Each ability has one of four designations, including (ranged), (melee), and (spell-like) corresponding to the spellblazer's spellfire bolt selection and (any) which does not correspond to a spellfire bolt selection. A spellfire essence ability that corresponds to a spellfire bolt type modifies that type of spellfire bolt and can not be applied to another type. All spellfire essence abilities cost at least one spell point to activate and only one can be activated at a given time. All are spell-like abilities but unlike most spell-like abilities, these use somatic components and suffer from arcane spell failure except in light armor. Spellfire essence abilities that aren't keyed off of your spellfire bolt abilities only target the spellblazer unless otherwise noted in the description.
      Any spellfire essence ability that deals damage, like your spellfire bolt, defaults to your selected energy type and costs one additional spell point to use any other energy type. Any spellfire essence ability with a designation other than your selected spellfire bolt type and (any) costs one additional spell point to activate. All of these costs stack.
      [COMPLETE LISTING OF SPELLFIRE ESSENCE ABILITIES]
    • Mettle (Ex): At 2nd level, whenever the spellblazer is affected by a spell or other effect that forces the spellblazer to suffer a secondary or partial effect upon a successful saving throw, the spellblazer instead negates the effect entirely.
    • Spellfire Power: At second level and again every two levels thereafter, the spellblazer can select a spellfire power from the list below. These abilities allow the spellblazer to access to entirely new abilities and skills or alter and improve those that already exist. Once selected, it cannot be changed.
      [COMPLETE LISTING OF SPELLFIRE POWERS]
    • Spells: Beginning at 4th level, the spellblazer gains the ability to cast a small number of arcane spells, which are drawn from the Spellblazer spell list. To learn or cast a spellblazer spell, the spellblazer must have a wisdom score equal to 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DCs of the spellblazer's spell is 10 + the spell's level + the spellblazer's wisdom modifier.
      Like other spellcasters, a spellblazer can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Spellblazer. In addition, he receives bonus spells per day if he has a high wisdom score. The spellblazer does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn’t yet used up his allotment of spells per day for the spell’s level. When Table: Spellblazer indicates that the spellblazer gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
      The spellblazer’s selection of spells is limited. At 4th level, a spellblazer knows two 1st-level spells of his choice. A spellblazer gains more spells as he increases in level, as indicated on Table: Spellblazer Spells Known. Unlike spells per day, the number of spells a spellblazer knows is not affected by his wisdom score. At 8th level and every 3 levels thereafter, a spellblazer can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.
      Through 3rd level, a spellblazer has no caster level. At 4th level and higher, his caster level is equal to his spellblazer level – 3.
    • Greater Absorption: At 4th level, your more advanced knowledge of spells and magic allows you to retain more magical power for your spellfire pool. Any time you successfully save against a first level or higher spell that is affected by spell resistance, you can add a number of spell points equal to the spell's level to your spellfire pool.
    • Spellfire Essence (Lesser): Beginning at seventh level, you gain knowledge of more advanced spellfire essence abilities. These abilities work as spellfire essence (least) abilities except they cost two spell points or more to cast unless otherwise noted in their descriptions.
      You can select any spellfire essence (lesser) ability listed below or a spellfire essence (least) ability from that list. Additionally, any time you gain a spellfire essence (lesser) ability, you can also select one spellfire essence (least) ability and swap it for another of equal power from that same list.
      [COMPLETE LISTING OF SPELLFIRE ESSENCE ABILITIES]
    • Spell Resistance (Ex): The spellblazer gains spell resistance at 8th level. This spell resistance is equal to 9 + the spellblazer's class level.
      Any time the spellblazer successfully resists a first level or higher spell with spell resistance, he gains a number of spell points equal to half the spell's level (minimum one) to add to his spellfire pool.
      The spellblazer's spell resistance increases by 1 at 14th level and 1 again at 20th level to a maximum of 11 + your spellblazer level.
    • Advanced Spellfire Power: At 10th level and every two levels that follow, you can select an advanced spellfire power among those listed below instead of a normal spellfire power.
      [COMPLETE LISTING OF SPELLFIRE POWERS]
    • Greater Crown of Fire (Su): At 11th level, you gain the greater crown of fire ability. This works as crown of fire except as follows:
      Your fast healing improves to 3. Any time you expend spell points to use an ability, you expend two fewer spell points to a minimum of one.
      Once you gain greater crown of fire, you can not make use the lesser version of this ability.
    • Superior Absorption: At 12th level, any time you successfully resist a spell through spell resistance of any kind, he gains a number of spell points equal to the level of the spell and adds it to his spellfire pool. This ability benefits you, even with spell resistance other than that granted by this class, such as if you benefit from a spell or magic item that grants spell resistance.
    • Spellfire Essence (Greater): Beginning at 13th level, you gain knowledge of more advanced spellfire essence abilities. These abilities work as spellfire essence (least) or (lesser) abilities except they cost three spell points or more to cast unless otherwise noted in their descriptions.
      You can select any spellfire essence (greater) ability listed below or a spellfire essence (least) or (lesser) ability from that list. Additionally, any time you gain a spellfire essence (greater) ability, you can also select one spellfire essence (least) or (lesser) ability and swap it for another of equal power from that same list.
      [COMPLETE LISTING OF SPELLFIRE ESSENCE ABILITIES]
    • Spellfire Essence (Superior): Beginning at 17th level, you gain knowledge of the most advanced spellfire essence abilities. These abilities work as spellfire essence (least), (lesser), or (greater) abilities except they cost four spell points or more to cast unless otherwise noted in their descriptions.
      You can select any spellfire essence (superior) ability listed below or a spellfire essence (least), (lesser), or (greater) ability from that list. Additionally, any time you gain a spellfire essence (superior) ability, you can also select one spellfire essence (least), (lesser), or (greater) ability and swap it for another of equal power from that same list.
      [COMPLETE LISTING OF SPELLFIRE ESSENCE ABILITIES]
    • Superior Crown of Fire (Su): At 20th level, you gain the superior crown of fire ability. This works as crown of fire except as follows:
      Your fast healing improves to 5. Any time you expend spell points to use an ability, you expend four fewer spell points to a minimum of one.
      Once you gain superior crown of fire, you can not make use of any lesser version of this ability.


    Special Abilities
    1. Crown of Fire, Magical Aura, Spellfire Bolt, Spellfire Pool, Spellfire Essence (Least)
    2. Mettle, Spellfire Power
    3. Spellfire Essence (Least)
    4. Greater Absorption, Spellfire Power
    5. Spellfire Essence (Least)
    6. Spellfire Power
    7. Spellfire Essence (Lesser)
    8. Spell Resistance, Spellfire Power
    9. Spellfire Essence (Lesser)
    10. Advanced Spellfire Power
    11. Spellfire Essence (Lesser), Greater Crown of Fire
    12. Advanced Spellfire Power, Superior Absorption
    13. Spellfire Essence (Greater)
    14. Advanced Spellfire Power
    15. Spellfire Essence (Greater)
    16. Advanced Spellfire Power
    17. Spellfire Essence (Superior)
    18. Advanced Spellfire Power
    19. Spellfire Essence (Superior)
    20. Advanced Spellfire Power, Superior Crown of Fire


    Code:
    Spells Per Day
    Level	1st	2nd	3rd	4th
    1st	-	-	-	-
    2nd	-	-	-	-
    3rd	-	-	-	-
    4th	0	-	-	-
    5th	1	-	-	-
    6th	1	-	-	-
    7th	1	0	-	-
    8th	1	1	-	-
    9th	2	1	-	-
    10th	2	1	0	-
    11th	2	1	1	-
    12th	2	2	1	-
    13th	3	2	1	0
    14th	3	2	1	1
    15th	3	2	2	1
    16th	3	3	2	1
    17th	4	3	2	1
    18th	4	3	2	2
    19th	4	3	3	2
    20th	4	4	3	3
    
    Spells Known
    Level	1st	2nd	3rd	4th
    1st	-	-	-	-
    2nd	-	-	-	-
    3rd	-	-	-	-
    4th	2	-	-	-
    5th	3	-	-	-
    6th	4	-	-	-
    7th	4	2	-	-
    8th	4	3	-	-
    9th	5	4	-	-
    10th	5	4	2	-
    11th	5	4	3	-
    12th	6	5	4	-
    13th	6	5	4	2
    14th	6	5	4	3
    15th	6	6	5	4
    16th	6	6	5	4
    17th	6	6	5	4
    18th	6	6	6	5
    19th	6	6	6	5
    20th	6	6	6	5

    Spellblazer Spell List
    1st Level: Alter Winds (APG), Anticipate Peril (UM), Animate Rope, Ant Haul (APG), Blend (ARG), Blurred Movement (ACG), Body Capacitance (ACG), Bouncy Body (MC), Break (APG), Burning Hands, Color Spray, Corrosive Touch (UM), Cure Light Wounds, Detect Magic, Ear-Piercing Scream (UM), Endothermic Touch (MC), Endure Elements, Enlarge Person, Expeditious Excavation (APG), Expedicious Retreat, Faerie Fire, Feather Fall, Feather Step (APG), Flare Burst (APG), Floating Disk, Frostbite (APG), Gentle Breeze (ACG), Hydraulic Push (APG), Icicle Dagger (UM), Jump, Jury-Rig (UC), Keen Senses (APG), Light, Long Arm (ACG), Mage Armor, Magic Aura, Marid's Mastery (ARG), Mirror Strike (UC), Monkey Fish (ACG), Mudball (ARG), Obscuring Mist, Polypurpose Panacea (UM), Produce Flame, Ray of Enfeeblement, Ray of Sickening (UM), Read Magic, Recharge Innate Magic (ARG), Reduce Person, Remove Sickness (UM), Resistance, Shield, Shield of Fortification (ACG), Shock Shield (UC), Shocking Grasp, Snowball (UW), Stone Fist (APG), Stunning Barrier (ACG), Summon Minor Monster (UM), Summon Monster I, Sundering Shards (ACG), Thunderstomp (ACG), Touch of Combustion (ARG), Touch of Fatigue, Touch of Gracelessness (APG), Touch of the Sea (APG), True Strike, Vanish (APG), Ventriloquism, Web Bolt (ARG), Windy Escape (ARG)
    2nd Level: Aboleth's Lung (ARG), Acid Arrow, Adhesive Blood (ACG), Aggressive Thundercloud (ACG), Air Step (ACG), Alter Self, Amplify Stench (MC), Animal Aspect (UC), Ant Haul, Blur, Communal (UC), Arcane Disruption (ACG), Arrow Eruption (B2), Bear's Endurance, Blood Armor (ACG), Bull's Strength, Burning Gaze (APG), Cat's Grace, Certain Grip (UC), Continual Flame, Cure Moderate Wounds, Cushioning Bands (UM), Darkvision, Defensive Shock (UM), Detect Magic, Greater (UI), Detect Thoughts, Disfiguring Touch (UM), Elemental Touch (B2), Endure Elements, Communal (UC), Euphoric Cloud (ACG), Extreme Flexibility (ACG), Fiery Shuriken (UC), Fire Breath (APG), Flame Blade, Flaming Sphere, Fog Cloud, Frigid Touch (UM), Frost Fall (UC), Glide (APG), Glitterdust, Greensight (UW), Gust of Wind, Gusting Sphere (ARG), Hypnotic Pattern, Ice Slick (MC), Invisibility, Lesser Restoration, Levitate, Locate Object, Misdirection, Molten Orb (ACG), Owl's Wisdom, Pouncing Fury (UW), Protection from Arrows, Pyrotechnics, Quick Change (HA), Remove Paralysis, Resist Energy, River Whip (ACG), Rope Trick, Scorching Ray, See Invisibility, Share Language (APG), Share Memory (UM), Shatter, Slipstream (APG), Sonic Scream (ACG), Spider Climb, Spontaneous Immolation (UC), Steal Breath (ARG), Stone Call (APG), Stone Discus (ACG), Strong Wings (ARG), Summon Monster II, Summon Swarm, Time Shudder (ACG), Unshakable Chill (UM), Web, Web Shelter (UM), With the Wind (UW)
    3rd Level: Ablative Barrier (UC), Air Breathing (MC), Air Geyser (ACG), Ancestral Regression (ARG), Animal Aspect, Greater (UC), Aqueous Orb (B2), Arcane Sight, Aura Sight (ACG), Beast Shape I, Blink, Blood Scent (ARG), Burrow (UM), Chain of Perdition (UC), Cloak of Winds (APG), Countless Eyes (UM), Cure Serious Wounds, Darkness, Darkvision, Communal (UC), Daylight, Disable Construct (ACG), Dispel Magic, Displacement, Distracting Cacophony (UM), Dust of Twillight (APG), Earth Tremor (UW), Elemental Aura (APG), Eruptive Postules (UM), Excruciating Deformation (UM), Fins to Feet (ARG), Fire Trail (ARG), Fireball, Firestream (ARG), Fly, Force Punch (UM), Gaseous Form, Ghoul Touch, Haste, Healing Thief (UC), Hostile Levitation (UC), Hydraulic Torrent (APG), Ironskin (MC), Lightning Bolt, Mad Monkeys (UM), Monstrous Physique I (UM), Nauseating Trail (ACG), Nondetection, Obsidian Flow (UC), Paragon Surge (ARG), Protection from Arrows, Communal (UC), Protection from Energy, Protective Penumbra (UM), Rain of Frogs (UM), Raging Rubble (ARG), Ray of Exhaustion, Remove Blindness/Deafness, Remove Disease, Resinous Skin (ARG), Resist Energy, Communal (UC), Searing Light, Share Language, Communal (UC), Sleet Storm, Slow, Stinking Cloud, Strangling Hair (UM), Stunning Barrier, Greater (ACG), Summon Monster III, Swarm of Fangs (MC), Thunderstomp, Greater (ACG), Tiny Hut, Touch Injection (UC), Trial of Fire and Acid (MC), Twilight Knife (APG), Undead Anatomy I (UM), Urban Step (UI), Vampiric Touch, Water Breathing, Wind Wall
    4th Level: Absorbing Inhalation (ARG), Adjustable Polymorph (ACG), Age Resistance, Lesser (UM), Aggressive Thundercloud, Greater (ACG), Ball Lightning (APG), Beast Shape II, Break, Greater (APG), Calcific Touch (APG), Cloud Shape (ARG), Cone of Cold, Conjuration Foil (UI), Controlled Fireball (UI), Creeping Ice (ACG), Cure Critical Wounds, Curse of Magic Negation (UM), Darkvision, Greater (UM), Death Ward, Detonate (APG), Dimension Door, Dimensional Anchor, Dragon's Breath (APG), Earth Glide (ARG), Elemental Body I, Eyes of The Void (ACG), Fey Form I (UW), Fire Shield, Firefall (APG), Flaming Sphere, Greater (ACG), Freedom of Movement, Globe of Invulnerability, Lesser, Healing Warmth (ARG), Hellmouth Lash (ARG), Ice Storm, Locate Creature, Magic Aura, Greater (UI), Miasmatic Form (ARG), Mirror Transport (ACG), Monstrous Physique II (UM), Neutralize Poison, Nondetection, Communal (UC), Persistent Vigor (ACG), Protection from Energy, Communal (UC), Pyrotechnic Eruption (HA), Remove Curse, Resilient Sphere, Restoration, Ride the Waves (UM), River of Wind (APG), Scorching Ash Form (ARG), Seek Thoughts (APG), Shield of Fortification, Greater (ACG), Shout, Solid Fog, Spellcrash, Lesser (ACG), Stone Shape, Stoneskin, Summon Monster IV, Tail Current (UW), Tailwind (UW), Telekinetic Charge (UC), Temporary Graft (HA), True Form (APG), Unbearable Brightness (ACG), Undead Anatomy II (UM), Vermin Shape I (UM), Vitriolic Mist (UM), Volcanic Storm (UM), Wall of Fire, Wall of Ice
    Last edited by Neoxenok; 2019-10-05 at 12:01 PM.

  10. - Top - End - #130
    Orc in the Playground
     
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    Default Spellblazer Essence Abilities and Spellfire Powers

    Spellfire Essence (Least)
    • Absorbing Shield (Any): You gain a +1 shield bonus to AC and a +1 resistance bonus to all saving throws for a number of minutes equal to your wisdom modifier. Unlike most shield bonuses, this shield bonus applies to the ranged touch attacks of spells and spell-like abilities. In addition, any time you successfully gain spell points through your absorption abilities, you gain an additional spell point. The shield and resistance bonuses as well as the duration of the ability increases by 1 for every two additional spell points you use to activate this ability. The shield itself is a force effect and therefore also applies against the touch attacks of incorporeal creatures.
    • Curing Touch (Any): You can touch an opponent, channelling your spellfire into the target's body and accelerating the healing process. This ability cures a number of hit points in a living creature equal to 1d8 plus your wisdom modifier to a maximum of the creature's normal hit point maximum. As this ability is not positive energy, it has no effect on non-living creatures. The effect is instantaneous. You can expend additional spell points into this ability, adding 1d8 to the number of hit points healed per additional spell point used to activate this ability.
    • Eldritch Reach (Ranged): The range increment of your bolts increase to medimum (100ft + 10ft per spellblazer level).
    • Entropic Warding (Any): You gain concealment against all forms of ranged attack, you leave no trail, and cannot be tracked by scent. You can be detected by scent normally but cannot be tracked. The duration of this ability is 24 hours. By expending one extra spell point, you also gain damage reduction 10/magic against ranged attacks and a +5 competence bonus to any survival checks to track you. Once the damage reduction has absorbed 10 points of damage per caster level (maximum 100 points), you loose the benefit of the damage reduction but retain all of the other benefits.
    • Fire Light (Any): This ability works as the light spell, except that it's appearance is that of a blue fire that emits no heat nor combusts flammable objects and it persists for 24 hours. You can have a number of active fire light spells active at any time equal to your wisdom modifier (minimum one). If cast upon a creature, it appears to set them ablaze in a blue fire acting as a faerie fire spell but only affecting only the touched creature. This effect will persist on the creature for 24 hours but can be put out like a fire would with a DC 15 reflex saving throw.
    • Frightful Ray (Spell-like): Your spellfire bolt also causes the target to gain the shaken condition unless they succeed a will save. The condition persists for a number of rounds equal to your wisdom modifier (minimum 1) on a failed save. When casting this ability, you can expend an additional spell point to increase the duration to one round per caster level of the spellfire bolt ability on a failed save. This is a fear effect.
    • Heavy Strike (Melee): You intensify the energy of your spellfire bolt, giving it more solid composition. Your spellfire bolt takes the shape of a single club appropriate to your size, which you can use to strike one or two-handed, dealing damage as though it were a +1 club that deals 1d6 bonus damage of your selected spellfire bolt energy type. This ability is considered both spellfire and a club - whichever is more advantageous in terms of feats or other abilities. You can expend additional spell points to enhance this attack, adding 1d6 of your spellfire bolt energy damage for every spell point expended.
    • Noxious Ray (Spell-like): Your spellfire bolt also causes the target to gain the sickened condition unless they succeed a fortitude saving throw. The condition persists for a number of rounds equal to your wisdom modifier (minimum 1) on a failed save. When casting this ability, you can expend an additional spell point to increase the duration to one round per caster level of the spellfire bolt ability on a failed save.
    • Spellsense (Any): You gain the benefit of a continuous detect magic and read magic spell. You do not need to concentrate on either effect as if they were each made permanent through the permanency spell except that the benefits only last for 24 hours. By expending two additional spell points, you also benefit from a continuous see invisibility effect and darkvision as the spells.
    • Tiring Ray (Spell-like): Your spellfire bolt also causes the target to gain the fatigued condition unless they succeed a fortitude saving throw. The condition persists for a number of rounds equal to your wisdom modifier (minimum 1) on a failed save. When casting this ability, you can expend an additional spell point to increase the duration to one round per caster level of the spellfire bolt ability on a failed save.

    Spellfire Essence (Lesser)
    • Absorbing Dispel (Any): This ability works as the dispel magic spell except it has several other effects. If the spell successfully dispels a spell on the target, that target must also succeed a will saving throw, suffering 1d6 points of damage per spell level of the dispelled spell and the spellblazer gains one spell point per spell level of the dispelled spell. A successful will save negates both the damage and the spellblazer gains no spell points.
    • Acidic Burn (Spell-Like): When your spellfire bolt successfully hits a creature, they must also make a reflex saving throw or suffer 2d6 points of continuing damage for a number of rounds after equal to 1d4 plus your wisdom modifier (minimum 1 round). This spellfire essence ability has a strong affinity for the acid energy type and does not cost an extra spell point to deal acid damage if your default energy type isn't acid. If your default energy type is acid, then half your damage is infused with true spellfire and is non-typed energy damage and the reflex saving throw DC is 1 point higher.
    • Blinding Ray (Spell-Like): Your spell-like spellfire bolt is extremely bright and targets you successfully hit light up as well. If your spellfire bolt successfully hits an opponent, they must make a fortitude saving throw or light up as though they were target of a daylight spell despite not being an object and they are blinded. The duration of both of these effects is a number of rounds equal to your wisdom modifier. On a successful saving throw, the target is instead dazzled and lit up as though affected by faerie fire for an equal amount of time instead.
    • Curing Touch, Improved (Any): You can touch an opponent, channelling your spellfire into the target's body and accelerating the healing process. This ability cures a number of hit points in a living creature equal to 2d8 plus your wisdom modifier to a maximum of the creature's normal hit point maximum. In addition, this ability dispels any magical effects reducing one of the subject’s ability scores or cures 2d4 points of temporary ability damage amongst all of the target's ability scores. As this ability is not positive energy, it has no effect on non-living creatures. The effect is instantaneous. You can expend additional spell points into this ability, adding 1d8 to the number of hit points and 1d4 to the total number of temporary ability points healed per additional spell point used to activate this ability.
    • Dimension Hop (Any): Once you activate this ability, you become partially insubstantial and translucent, gaining a 20% miss chance on any attack made against you and a +4 competence bonus to all stealth checks. At any time while this ability is active, you can teleport from one location to the next, moving any distance across any number of jumps up to a cumulative maximum of 100 feet plus 10 feet per caster level. This ability expires after a number of rounds equal to your wisdom modifier or once the maximum distance is achieved. You can expend two additional spell points to increase the duration to one minute per point of your wisdom modifier.
    • Draining Assault (Melee): If you successfully hit a creature with your melee spellfire bolt against any creature with any prepared spells or spell-like abilities, they gain a -2 penalty to their caster level (to a minimum of 1) and the saving throw DCs of their spells and spell-like abilities. In addition, for every successful hit against that creature with your melee spellfire bolt, you gain a spell point. The target receives a will save upon the first successful attack and success negates the penalties and prevents you from draining any spell points from the target until the beginning of your next turn. Only one saving throw is made in any given round and the penalties don't stack. The penalties and ability to drain spell points persists until the beginning of your next turn.
    • Hypothermic Blast (Spell-Like): When your spellfire bolt successfully hits a creature, they must also make a fortitude saving throw or suffer 1 point of constitution and dexterity damage and gain the slow condition on a failed save. The slow condition persists for a number of rounds equal to 1d4 plus your wisdom modifier. A successful save negates the ability damage and slow condition. This spellfire essence ability has a strong affinity for the cold energy type and does not cost an extra spell point to deal cold damage if your default energy type isn't cold. If your default energy type is cold, then half your damage is infused with true spellfire and is non-typed energy damage and the fortitude saving throw DC is 1 point higher.
    • Incinerating Burst (Spell-Like): When your spellfire bolt successfully hits a creature, it also creates an explosion centered on the target in addition to dealing it's normal damage. The target and all creatures within a 5ft radius of the target creature must succeed a reflex saving throw or catch fire (see environmental rules) and be pushed away from the center of the explosion by 10 feet. A successful reflex saving throw negates both effects. This spellfire essence ability has a strong affinity for the fire energy type and does not cost an extra spell point to deal fire damage if your default energy type is any other energy type. If your default energy type is fire, then half your damage is infused with true spellfire and is non-typed energy damage and the saving throw DC is 1 point higher. Using this ability to deal any energy type other than fire or true spellfire removes the chance of opponents catching fire.
    • Lightning Arc (Spell-Like): When your spellfire bolt successfully hits a creature, it also arcs to all adjacent creatures, including those adjacent to any secondary targets. All secondary creatures affected by the lightning arc recieve half of the damage the inital creature took and all affected targets must succeed a fortitude save or gain the stunned condition for one round. This spellfire essence ability has a strong affinity for the electricity energy type and does not cost an extra spell point to deal electricity damage if your default energy type is any other energy type. If your default energy type is electricity, then half your damage is infused with true spellfire and is non-typed energy damage and the saving throw DC is 1 point higher.
    • Spell Storing Bolt (Ranged): You gain the ability to add your spells to your ranged spellfire bolt as though it were a spell storing weapon. When you make an attack against a target, you can designate one of your attacks to store a selected known first level spell as you make the attack as a swift action. The selected spell must be a target, melee touch, or ranged touch spell with a casting time of one standard action or less.
      The spell is released upon the target if the attack is successful, affecting the target as the spell normally would. Only one bolt can be modified this way per instance of the use of this ability. You can store higher level spells in your spellfire bolt by expending two additional spell points per spell level of the known spell.
    • Superior Senses (Any): You gain blindsense out to 30ft as well as scent, lowlight vision, and a +4 competence bonus to all perception checks for a number of minutes equal to 1d4 plus your wisdom modifier. You can also increase the competence bonus to perception by 4, the range of blindsense by 10 feet, and the multiple of your lowlight vision modifier by 1 for every two additional spell points you expend. You can also expend four additional spell points to increase the duration to 24 hours but this does not improve any other aspect of this ability.
    • Wall of Spellfire (Any): This ability works as the wall of fire spell except half the damage is infused with the power of spellfire and is untyped and therefore not reduced by energy resistance or immunities. You can expend an extra two spell points to cause all of the damage to become infused with spellfire and deal it's full damage as untyped.

    Spellfire Essence (Greater)
    • Blasting Line (Spell-Like): All creatures within a 60ft line must make a reflex saving throw or suffer the effects of your spell-like spellfire bolt. The damage from your spellfire bolt is halved on a successful reflex saving throw.
    • Concussive Blast (Spell-Like): When you successfully attack a creature with your spellfire bolt, they must succeed a will saving throw or become confused for a number of rounds equal to 1d6 plus your wisdom modifier.
    • Curing Touch, Greater (Any): You can touch an opponent, channelling your spellfire into the target's body and accelerating the healing process. This ability cures a number of hit points in a living creature equal to 3d8 plus your wisdom modifier to a maximum of the creature's normal hit point maximum. In addition, this ability dispels any magical effects reducing one of the subject’s ability scores and cures 3d4 points of ability damage or drain amongst all of the target's ability scores. As this ability does not use positive energy, it has no effect on non-living creatures. This ability also dispells all temporary negative levels. The effect is instantaneous. You can expend additional spell points into this ability, adding 1d8 to the number of hit points and 1d4 to the total number of ability points healed per additional spell point used to activate this ability.
      This ability can bring recently slain creatures back to life. If used on a creature that has died within 1 round, apply the healing from this ability to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through greater curing touch gain a temporary negative level that lasts for 1 day.
      Creatures slain by death effects cannot be saved by greater curing touch.
    • Discorperating Burst (Spell-Like): This ability works as the teleport spell except that all creatures within a 10ft radius of both the point of destination and exit point must succeed a reflex saving throw or suffer the effects of your spellfire bolt. The spellblazer can suppress the bursting effect if necessary when activating this ability.
    • Disrupting Ray (Spell-Like): When you successfully attack a creature with your spellfire bolt, they must succeed a fortitude saving throw or become nausiated for a number of rounds equal to 1d6 plus your wisdom modifier.
    • Eldritch Cone (Spell-Like): All creatures within a 40ft cone must make a reflex saving throw or suffer the effects of your spell-like spellfire bolt. The damage from your spellfire bolt is halved on a successful reflex saving throw.
    • Penetrating Bolts (Melee): When activating this spellfire essence ability, your melee spellfire bolts are not subject to spell resistance. In addition, your melee spellfire bolts count as both corporeal and incorporeal for the purpose of attacking opponents, allowing them to negate the benefits of any type of incorporealness and even attack into the ethereal plane.
    • Rapid Fire (Ranged): When activating this ability, you gain two bonus attacks with your ranged spellfire bolts. These bonus attacks stack with those granted from haste and similar effects. These bonus attacks are performed using the spellblazer's full attack bonus but all attacks performed that round are done with a -2 penalty. This penalty can be negated by expending four additional spell points.
    • Spellfire Armor (Any): When you activate this ability, you surround yourself in your spellfire energies, damaging any creature that attacks you in melee. You gain an armor bonus equal to your wisdom modifier +1. Any creature that attacks you suffers energy damage equal to 1d6 plus your wisdom modifier This energy damage is of the same type as your spellfire bolt. You can increase your armor bonus by one for every additional two spell points you expend on this ability. This ability lasts for a number of rounds equal to 1d6 plus your wisdom modifier.
    • True-Striking Bolts (Ranged): When activating this ability, your ranged spellfire bolts gain the ability to fully bypass all forms of concealment (except total concealment) and ignore spell resistance. When attacking creatures that don't possess concealment, you instead gain a +2 insight bonus to all attack rolls and +2d6 precision-based damage. You can increase the precision damage 1d6 for every two additional spell points you expend into the ability. Creatures immune to critical hits or sneak attacks are immune to this bonus damage. You can only inflict the bonus precision damage on creatures within 30ft of you.
    • Voracious Dispel (Any): This ability works as greater dispel magic except for a number of other benefits this ability grants. If the spell successfully dispels a spell on the target, that target must also succeed a will saving throw, suffering 1d6 points of damage per spell level of the first dispelled spell and an additional 1d6 points of damage for every dispelled spell beyond the first. In addition, the spellblazer gains one spell point per spell level of the first dispelled spell and an additional spell point for each additional dispelled spell. A successful will save halves the damage and the spellblazer gains no spell points.

    Spellfire Essence (Superior)
    • Curing Touch, Superior (Any): You can touch an opponent, channelling your spellfire into the target's body and accelerating the healing process. This ability cures a number of hit points in a living creature equal to 4d8 plus your wisdom modifier to a maximum of the creature's normal hit point maximum. In addition, this ability dispels any magical effects reducing one of the subject’s ability scores and cures 4d4 points of ability damage or drain amongst all of the target's ability scores. As this ability does not use positive energy, it has no effect on non-living creatures. This ability also dispels all temporary negative levels and cures 1 permanent negative level. The effect is instantaneous. You can expend additional spell points into this ability, adding 1d8 to the number of hit points and 1d4 to the total number of ability points healed per additional spell point used to activate this ability. You also cure one additional permanent negative level in addition to those benefits when you expend four additional spell points.
      This ability can bring recently slain creatures back to life. If used on a creature that has died within 1 round, apply the healing from this ability to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead.
      Creatures slain by death effects can be saved by superior curing touch. Permanent negative levels can only be removed from a single creature by this ability once per week. This benefit does not stack with that of restoration or greater restoration (so a creature that already received a restoration to remove any permanent negative levels does not benefit from this ability.)
      This ability also restores lost limbs and body parts as though affected by a regeneration spell and cures the subject of the following conditions; blindness, confusion, dazed, dazzled, deafness, disease, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, stunned. This ability can also end any curses, enchantments, and transmutations (including petrification) as long as the spell level of the effect is less than that of this ability.
    • Drain Life (Spell-Like): Opponents you hit with your spell-like spellfire bolt must also succeed a fortitude saving throw or suffer 1d4 negative levels on a failed saving throw. For every negative level the target suffers, you gain 1 spell point. A successful fortitude saving throw negates this effect.
    • Eye of the Magi (Any): You gain the benefit of the true seeing and greater arcane sight spells. This benefit persists for a number of rounds equal to 1d8 plus your wisdom modifier. By expending two additional spell points, you also gain a +4 competence bonus to all initiative and perception checks. These bonuses increase to +8 if you expend five additional spell points.
    • Molten Steel Body (Any): You gain the benefit of the iron body spell, except you are heated to extreme temperatures. In addition to iron body's normal benefits, you gain fire immunity and cold vulnerability. Your damage reduction is reduced to 10/adamantine but any weapon striking you takes fire damage equal to 2d6 plus your wisdom modifier. This damage is dealt to the striking weapon and not to the creature unlike that creatures strikes you with an unarmed or natural attack. All creatures within 10ft of you suffer 1d6 points of fire damage. In addition, your slam attacks deal an additional 1d6 points of fire damage and anything you touch that is combustible is set aflame. There is no saving throw against any of these effects. You can suffuse the flames with pure spellfire by expending two additional spell points, replacing all forms of this ability's fire damage with non-typed magical damage. This ability persists for a number of rounds equal to 1d8 plus your wisdom modifier. Your spellblazer spells and other abilities do not suffer the arcane spell failure imposed by this ability.
    • Phased Body (Any): You partially desychronize yourself with reality, gaining concealment and a +8 competence bonus to all escape artist checks. This benefit persits for 24 hours, however, at any point during that duration, you can desynchronize yourself further as a standard action, becoming fully incorporeal but this reduces the duration of the effect to a number of rounds equal to 1d8 plus your wisdom modifier. At any point, you can desynchronize yourself even further gaining the benefit of either greater teleport or plane shift and ending the effect entirely.
    • Spellfire Burst (Spell-Like): All creatures within a 20ft radius of your position when you activate this ability must succeed a reflex saving throw or suffer your spell-like spellfire bolt's effects. A successful reflex saving throw halves this damage.
    • Spellfire Maelstrom (Spell-Like): All creatures within a 40ft radius of a point you designate at long range (400ft + 40ft per spellblazer level) are thrust in the middle of a maelstrom of spellfire. All creatures within must succeed a reflex saving throw or suffer 2d6 bludgeoning damage plus 2d6 of your default spellfire bolt energy type and be knocked prone. The bludgeoning damage is also a force-effect. A successful reflex saving throw negates the effect of being knocked prone but not the damage. This maelstrom persists for a number of rounds equal to 1d8 plus your wisdom modifier.


    Spellfire Powers
    • Archery Training: You gain the benefit of point blank shot and precise shot feats as bonus feats. In addition, you can use your wisdom score or your dexterity score, whichever is higher, to qualify for any combat feats with point blank shot and/or precise shot as prerequisites instead of dexterity.
    • Combat Training: You gain a bonus combat feat. You must meet that feat's prerequisites and must have selected either the ranged or melee spellfire bolt type. You can select this feat a second time, selecting another combat feat you meet the prerequisites for.
    • Crown of Spells (Su): When you activate your crown of fire ability or any of it's greater variations, you can also expend one spell point per spell level to gain the benefit of a single 2nd level or lower spell you know with a duration greater than instantaneous. The spell you select must be a spell you can target upon yourself and the spell's duration becomes equal to that of your crown of fire ability, even if it is normally longer or shorter. The selected spell only affects you, even if it normally targets multiple allies or affects an area. As the spell becomes a part of the crown of fire, it is treated as a supernatural effect and thus cannot be dispelled. It's saving throw, if any, becomes 10 + half your spellblazer level rounded down + your wisdom modifier.
      In addition, while your crown of fire ability is active, the caster level of your spells increases to equal your spellblazer level. You must be 8th level to select this ability. This ability is activated as a part of the crown of fire and requires no additional time.
    • Deceive Item (Ex): You gain the ability to expertly use magic items. You treat use magic device as an untrained skill, allowing you to achieve skill checks above DC 10. In addition, you gain a bonus to that skill equal to half your spellblazer level (minimum +1).
    • Deep Reserve: You become more skilled at storing unused spell points. When you rest and regain your spell points, you instead retain half your previous day's reserve or begin the day with your normal allotment of spell points, whichever is higher. You must be 4th level or higher to select this ability.
    • Drain Item (Sp): You can drain the magical energy directly out of any consumable magic item, such as scrolls, wands, and potions. The spellblazer must otherwise be able to use the item safely which may require a skill check of one kind or another such as disable device for a magical trap or use magic device for a wand or scroll with a spell that the spellblazer is otherwise unable to cast. If successful, the spellblazer gains a number of spell points equal to the spell level of the spell stored in the consumable item and the item itself is consumed as though used normally and no spell effect activates. You must be 4th level or higher to select this ability.
    • Elemental Spellbolt: You can select any energy type to manifest with your spellbolt without costing an extra spell point. Your selected energy type is still considered your default energy type for any related purposes.
    • Improved Melee Spellfire Bolts: Your melee spellfire bolts improve in quality. The damage your melee spellfire bolts deal improves to 1d8 and your critical threat range improves to 19-20, still dealing double damage on a successful critical hit. At your option, you can instead improve the critical threat range to 18-20 but your weapon damage is reduced to 1d4 and you can use your dexterity modifier for attack rolls with this version of spell bolt instead of your strength modifier. As a third option, you can attack with your spellfire bolt two-handed, altering the bolt damage to 1d10 and you are able to add 1 and 1/2 times your wisdom modifier to damage. This variation retains the 19-20 critical threat range. Once you have selected an option, that choice becomes permanent for this version of your spellfire bolt.
    • Improved Ranged Spellfire Bolts: Your ranged spellfire bolts improve in quality. The damage your ranged spellfire bolts deal improves to 1d8 and deal x3 damage on a successful critical hit.
    • Magical Body (Ex): You gain the choice of one of two forms of damage reduction. You can gain damage reduction 2/Silver or 2/Cold Iron. Once this choice is made, that choice is permanent. This damage reduction increases by 1 at 10th level and again at 14th level and 18th level. You must be 6th level to select this ability.
    • Metamagic Adaptation: You learn to adapt your knowledge of metamagic for use with your unique spellfire abilities. When you cast your spell-like spellfire bolt, use a spellfire essence (any) or (spell-like) ability, you can opt to modify it with one or more metamagic feats you know. Using metamagic feats to modify your spell-like spellfire bolt or spellfire essence abilities costs additional spell points equal to the spell level adjustment of the metamagic feat. You cannot use heighten spell in conjunction with this feat.
    • Metamagic Training: You gain a bonus metamagic feat. You must meet that feat's prerequisites and must have selected the spell-like spellfire bolt type. You can select this feat a second time, selecting another metamagic feat you meet the prerequisites for. You must be sixth level to select this ability.
    • Rapid Blast: When you cast your spell-like spellfire bolt, you can opt to cast it as a full-round action to fire off two melee or ranged touch attacks that deals normal damage instead of one that deals increased damage. You can also fire two rays that deals the increased damage but doing so requires a one-round action instead of a full-round action.
      This ability also benefits any spellfire essence abilities that benefit your spell-like spellfire bolt. Spellfire essence abilities you use that are fired as ranged touch attacks, melee touch attacks, or target opponents can benefit from this ability. This does not benefit any spellfire essence abilities that create area of effects.
    • Spellfire Adaptation (Ex): You have adapted to the spellfire energies you constantly wield. You gain energy resistance 5 plus half your spellblazer level to your selected energy type of your spellfire bolt and to the damage of pure spellfire, such as that caused by spellfire bolts while the crown of fire ability is active, when using the true spellfire ability, or when a similar ability is used by another spellblazer or user of spellfire.
      You can select this ability a second time, increasing your resistance to 10 plus your spellblazer level. At 20th level, you become immune to your selected energy type and to the non-typed damage caused by spellfire abilities.
    • True Spellfire: You gain the ability to suffuse your spellfire bolts with the power of true spellfire, dealing pure magical energy damage. Abilities that resist spellfire energy can resist this type of energy. Manifesting a spellfire ability with true spellfire costs two additional spell points.
    • Versatile Spellbolt: Using spellbolts of different types (melee, ranged, spell-like) doesn't cost extra spell points. You can use each type equally well.
    • Warrior's Training: You gain proficiency in medium armor and shields. In addition, you gain the ability to cast your spellblazer spells and use your spellblazer spell-like abilities in medium armor and whilst using a shield without the normal chance of spell failure. You must have selected the melee spellfire bolt as your default type of spellfire bolt to select this ability.

    Advanced Spellfire Powers
    • Bottomless Reserve (Su): You become more skilled at storing unused spell points. When you rest and regain your spell points, you instead retain your entire previous day's reserve or begin the day with your normal allotment of spell points, whichever is higher. You must be 20th level to select this ability and have previously selected the deep reserve spellfire power ability.
    • Cannibalize Spells (Su): You gain the ability to cannibalize your own spell slots in order to gain more spell points. You can perform this action as a move action, which expends a spell slot you have available as though it were used to cast a spell, instead granting you a number of spell points equal to the level of the spell +1.
    • Crown of Recovery: When you initiate your crown of fire ability or any of the improved versions, you immediately recover hit points equal to 1d8 + your spellblazer level and your fast healing or regeneration improves by 1. You can select this ability multiple times, improving the hit points restored by 2d8 and fast healing by 2 to a maximum of 3 times.
      When you select this ability the third time, your crown of fire's fast healing ability improves to regeneration. This regeneration can be curtailed with the three energy types you did not select as your default spellfire bolt energy type, so a spellblazer that selected electricity as their default spellfire bolt energy type can have their regeneration halted if affected by acid, cold, or fire damage.
    • Crown of Spells, Improved: This ability works the same as the crown of spells ability except that you gain any one spell of 4th level or lower or any two spells of 3rd level or lower as a part of activating the crown of fire ability or any of it's improved variations. You expend a number of spell points equal to the combined levels of the spells to be cast. You must be 16th level to select this ability.
    • Drain Permanent Item (Sp): You gain the ability to absorb magical energy from any magical item with a melee touch attack. You cannot affect creatures, such as golems. You must be able to use the item safely even if it requires a skill check, such as disable device for magical traps or use magic device for certain magic items. When this ability is used, the target item must make a will saving throw. Failure of this saving throw destroys the item, granting the spellblazer a number of spellpoints equal to half the item's caster level, rounded down. If the will save succeeds, the item gains the broken condition and no attempt to drain the item further can succeed until 24 hours after the item is repaired.
      You must have selected the drain item spellfire power previously in order to select this ability. You can also select this ability a second time, affording a number of spell points gained from a failed will save equal to the caster level of the item and the item is not broken if the saving throw succeeds, but you still can not attempt to drain the target item for at least 24 hours after the attempt is made.
    • Elemental Affinity: You have a particular affinity for the energy type you selected for your spellfire bolt. Any spell you cast that shares your selected energy type as a subtype can be infused with spellfire, dealing half it's normal damage as untyped damage. You must expend a spell point when casting that spell and the action to do is performed as a part of casting that spell. You must have selected the true spellfire ability to select this spellfire power.
    • Healing Spellfire: Any spellfire essence ability you use that cures hit point damage is improved to work at a range and affect multiple allies. By expending five additional spell points, you can use your curative spellfire essence abilities out to a close range (25ft + 5ft per two caster levels) to a single target and a number of additional willing targets equal to caster level as long as no individual target is more than 30ft from the nearest affected target. You do not need to roll to hit any target with your curative spellfire essence ability when using this enhancement.
    • Imbue Item (Su): You gain the ability to create magic items with your spellfire energy, allowing you to create magic items as though you possessed any/all required spells to craft that item with no adjustment to the spellcraft DC you must meet in order to craft an item. This ability does not allow you to craft spell completion items, such as potions, scrolls, staves, or wands.
      You must have selected the deceive item spellfire power to select this ability.
    • Rapid Blast, Improved: This ability works as the rapid blast spellfire power except that you can fire three spell-like spellfire bolts instead of two. You must have selected the rapid blast spellfire power to select this power. Unlike the standard rapid blast ability, this ability also improves any spellfire essence ability that affects an area but instead of creating multiple attacks, you instead double the area of effect. Spellfire essence abilities that have the property of both a melee or ranged touch attack and an area of effect, such as incinerating burst, can benefit from one or the other but not both simultaneously.
    • Retain Spell (Su): When you successfully absorb a spell, you can retain knowledge of that spell. This allows you to temporarily gain that spell as a spell known. You can retain knowledge of a number of spells equal to your wisdom modifier until the next time you regain spells or when 24 hours has passed. You can only retain a spell of a spell level equal to or lower than the highest spell level you have access to. This retained spell is treated the same as any other spell known you possess, including the requirements needed to cast the spell (minimum wisdom score, spell slot of the appropriate level, etc.)
    • Retain Spell, Greater (Su): This ability works as retain spell, except you can retain the knowledge of any spell you have successfully absorbed. Casting any spell above 4th level requires that you must expend spell points equal to the spell level of the retained spell. You must be 18th level or higher to select this ability and have previously selected the retain spell ability.
    • Steal Spell (Su): You gain a special ability that allows you to directly steal an active spell affecting a target creature. When you successfully attack a creature with your melee spellfire bolt at least once in a given round, you can make a caster level check against a DC equal to 11 + the caster level of the highest level spell affecting the target. If this check is successful, the spell is transferred to the spellblazer. This ability can only be attempted once per round. If the spellblazer is aware of the spells affecting the target, he can attempt to transfer that specific spell by increasing the DC by 5. This ability only works with the melee spellfire bolt.
    • True Spellfire Warrior: You can easily channel pure spellfire when using your weapon-like spellfire bolt. Any attack you deal with either your ranged or melee spellfire bolts deals non-typed damage with no expendature of spell points. In addition, any time you successfully hit an opponent, you deal 1d6 points of additional damage of your selected default energy type and an additional 1d10 +1d10 per point of critical multiplier above x2 points of your default energy type of damage on a successful critical hit. You must have previously selected the true spellfire ability to select this ability and your default spellfire bolt type must be either the ranged or melee type.
    Last edited by Neoxenok; 2019-07-21 at 07:11 PM.

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    Default Netherese Arcanist (Arcanist Archetype) {Human Racial Archetype}

    Netherese Arcanist (Arcanist Archetype) {Human Racial Archetype}
    Source: Player's Guide to Faerun
    This uniquely human style of arcane practice is rare to an extreme in Faerun, once the foundational profession of one of the mightiest empires to ever exist. The Netherese arcanist is a more modern version of an otherwise ancient practice of magic.
    • Netherese Circle Magic: At first level, you gain the ability to lead and/or participate in Netherese circle magic.
    • Field Specialization: Netherese arcanists specialize in one of three different "fields" of magic - invention, mentalism, or variation. Once selected, the Netherese arcanist must select one of the two remaining fields as a minor field. These fields cover spells of the following schools, subschools, and descriptors;

      Invention: All abjuration, conjuration, and evocation spells. All illusion (shadow) spells.
      Mentalism: All divination, enchantment, and illusion spells. All fear and mind-affecting spells of any school.
      Variation: All necromancy, transmutation, and universal spells. All conjuration (calling), conjuration (summoning), and conjuration (teleportation) spells.

      When a Netherese arcanist prepares spells, he must prepare a certain number of those spells from his specialty field, as described below:

      Code:
      Spells Per Day
      Level	0th	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
      1st	2+2S	1+1S	-	-	-	-	-	-	-	-
      2nd	3+2S	1+1S	-	-	-	-	-	-	-	-
      3rd	3+2S	2+1S	-	-	-	-	-	-	-	-
      4th	4+2S	2+1S	0+1S	-	-	-	-	-	-	-
      5th	4+2S	2+2S	1+1S	-	-	-	-	-	-	-
      6th	5+2S	2+2S	1+1S	0+1S	-	-	-	-	-	-
      7th	5+2S	3+2S	2+1S	1+1S	-	-	-	-	-	-
      8th	6+2S	3+2S	2+1S	1+1S	0+1S	-	-	-	-	-
      9th	6+2S	3+2S	2+2S	2+1S	1+1S	-	-	-	-	-
      10th	7+2S	3+2S	2+2S	2+1S	1+1S	0+1S	-	-	-	-
      11th	7+2S	3+2S	3+2S	2+2S	2+1S	1+1S	-	-	-	-
      12th	7+2S	3+2S	3+2S	2+2S	2+1S	1+1S	0+1S	-	-	-
      13th	7+2S	3+2S	3+2S	2+2S	2+2S	2+1S	1+1S		-	-
      14th	7+2S	3+2S	3+2S	2+2S	2+2S	2+1S	1+1S	0+1S	-	-
      15th	7+2S	3+2S	3+2S	2+2S	2+2S	2+2S	2+1S	1+1S	-	-
      16th	7+2S	3+2S	3+2S	2+2S	2+2S	2+2S	2+1S	1+1S	0+1S	-
      17th	7+2S	3+2S	3+2S	2+2S	2+2S	2+2S	2+1S	2+1S	1+1S	-
      18th	7+2S	3+2S	3+2S	2+2S	2+2S	2+2S	2+1S	2+1S	1+1S	0+1S
      19th	7+2S	3+2S	3+2S	2+2S	2+2S	2+2S	2+1S	2+1S	2+1S	1+1S
      20th	7+2S	3+2S	3+2S	2+2S	2+2S	2+2S	2+1S	2+1S	2+1S	2+1S
      The number followed by an "S" refers to the minimum number of field specialty spells a Netherese arcanist must prepare so a 15th level netherese arcanist can prepare one seventh level spell from the chosen specialty field and one other seventh level spell from the selected minor field or specialty field.

      The third remaining field not selected as either the specialty field or minor field is treated similarly to the specialty wizard's opposition schools, which means that preparing a spell from the third field requires two prepared spell slots. These spell slots can not be one of those designated for the specialty field.
      In addition, the Netherese arcanist suffers a -4 penalty to all spellcraft checks when crafting items using spells from the third field.

      This ability replaces your arcanist exploits gained at your 3rd, 7th, 11th, 15th, and 19th arcanist levels.
    • Backlash Resistance: Beginning at 2nd level, the Netherese arcanist is resistant to the backlash damage typically caused by circle spells. Any backlash damage caused by circle spells or other circle magic is reduced by one point for every two Netherese Arcanist levels you possess (to a minimum of 0). At 6th level, any ability burn the arcanist suffers is reduced by one (to a minimum of 0). This reduction of ability burn increases by one every four levels beyond to a maximum of 4 at 18th level.
    • Field Mastery: Because of the Netherese arcanist's field specialization, half of all spells gained at first level (rounded up) and both of the two spells gained from each new arcanist level must be a spell from the chosen field specialization. These spells are mastered so thoroughly that the netherese arcanist need not record them in his spellbook and need not prepare them from a spellbook. This benefit applies only to those described spells. Other spells recorded into the arcanist's spellbook, including those from his field specialization, are treated normally. This benefit is similar to that of the spell mastery feat.
    • Spell Artisan: When creating new spells or scribing any spells into your spellbook, all associated GP costs are reduced to 75% of the normal cost.
    • Netherese Supremacy (Su): Beginning at 3rd level, the Netherese arcanist can expend points from his Arcane Reservoir to cast any field specialty spells that the arcanist has prepared equal to 1 plus the spell level of the specialty spell. Unlike the Magical Supremacy ability gained at 20th level, this confers no other benefits and can't be used to cast any other prepared spells. When the Magical Supremacy ability is gained, the cost of casting a field specialty spell is reduced to half (rounded down, minimum 1).
    • Field Focus: At 7th level, you gain the benefit of the spell focus feat, except it applies to all spells of your chosen field specialty. This ability does not stack with the spell focus feat but is treated as that feat for any purpose relevant to that feat.
    • Greater Field Focus: At 15th level, you gain the benefit of the greater spell focus feat, except it applies to all spells of your chosen field specialty. This ability does not stack with the spell focus or greater spell focus feat but is treated as those feats for any purpose relevant to that feat.
    Last edited by Neoxenok; 2019-09-15 at 08:42 PM.

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    Default Spells of the Forgotten Realms {S-St}


    Scatterspray WILL COMPLETE WHEN I GET TO PROPER SOURCE
    School ; Level Hathran 1
    ===CASTING===
    Casting Time
    Components
    ===EFFECT===
    Range
    Target
    Area
    Duration
    Saving Throw (); Spell Resistance
    ===DESCRIPTION===
    ===MYTHIC===
    Source: XXX

    Selfish Cure, Critical
    School Conjuration (Healing) [Curse] [Evil]; Level Initiate of Bane 5
    ===DESCRIPTION===
    As selfish cure, light, except you heal a target 4d6 +1 per caster level (maximum +20) and can later injure that target and heal yourself 4d8 +1 per caster level (maximum +20).
    ===MYTHIC===
    The damage dice cured and inflicted increase from 4d6 to 4d10 and 4d8 to 4d12, respectively, and the bonus damage cured or inflicted increase to 2 points per caster level (to a maximum of +40).

    Selfish Cure, Light
    School Conjuration (Healing) [Curse] [Evil]; Level Initiate of Bane 1
    ===CASTING===
    Casting Time Standard
    Components V, S
    ===EFFECT===
    Range Touch and close (25 feet + 5 feet per 2 levels) (see text)
    Target Creature Touched
    Duration Instantaneous and 1 round/level until discharged (see text)
    Saving Throw Will Negates or Half (see text); Spell Resistance Yes (see text)
    ===DESCRIPTION===
    This spell has two effects. When laying your hand upon a living creature, you channel positive energy that cures 1d6 points of damage +1 point per caster level (maximum +5), similarly to cure light wounds. This effect is instantaneous and harmless but can be halved with a successful will saving throw or resisted by spell resistance.
    The other effect of the spell has a duration of one round per level. At any time during the spell's duration and as long as you are within close range of the target, you can expend a swift action to discharge this effect of the spell, injuring the target by 1d8 points of damage +1 per caster level (maximum +5) and curing yourself the same amount. The damage to the target and the healing to you can be negated if the target makes a successful will save against the effect.
    If the target attempts to resist the spell initially, the target can make a will saving throw to reduce the amount of damage healed by half and negate the other effect entirely. Targeting yourself with this spell restores you as the first effect of the spell but the second effect is negated.
    ===MYTHIC===
    The damage dice cured and inflicted increase from 1d6 to 1d10 and 1d8 to 1d12, respectively, and the bonus damage cured or inflicted increase to 2 points per caster level (to a maximum of +10).

    Selfish Cure, Moderate
    School Conjuration (Healing) [Curse] [Evil]; Level Initiate of Bane 3
    ===DESCRIPTION===
    As selfish cure, light, except you heal a target 2d6 +1 per caster level (maximum +10) and can later injure that target and heal yourself 2d8 +1 per caster level (maximum +10).
    ===MYTHIC===
    The damage dice cured and inflicted increase from 2d6 to 2d10 and 2d8 to 2d12, respectively, and the bonus damage cured or inflicted increase to 2 points per caster level (to a maximum of +20).

    Selfish Cure, Serious
    School Conjuration (Healing) [Curse] [Evil]; Level Initiate of Bane 4
    ===DESCRIPTION===
    As selfish cure, light, except you heal a target 3d6 +1 per caster level (maximum +15) and can later injure that target and heal yourself 3d8 +1 per caster level (maximum +15).
    ===MYTHIC===
    The damage dice cured and inflicted increase from 3d6 to 3d10 and 3d8 to 3d12, respectively, and the bonus damage cured or inflicted increase to 2 points per caster level (to a maximum of +30).

    Shield of Lathander
    School Abjuration [Light]; Level Initiate of Lathander 5
    ===CASTING===
    Casting Time Immediate Action
    Components V, S
    ===EFFECT===
    Range Personal
    Target You
    Duration 1 Round
    Saving Throw Fortitude Negates (See Text) (Harmless); Spell Resistance No (Harmless)
    ===DESCRIPTION===
    When you cast this spell as an immediate action, you gain damage reduction 10/adamantine until the beginning of your next turn in a bright flash of light. All creatures within threat range of the caster of this spell must make a fortitude saving throw or become blinded for 1d4+1 rounds and dazzled for 1d4+1 minutes. A successful fortitude save negates the blindness.
    ===Mythic===
    The damage reduction granted by this spell increases by your tier.
    Source: Player's Guide to Faerun

    Shield of Lathander, Greater
    School Abjuration [Light]; Level Initiate of Lathander 7
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration 1 Round/Level
    Saving Throw None (Harmless) and Partial (See Text); Spell Resistance No (Harmless)
    ===DESCRIPTION===
    The touched creature glows in a dull light that pulses and throbs as though it is ready to burst forth and gains damage reduction 10/- as well as resistance 10 to acid, cold, electricity, fire, negative energy, and sonic damage for the duration of the spell. The target of the spell is also immune to blindness, dazzled, and energy drain. The light generated by this spell gives off light as a light spell. Any adjacent creature striking the target of this spell in melee is blinded 1d4+1 rounds and dazzled for 1d4+1 minutes. A successful fortitude save negates the blindness.
    ===Mythic===
    The damage reduction and energy resistances granted by this spell increases by your tier.
    Augmented (3rd Tier): By expending three uses of mythic power, you cause any creature striking you 1d6 points of damage each time you are struck. This damage increases to 2d6 if that creature is undead or takes damage from true sunlight.
    Source: Player's Guide to Faerun

    Shroud of Flame
    School Evocation [Fire]; Level Bloodrager 4, Magus 4, Psychic 5, Sorcerer/Wizard 5, Spellblazer 4, Witch 5; Elemental School: Fire 5
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Close (25ft. + 5ft./2 Levels)
    Target One Creature
    Duration One Round/Level
    Saving Throw Reflex Negates and Partial (See Text); Spell Resistance Yes
    ===DESCRIPTION===
    Known as the "trollkiller", this spell causes a creature to burst into magically sustained and enhanced flames. Once the spell is cast, the target creature bursts into flames, causing the target to suffer 2d6 fire damage each round. Unlike typical catching on fire, the flames are magically perpetuated and likewise much more difficult to douse. A successful reflex saving throw during the first round negates the effect. Each round after a failed reflex saving throw, the target can expend a move action and make a reflex saving throw to reduce the fire damage dealt each round to 1d6 and a move action again a following round to negate the spell entirely to douse the fire. Alternatively, the target can expend a one-round action to make a reflex save to fully negate the spell.
    While the spell is in effect, all creatures within 10ft of the target suffer half the fire damage as the target (no save) and must succeed a reflex saving throw (DC 15) in order to avoid catching fire themselves. (This is a mundane fire and not a part of the spell.)
    Material Component: A pinch of saltpeter, a small piece of phosphorus, and a scrap of lace cloth or a spiderweb.
    ===MYTHIC===
    You cause the target to explode in a burst of flames, adding 1d6 fire damage per mythic tier as a bonus to the spell's initial fire damage and all creatures within a 20ft radius are affected. A successful reflex save halves this damage (instead of negating it) though only the target catches fire on a failed reflex saving throw.
    Augmented (6th): By expending three uses of mythic power, the inital save does not negate the effects of the spell, instead, the damage is halved the spell continues to afflict the target until three consecutive saving throws are succeeded to negate the effects.
    Source: Player's Guide to Faerun

    Simbul's Spell Matrix
    School Transmutation; Level Magus 5, Sorcerer/Wizard 5
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, F
    ===EFFECT===
    Range Personal
    Effect Magical matrix of magic that holds one or more spells
    Duration 10 Minutes/Level (D)
    ===DESCRIPTION===
    You prepare a magical matrix that allows you to store up to three spells, which may be later released and used as a swift action.
    Beginning round following the casting of Simbul's Spell Matrix, you must cast the spell or spells to be stored into the matrix. These spells can be one third level spell, two second level spells, or three spells of first level or lower. Each individual spell cast into the matrix must have a casting time of one round or less. The matrix closes the round following the last spell you cast into the matrix or one round later (if you cast no spells into the matrix or any spell you cast has a casting time of more than one round).
    Once you have cast this spell and stored one or more spells into the spell matrix, this spell causes 1d6 +3 points of damage to the caster. This damage cannot be healed by any means until the spell matrix is used, dismissed, or dispelled.
    At any point while the spell is cast, you can release any number of stored spells as a swift action, even allowing you to cast multiple spells in a single action. If multiple spells are released, all released spells must be cast upon the same target or that spell fails to affect that target, such as if a target 30ft away is selected and one of the spells has a range of touch. Once a spell is cast from the matrix, it is expended and no longer available to cast from the matrix. Once all stored spells are cast from the matrix, the spell ends. Dispelling the spell matrix also dispels all spells stored within regardless of whether the stored spells have a higher caster level or not.
    In addition to the above benefits, it is also possible to have the spells released from a triggering condition similarly to a contingency spell. The spell matrix may be programmed with a triggering condition at any time and while the triggering condition exists, it is not possible to release the stored spells any other way unless or until the triggering condition is removed. One minute is required to create a triggering condition if the spell is already active or can be done as part of initially casting the spell. You can remove the triggering condition as a free action.
    You cannot have this spell and a contingency spell active simultaneously. This spell counts as a contingency spell for the purpose of interacting with other spells.
    Focus Component: A piece of amber with a value of 500 gp.
    ===MYTHIC===
    This spell's duration increases to one hour/level. Any time you expend one or more spells from the matrix, you can expend another use of mythic power as an immediate action to replace all spells expent from the matrix, replenishing them as though they were never used.
    Source: Player's Guide to Faerun

    Simbul's Spell Sequencer
    School Transmutation; Level Sorcerer/Wizard 7
    ===DESCRIPTION===
    This spell works as Simbul's Spell Matrix except you can store up to one forth level spell, two third level spells, or three spells of 2nd level or lower. Once you have cast this spell and stored one or more spells into the sequencer, this spell deals 2d6 +4 points of damage upon the caster. This damage cannot heal until the spells within the sequencer are used or the sequencer is dismissed or dispelled.
    Focus Component:A sapphire with a value of 1,000 gp.
    ===MYTHIC===
    As Simbul's Spell Matrix.
    Source: Player's Guide to Faerun

    Simbul's Spell Trigger
    School Transmutation; Level Sorcerer/Wizard 9
    ===DESCRIPTION===
    This spell works as Simbul's Spell Matrix except you can store up to one fifth level spell, two forth level spells, or three spells of 3rd level or lower. Once you have cast this spell and stored one or more spells into the trigger, this spell deals 3d6 +5 points of damage upon the caster. This damage cannot heal until the spells within the trigger are used or the trigger is dismissed or dispelled.
    Focus Component: A diamond with a value of 1,500 gp.
    ===MYTHIC===
    As Simbul's Spell Matrix.
    Source: Player's Guide to Faerun

    Skull of Secrets
    School Illusion (Shadow); Level Initiate of Cyric 4
    ===CASTING===
    Casting Time 10 Minutes
    Components V, S
    ===EFFECT===
    Range Close (25ft + 5ft/2 Levels)
    Effect Intangible Skull
    Duration Permanent Until Discharged
    Saving Throw None (See Text); Spell Resistance No
    ===DESCRIPTION===
    You create a semi-translucent floating intangible skull that trails black flames as it moves. The effect is entirely illusory and can neither give nor take physical damage from attacks. The skull has a 40ft fly speed (Perfect) with a +10 competence bonus to fly checks, but it cannot move more than 20 feet away from it's point of origin.
    The skull can be triggered to perform one or both of two functions. One of the two triggers delivers a message of 25 or fewer words, delivered in any language, over a period of 10 minutes. This message cannot fulfill the verbal components of a spell nor the command words of a magic item. The second of the two triggers causes the skull to spit out a line of flames 10 feet long, dealing 1d8 points of fire damage per two caster levels (maximum 5d8 points of fire damage) at the creature that triggered this response unless that target succeeds a reflex saving throw. A failed reflex saving throw also forces the target or targets to succeed a fortitude saving throw or become dazed for one round. This line of fire is subject to spell resistance.
    The triggering condition to create the above effects can be the same for both, allowing the skull to speak and deliver it's message and spit it's fire simultaneously or two separate triggering conditions to illicit one response for one triggering conditions and the other for the other triggering condition. Once all of it's triggering conditions have been met, the spell discharges and the skull disappears. The skull can only produce a given effect once, regardless of the number of times a triggering condition has been met.
    The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A Skull of Secrets cannot distinguish alignment, level, Hit Dice, or class except by external garb.
    Source: Player's Guide to Faerun

    Skull Eyes
    School Transmutation; Level Initiate of Cyric 5
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S
    ===EFFECT===
    Range Personal
    Target You
    Duration 1 Round/Level
    Saving Throw None (See Text); Spell Resistance No (See Text)
    ===DESCRIPTION===
    Your eyes transmute into black orbs with tiny skulls replacing your irises. This does not affect your vision, but it does grant you a gaze attack against all creatures within a 20ft cone projected out of your eyes. This gaze effect can produce an effect that either confuses or charms it's targets at the caster's option, decided by who the caster looks at. The target of this gaze must succeed a will save or become charmed with the caster for as long as the caster stares at that individual or until the duration of the spell persists, whichever ends sooner. All other opponents must succeed a will saving throw (DC -2) or become confused for the duration of this spell.
    If the caster ceases to gaze at the charmed target, the target instead reverts to being confused and gets a will saving throw to negate the effect. If the caster gazes at a new target that is already confused, that target can become charmed instead if it fails a new will saving throw.
    Any target that succeeds a will save against any of the above effects become immune to all of the effects of this spell for the run of it's duration. The effects of this spell is subject to spell resistance.
    Source: Player's Guide to Faerun

    Skull Watch
    School Necromancy; Level Initiate of Cyric 3
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S, F
    ===EFFECT===
    Range Touch
    Target One Skull of a Huge or Smaller Creature
    Duration 1 Hour/Level or Until Discharged
    Saving Throw None (See Text); Spell Resistance No
    ===DESCRIPTION===
    This spell affects the skull of any creature of up to huge size that, once affected by the spell, will gently float 5 feet into the air, facing a direction of your choosing. For the duration of the spell, it monitors an area equal to a 90 foot cone emanating from the skull. It can see as well as a person and is likewise blocked by walls and darkness and fooled by illusions and invisibility. It does, however, have a competence bonus to perception checks equal to the caster's caster level (maximum +10).
    Any creature that enters it's field of vision triggers the skull to emit a piercing shriek that can be heard up to a half a mile away. Creatures within 60 feet of the skull are deafened for 4d4+8 hours unless they succeed a fortitude saving throw to reduce the duration to minutes instead of hours.
    The caster of this spell becomes instantly aware that this spell has been triggered and which skull has been triggered if multiple instances of this spell is active though no other details are made known to the caster. The caster can program the kind or kinds of creatures that trigger the skull or don't trigger the skull. For example, a caster can program a skull to ignore creatures smaller than a small-sized creature and certain individuals that the caster allows to pass the area the skull monitors. Once the spell is active, the caster can move and position the skull in any direction. The skull is also not set to float 5 feet into the air and it can be moved to a higher or lower position by the caster. The skull itself typically two size categories smaller than the source creature with an AC of 13 for a skull from a medium humanoid (+2 size +1 natural) with a hardness of 5 and 1 hit point per caster level of the caster. If the skull is destroyed before it is triggered, the caster is not made aware of it's destruction.
    Skull watch can be made permanent with the permanency spell. A permanent skull watch resets 1d4 rounds after it is triggered.
    Focus: The skull in which the spell is cast must be from a once-living creature, as opposed to a replica.
    ===MYTHIC===
    When triggered, the skull's shriek persists for 1d4+1 rounds and causes 1d8 points of sonic damage each round and also forcing a fortitude saving throw each round against deafness. A character that fails the fortitude saving throw twice consecutively is permanently deafened.
    In addition, the caster of the skull watch becomes not only aware that the skull was triggered, but sees what or who triggered the spell as though viewing the area through the skull's eyes with a +1 competence bonus to perception checks per caster level (maximum +10).
    Source: Player's Guide to Faerun

    Spectral Stag
    School Conjuration (Creation); Level Initiate of Malar 2
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, DF
    ===EFFECT===
    Range 0 Feet
    Effect One quasi-real staglike creature
    Duration One Minute/Level
    Saving Throw See Text; Spell Resistance No
    ===DESCRIPTION===
    You conjure a quasi-real, staglike creature that you can direct to either attack a target or simply carry you on its back. (It's colorization can be customized as you see fit.) It makes no sound when it moves.

    The stag is a magical construct fully under your control and no ride check is required to control it and it always appears with a bit, bridle, and riding saddle. When created, it appears directly next to you and you can direct it as a free action.

    The stag is considered to be a large creature and has an AC 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the spectral stag disappears. It has a speed of 15 feet per two caster levels, to a maximum of 75 feet at 10th level. It can bear its rider’s weight plus up to 10 pounds per caster level.

    When directed to attack, it charges at a foe, moving at up to five times its speed, gores, and bull rushes it's selected opponent or simply gores any opponents within melee range. It does not suffer an attack of opportunity when performing a bull rush attack. It's attack bonus and combat maneuver bonus is equal to your caster level +4 (it's strength modifier) and, if applicable, it's combat maneuver defense is equal to 19 plus your caster level (10 +4 strength +5 Dex + your caster level).
    If it successfully hits an opponent with its gore attack, it deals 1d6 +4 points of piercing damage.

    At 10th level, the stag can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
    Source: Player's Guide to Faerun

    Spell Enhancer
    School Universal; Level Sorcerer/Wizard 4
    ===CASTING===
    Casting Time One Standard Action
    Components V
    ===EFFECT===
    Range Personal
    Effect Next Spell is Extra Powerful
    Duration One Round (See Text)
    ===DESCRIPTION===
    When your casting of this spell is complete, you store the spell energy from this spell to suffuse the next spell you cast, enhancing it's overall effectiveness.
    The next spell you cast within this spell's duration gains one of the following benefits:
    • Any one caster level check, attack roll, or combat maneuver bonus roll gains a +4 luck bonus OR can be rerolled.
    • You can apply a metamagic feat you know to the spell as long as the total adjusted spell level is this spell's (that of the spell enhanacer spell) current spell level or lower without adjusting the modified spell's spell level. If the caster possesses no metamagic feats, the caster gains no benefit from this ability.
    • The target spell gains a +2 caster level bonus.
    • The target spell gains a +1 bonus to the saving throw DC.

    This spell is discharged and ends once it provides one of it's listed benefits to a target spell.
    ===MYTHIC===
    You can benefit from two of the above selections of spell enhancements simultaneously. The caster cannot stack benefits from selecting the same enhancement twice.
    Source: Player's Guide to Faerun

    Spell Phylactery
    School Evocation; Level Initiate of Magic 5
    ===CASTING===
    Casting Time 10 Minutes
    Components V, S, M, DF
    ===EFFECT===
    Range Touch
    Target Scroll and Creature Touched (See Text)
    Duration Permanent Until Triggered
    Saving Throw None; Spell Resistance Yes (Object)
    ===DESCRIPTION===
    When you cast this spell, you must select a scroll bearing a spell with a spell level of up to one-forth of your caster level (maximum 5th level). You must be able to cast the spell you've selected and the scroll itself is consumed in this process. Once this process is complete, you must select the creature you intend to target with the effects of the spell you chose on the scroll where the spell will remain dormant as a spell phylactery until triggered.

    The spell on the scroll you selected must be able to be cast as a touch spell, a ranged touch spell, or a spell that targets one or more creatures. When the phylactery is placed upon the target creature, you must select one or more triggering conditions from which the phylactery will be triggered. When the phylactery is triggered, it casts the spell you selected from the original scroll, targeting the recipient of the spell phylactery even if the original spell required a touch or ranged touch attack.

    Similarly to the contingency spell, only one instance of this or similar spells can be active on any creature and any new spell phylactery, contingency, or similar spell will cause the first spell phylactery spell to harmlessly discharge and become replaced by the new spell phylactery, contingency, or similar spell.
    ===MYTHIC===
    You can store a second spell from a scroll on the spell phylactery to be triggered simultaneously when the triggering conditions are met. Both spells must be equal to one-forth of your caster level -1 (maximum 4th).
    Augmented (5th): By expending two uses of mythic power, you can store two spells simultaneously as before, but each spell can possess a spell level of up to one-third of your caster level (maximum 5th).
    Source: Player's Guide to Faerun

    Spell Shield
    School Abjuration; Level Initiate of Magic 2
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, DF
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration One Minute/Level (D)
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    You gain a +2 resistance bonus against all spells and spell-like abilities. This benefit increases by 1 for every six caster levels you possess.
    ===MYTHIC===
    Whenever you successfully save against a spell, you can choose to discharge and end the spell as a free action to negate any secondary effects of that spell that you would ordinarily suffer as a result of a successful saving throw.
    Source: Player's Guide to Faerun

    Spellmantle
    School Abjuration; Level Initiate of Magic 6
    ===CASTING===
    Casting Time One Round
    Components V, S
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration 10 Minutes/Level
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    You create a magical, glowing aura around the creature touched that protects it against certain spells. Upon casting, you designate any one spell per four caster levels you possess (minimum one) of 4th level or lower and this spell will render you immune to those designated spells. This spell is unable to protect against spells delivered by touch or spells that ignore spell resistance.

    Whenever the subject of this spells is affected by one of the designated spells, they are not only unaffected by the designated spell or spells, but gain one of the following benefits below. This benefit is designated when this spell is cast and can not be changed until a new instance of this spell is cast. Only one instance of this spell can be active upon any one creature at any time. New instances of this spell simply replace any other previously active versions of this spell. The benefits of this spell do not stack with that of spell immunity or similar spells.

    Cast Designated Spell: In order to select this option, you must have a caster level of 8 or higher. When you do select this option, you must use one of the spells you'd otherwise gain every four caster levels as a beneficial spell that activates every time this spell successfully protects you from one of the other spells you had designated.
    For example, a 16th level wizard could select enervation, slow, and fireball as spells to be protected from and when affected by those spells, the target can receive the benefit of a protection from energy spell.
    The selected beneficial spell must be one that the caster is able to cast at the time this spell is cast, discharging both spells simultaneously. The beneficial spell only targets or benefits the subject of the spellmantle spell, even if other targets would otherwise be affected or the spell is ordinarily an area spell. Any variables of the beneficial spell decided upon when cast are decided upon when spellmantle is cast, so if the beneficial spell were a protection from energy spell, the caster must select one energy type (such as fire) at the time of casting and each time spellmantle triggers the beneficial spell, protection from energy will only use the one version (fire, in this case).

    Recover Health: Each time the creature protected by spellmantle would ordinarily be affected by the designated spell, the creature recovers a number of hit points equal to 1d8 per spell level of the designated spell +1 per caster level of the designated spell the mantle protected against.

    Recover Magic: Each time the creature protected by spellmantle would ordinarily be affected by the designated spell, the creature recalls an expended spell equal to the spell level of the designated spell the mantle protects against. The spell is then prepared again, just as if it had not been cast.
    The creature protected by this mantle can not recover more spells than what they have already used for the day. Recovered spells beyond the maximum they had normally prepared is wasted.

    The spellmantle can protect the target creature against a total number of spell levels equal to 1d4 +1 per two caster levels you possess (maximum 1d4 +10). If the spellmantle lacks sufficient capacity to absorb a spell, the absorption does not occur. Once it has absorbed its capacity, it dissipates.
    ===MYTHIC===
    You can designate a number of additional spells that spellmantle protects you from equal to half your mythic tier (minimum 1).
    In addition, you can absorb a number of spell levels equal to 1d10 +1 per two caster levels (to a maximum of 1d10 +10).
    Source: Player's Guide to Faerun

    Stone Body
    School Transmutation; Level Alchemist/Investigator 6, Cleric/Oracle 6, Magus 6, Psychic 6, Sorcerer/Wizard 6 Elemental School Earth 6
    ===CASTING===
    Casting Time One standard Action
    Components V, S, M/DF
    ===EFFECT===
    Range Personal
    Target You
    Duration One Minute/Level (D)
    ===DESCRIPTION===
    This spell transforms your body into living stone, which grants you several powerful resistances and abilities. You gain damage reduction 10/adamantine. You are immune to blindness, cold, critical hits, ability score damage, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration because you have no physiology or respiration while this spell is in effect. You take only half damage from electricity and fire. However, you also become vulnerable to all special attacks that affect stone golems.

    You gain a +4 enhancement bonus to your Strength score, but you take a -4 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 35% and a -6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.

    Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.

    Your weight increases by a factor of 3, causing you to sink in water like a stone. However, you could survive the lack of air at the bottom of the ocean–at least until the spell duration expires.
    Counterspell: Stone to Flesh counters and dispels this spell.
    Material Component: A small piece of stone that was once part of a stone golem, a greater earth elemental, or a castle’s outer wall.
    Source: Player's Guide to Faerun

    Stone Walk
    School Conjuration [Teleportation]; Level Initiate of Bane 6
    ===CASTING===
    Casting Time 10 Minutes
    Components V, S, F, (DF if cast as a divine spell)
    ===EFFECT===
    Range Touch
    Target Stone Touched
    Duration Permanent until discharged
    Saving Throw Will Negates (Object); Spell Resistance Yes (Object)
    ===DESCRIPTION===
    You magically link two prepared stones extradimensionally as such that speaking a command word (a free action) opens an ethereal passage for yourself and others of your choosing.
    Before casting the spell, both prepared stones, each of which must be a stone that, at minimum, fully occupies an approximate 5 foot square or more. Preparing the stones requires one hour each, at minimum, using special materials that includes a paste made from amber and rubies worth 500gp for each end of the link. It is possible to create more ends of the link, possibly allowing for different paths to transverse.
    When you cast Stone Walk, you can designate all prepared stones as ends of the link and connect them all. Once established, a command word is designated as such that any that know the command word can activate and open the link and transverse the ethereal tunnels to the other links. All of the links combined can be separated by no more than 100 miles per caster level. Although you can transverse any one link to any other, only the nearest distances count to this limit, so if a caster with a 13 caster level can link all links in a 1300 mile chain or less, than all links are valid. The caster can link only one stone per three caster levels (maximum 8).
    Each casting of the spell allows up to one medium creature per caster level to transverse the ethereal tunnels. Once this number of creatures has passed through the ethereal tunnels, the spell is discharged. It takes one hour of travel inside of the ethereal tunnels per 100 miles. The spell remains in effect until all of the creatures have exited the passages but once that number of creatures has opened the passages, the spell ceases to allow more into the tunnels.
    This spell is subject to dispel magic and similar spells as any spell is though with some differences. When cast on one link, a dispel check against all links must be made though it is treated as one spell. If more than half of the links are dispelled or if the connections between the remaining links violates the limitations of the spell, the entire spell is dispelled. Mage's Disjunction automatically dispels the spell. Spells that block or forbid extradimensional movement likewise blocks the effects of this spell and suppresses the effect but does not dispel it. Links within such areas are simply not available as destinations though dimensional travel is only blocked at the links, so two links are not blocked from one another if the intervening space between happens to contain a spell that blocks extradimensional travel. If the spell is dispelled with travelers inside, they can still arrive to their destination without difficulty.
    Counterspell: Phase Door counters and dispels this spell.
    Focus Component: Two or more stones prepared with materials that includes a paste made from rubies and amber of 500gp value. Only the caster can make these preparations and no others can use another's stone without making their own preparations using the same materials.
    Source: Player's Guide to Faerun

    Strength of the Beast
    School Transmutation (Polymorph); Level Initiate of Malar 4, Initiate of Selune 4
    ===CASTING===
    Casting Time One Standard Action
    Components V, F
    ===EFFECT===
    Range Personal
    Target You
    Duration One Round/Level
    ===DESCRIPTION===
    When you cast this spell, your body assumes the form a hybrid lycantherope form of one animal of your choice. The selected animal must be within one size category of you.

    If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

    Smaller lycantherope: +2 size bonus to dexterity, +2 size bonus to constitution, DR 5/silver, +1 natural armor
    Equal-sized lycantherope: +2 size bonus to strength, +2 size bonus to constitution, DR 5/silver, +2 natural armor
    Larger lycantherope: +4 size bonus to strength, +2 size bonus to constitution, -2 size penalty to dexterity, DR 5/silver, +2 natural armor

    When a true lycantherope (afflicted or natural) casts this spell, they gain an entirely different benefit. Instead of the above effects, they gain all of the benefits of their lycantheropic hybrid form without needing to transform or make any checks to control their shape. Their ability scores do not change between shapes nor does their size change nor do they gain their lycantherope movement types. If the lycantherope does assume their hybrid form, they they gain a +10ft enhancement bonus to speed, and a +4 enhancement bonus to their strength, dexterity, and constitution.
    Source: Player's Guide to Faerun

    Last edited by Neoxenok; 2019-05-06 at 09:21 PM.

  13. - Top - End - #133
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    Default Spells of the Forgotten Realms {Su-Z}


    Summon Undead I
    School Conjuration (Summoning) [Evil]; Level Anti-Paladin 1, Bloodrager 1, Cleric/Oracle 1, Shaman 1, Sorcerer/Wizard 1, Spiritualist 1, Summoner/Unchained Summoner 1, Witch 1
    ===CASTING===
    Casting Time One Round
    Components V, S, F/DF
    ===EFFECT===
    Range Close (25ft. + 5ft./2 Levels)
    Effct One Summoned Creature
    Duration One Round/Level (D)
    Saving Throw None; Spell Resistance No
    ===DESCRIPTION===
    You summon an undead creature from somewhere in the cosmos. The majority are spontaneously created in certain extraplanar realms where the dead are not allowed to die. This spell summons a single undead creature from the first level list on the summon undead table below.
    You choose which creature to summon and you can select any from the first level list each time you cast this spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the cleric's command undead ability.
    Focus Component: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
    Source: Player's Guide to Faerun

    Summon Undead II
    School Conjuration (Summoning) [Evil]; Level Anti-Paladin 2, Bloodrager 2, Cleric/Oracle 2, Shaman 2, Sorcerer/Wizard 2, Spiritualist 2, Summoner/Unchained Summoner 2, Witch 2
    Effect One or more summoned creatures, no two of which can be more than 30ft. apart
    ===DESCRIPTION===
    This spell functions like summon undead I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
    Source: Player's Guide to Faerun

    Summon Undead III
    School Conjuration (Summoning) [Evil]; Level Anti-Paladin 3, Bloodrager 3, Cleric/Oracle 3, Shaman 3, Sorcerer/Wizard 3, Spiritualist 3, Summoner/Unchained Summoner 3, Witch 3
    Effect One or more summoned creatures, no two of which can be more than 30ft. apart
    ===DESCRIPTION===
    This spell functions like summon undead I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
    Source: Player's Guide to Faerun

    Summon Undead IV
    School Conjuration (Summoning) [Evil]; Level Anti-Paladin 4, Bloodrager 4, Cleric/Oracle 4, Shaman 4, Sorcerer/Wizard 4, Spiritualist 4, Summoner/Unchained Summoner 4, Witch 4
    Effect One or more summoned creatures, no two of which can be more than 30ft. apart
    ===DESCRIPTION===
    This spell functions like summon undead I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
    Source: Player's Guide to Faerun

    Summon Undead V
    School Conjuration (Summoning) [Evil]; Level Cleric/Oracle 5, Shaman 5, Sorcerer/Wizard 5, Spiritualist 5, Summoner/Unchained Summoner 5, Witch 5
    Effect One or more summoned creatures, no two of which can be more than 30ft. apart
    ===DESCRIPTION===
    This spell functions like summon undead I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
    Source: Player's Guide to Faerun

    Table: Summon Undead
    Code:
    Level	Creature		Source
    1st	Beheaded		Bestiary 4 (P 17) CR 1/3
    	Ectoplasmic Human	Bestiary 4 (P 82) CR 1/2
    	Human Skeleton		Bestiary 1 (P250) CR 1/3
    2nd	Crawling Hand		Bestiary 2 (P 59) CR 1/2
    	Festrog			Bestiary 3 (P115) CR 1
    	Ghoul or Lacedon	Bestiary 1 (P146) CR 1
    	Human Zombie		Bestiary 1 (P288) CR 1/2
    	Isitoq			Bestiary 4 (P159) CR 1/2
    	Pickled Punk		Bestiary 4 (P214) CR 1
    3rd	Draugr			Bestiary 2 (P110) CR 2
    	Giant Ant Spore Zombie	Bestiary 6 (P287) CR 3
    	Guardian Phantom Armor	Bestiary 4 (P213) CR 2
    	Huecuva			Bestiary 3 (P150) CR 2
    	Human Juju Zombie	Bestiary 2 (P291) CR 2
    	Plagued Horse		Bestiary 5 (P194) CR 2
    	Shroudskin		Bestiary 4 (P243) CR 2
    	Skeletal Champion	Bestiary 1 (P252) CR 2
    	Trailgaunt		Bestiary 6 (P264) CR 3
    	Wight			Bestiary 1 (P276) CR 3
    4th	Allip			Bestiary 3 (P 12) CR 3
    	Combusted		Bestiary 6 (P 63) CR 3
    	Giant Phantom Armor	Bestiary 4 (P213) CR 4
    	Leechroot		Bestiary 5 (P155) CR 4
    	Lovelorn		Bestiary 6 (P182) CR 4
    	Shadow			Bestiary 1 (P245) CR 3
    	Vukodlak		Bestiary 5 (P272) CR 3
    5th	Gravebound		Bestiary 5 (P128) CR 4
    	Greater Crawling Hand	Bestiary 2 (P 59) CR 5
    	Mummy			Bestiary 1 (P210) CR 5
    	Swamp Mummy		Bestiary 5 (P178) CR 4
    	Wraith			Bestiary 1 (P281) CR 5

    Sunrise
    School Evocation [Light]; Level Initiate of Lathander 3
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S, DF
    ===EFFECT===
    Range Touch
    Target Object Touched
    Duration 1 Round/Level (Maximum 10 Rounds)
    Saving Throw None; Spell Resistance No (see text).
    ===DESCRIPTION===
    As daylight, except it is touched with a true divine light of Lathander. Any undead creature or creature vulnerable to damage from light that is touched by the light from this spell receive 1d4 points of damage each round they remain exposed to the damage inflicted by this spell. Creatures that are both undead and vulnerable to damage from light instead receive 1d6 points of damage each round they remain exposed to the light of this spell.
    Creatures damaged by this spell can negate the effect if the spell fails to penetrate the creature's spell resistance until the beginning of their next turn.
    Multiple instances of this spell overlap an existing area but does not stack damage or light levels. Unlike daylight, this spell cannot be made permanent via the permanency spell.
    ===MYTHIC===
    The spell's duration is no longer limited to 10 rounds and the spell also damages aberrations, evil dragons, evil fey, evil outsiders, and oozes for 1d4 points of damage for each round of exposure. Any of those creatures that also possess any vulnerability to light instead suffer 1d6 points of damage for each round of exposure (so one of those creatures that also has light blindness or light sensitivity suffers the extra damage).
    Source: Player's Guide to Faerun

    Surelife
    School Abjuration; Level Shaman 9, Witch 8
    ===CASTING===
    Casting Time One Round
    Components V, S, M
    ===EFFECT===
    Range Personal
    Target You
    Duration 10 Minutes/Level (D)
    ===DESCRIPTION===
    This spell protects you against some condition or event that would ordinarily be harmful to your person or life-threatening, such as falling off a cliff, tripping into a pool of magma, drowning, or being buried alive. This spell protects only against natural occurances or conditions that isn't the direct result of magical attack or a direct attack from a creature (such as a dragon's breath, meteor swarm spell, or a coup de grace from an enemy.)
    When choosing a condition to protect against, you must be specific as to the manner and method of death. Falling into an open pit, falling off a cliff, and falling off an airship are three seporate conditions. Buried in a snow avalanche, buried in a cave-in, and buried in a mud-slide are three seporate conditions. This spell does protect against environmental conditions as well, so in a pinch, "burning to death from the fires of the plane of fire" works as a condition as well.
    This spell also protects against natural poisoning and disease but you must select a specific disease or poison to protect yourself against.
    When the selected condition or event occurs, the target is rendered fully immune and invulnerable to all factors relating to the specified manner of death and/or injury. Once you are removed from that situation or the duration of the spell ends (whichever occurs first), the spell is discharged. Poisons, diseases, and other conditions that would otherwise linger if untreated are neutralized immediately and don't pose a threat if a character is affected before the duration of the spell ends.
    Material Component: An ointment of peach syrup and cinnabar.
    Source: Player's Guide to Faerun

    Sword and Hammer
    School Evocation [Force]; Level Initiate of Tyr 4
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, DF
    ===EFFECT===
    Range Medium (100ft + 10ft/Level)
    Effect Two Magic Weapons of Force
    Duration One Round/Level (D)
    Saving Throw Reflex Partial (See Text); Spell Resistance Yes
    ===DESCRIPTION===
    A magical longsword and warhammer of pure force energy come into existence either by your side or at the location of a target you designate where they can attack immediately. When striking an opponent, they each fly into a flanking position and attempt to interfere with the target's movements as much as possible.
    The weapons attack using your attack bonus plus your wisdom modifier +2 due to flanking and deal 1d10 points of force damage +1 per caster level (maximum +10) with a critical range of 19-20 with a x2 critical multiplier. Due to the way the weapons position and fly around the target, the target treats any terrain as difficult terrain for the purpose of movement and any acrobatics, climb, fly, or swim checks receive a -1 penalty per two caster levels you possess (maximum -5) and any targets attempting to cast a spell must succeed a DC 20 concentration check plus double the spell level of the spell the target is attempting to cast.
    The weapons created by this spell strike as a spell and not a pair of weapons, so damage reduction doesn't apply but spell resistance is checked when initially cast or set upon the target from another target. If spell resistance resists the spell, the spell itself is negated but if it doesn't, then spell resistance isn't checked again unless the spell is directed to another target then returns at a later time. None of your class features or feats affect the weapons, so sneak attack, weapon focus, and the like do not apply to the strikes from these weapons.
    A successful reflex saving throw throws off the weapon's attempts to distract, negating the difficult terrain effects, skill penalties, necessity to make concentration checks to cast spells, and the flanking bonus to the weapons. A saving throw attempt is only made when the spell initially targets the target and the effects of success or failure remains as long as the spell continues to target that individual target.
    The longsword or warhammer's touch AC is 13 (10 + 2 Tiny Size +1 Dodge Bonus). Neither weapon can be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.
    ===MYTHIC===
    Each weapon deals 2d6 base damage (instead of 1d10) and adds your tier to the skill penalties and concentration DC inflicted by the spell.
    Source: Player's Guide to Faerun

    Sword and Hammer, Greater
    School Evocation [Force]; Level Initiate of Tyr 6
    ===DESCRIPTION===
    This spell functions as Sword and Hammer, except the base weapon damage of the longsword and warhammer is increased to 2d6 each, their attack rolls gain a +2 bonus to all attack rolls, the skill penalties increase to -1 per two caster levels (maximum -10), and the concentration DC is 25 + double the spell's spell level.
    In addition to these benefits, the movement speed of the target is halved unless negated by a successful reflex saving throw.
    ===MYTHIC===
    A strike from either the longsword or the warhammer adds 1d6 to the base damage if the target is either chaotic or evil or 2d6 if it is chaotic evil. In addition, you can add your tier to the damage roll of each weapon as well as the skill penalties and concentration DC on a failed reflex saving throw.
    Source: Player's Guide to Faerun

    Thorn Spray
    School Transmutation; Level Initiate of Nature 4
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Close (25ft + 5ft/2 Levels)
    Effect Thorny Plant that Explodes on Impact
    Area 10ft Radius
    Duration Instantaneous
    Saving Throw No and Reflex Half; Spell Resistance No
    ===DESCRIPTION===
    You hurl a tiny plant at a target creature within range as a ranged touch attack that bursts upon impact with the target, spraying it's magically sharpened thorns in all directions. It deals 6d6 points of piercing and bludgeoning damage upon the creature struck by the ranged touch attack and all other creatures within the radius of the effect are permitted a reflex saving throw for half damage.
    This damage bypasses damage reduction as though it were a magical weapon. In addition, the creature struck by the ranged touch attack and all those in the area that failed their reflex saving throw suffer 1d6 hit point bleed.
    Material Component: Tiny plant stem or other piece with thorns.
    ===MYTHIC===
    The hit point damaged caused by this spell increases to 6d10 and the area of effect is doubled. Half your tier is added to the spell's hit point bleed (rounded down to a minimum of 0).
    Source: Player's Guide to Faerun

    Transcribe Symbol
    School Abjuration; Level Mesmerist 6, Runecaster 6, Sorcerer/Wizard 8, Witch 8
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, F
    ===EFFECT===
    Range Touch
    Target Magic Glyph, Rune, Symbol, or other Writing
    Duration 10 Minutes + 1 Minute/Level or Until Discharged
    Saving Throw None; Spell Resistance No
    ===DESCRIPTION===
    You create a protective spell upon yourself that allows you to touch and manipulate a magic sigil (such as a glyph or warding or symbol of death) without triggering it. The caster must be aware of the target sigil and that magic symbol must have been disarmed but otherwise left intact. For this spell's duration, it also grants a +10 competence bonus to all disable device checks to disarm all forms of magic sigils as well as the ability to disarm magic sigils, similarly to the trapfinding ability of a rogue. The touched sigil is absorbed into your hand and held as magical potential until this spell ends or you select a new location for the sigil to be transferred. The process of placing the sigil in a new location discharges this spell. The caster can, during the placement of the sigil, opt to re-enable the sigil, allowing it to be triggered again at a later time. This does not put the caster in any immediate danger and the caster can leave in the same manner in which the caster had approached in order to capture the sigil.
    The symbol can be held for this spell's duration but if the spell is not placed in a suitable location, the transcribe symbol spell ends and the caster suffers the effects of the sigil as though the caster had triggered it normally. The sigil is destroyed and lost in this process. The new location the magical sigil is placed must have the appropriate specifications as though the caster were creating the magical sigil himself.
    Focus Component: A piece of slate that has been scoured bare and smooth on one side.
    Source: Player's Guide to Faerun

    Tree Healing
    School Conjuration (Healing); Level Initiate of Nature 5
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, DF
    ===EFFECT===
    Range Personal and Touch
    Target Self and One Tree
    Duration One Day (D)
    Saving Throw Fortitude Negates (Harmless) (Object) and Fortitude Partial (See Text); Spell Resistance Yes (Harmless) (Object) and No
    ===DESCRIPTION===
    You meld into a tree that is large enough to accommodate you in all dimensions. Once you have entered the target tree, your form melds into it to gain protection and nourishment from the tree. This does not harm the tree as this exchange is mutually beneficial with the help of this spell.
    You are nourished and protected from the outside elements, no longer needing to breathe or eat and you are protected from the extremes of heat, cold, weather, and environmental conditions except those that directly harm the tree. You have total concealment against outside observers and do not emit any scent. Magical detection can still reveal your location and other properties if they can work through the tree to your position within it, treating the intervening wood as a barrier similar to a wall even though you exist merged within the tree itself. Whilst within the tree, you are treated as though you are provided long term care (see the Heal skill). Any hit points you recover is also recovered by the tree, if it has suffered any damage.
    Whilst within the tree, the caster is blind and can hear what goes on outside of the tree, but suffers a -4 penalty to perception rolls. Other senses may be similarly affected in one way or another.
    Destruction of the tree to an extent that it can no longer fit you within it, shunts you out of the tree, causing 6d6 points of damage. If the tree is completely destroyed (such as by blight, disintegration, forest fire, etc) while you are within it, you must make a DC 17 fortitude saving throw or suffer 3d6 points of constitution damage or 6d6 hit points of damage on a successful saving throw.
    Unhealthy trees, such as those dying from injury or disease, can be entered using this spell and if a successful fortitude saving throw DC 17 is made (regardless of success or failure), the tree can begin to recover. Success of this save does nothing to the caster, but failure causes 1d4 points of ability damage to the caster's strength, dexterity, and constitution scores.
    Spell users with an affinity for nature may use this spell multiple times over the course of days, weeks, and even months to help a tree stave off major injury, disease, or death.
    Source: Player's Guide to Faerun

    Triple Mask
    School Illusion (Shadow); Level Initiate of Cyric 7
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S, DF
    ===EFFECT===
    Range Medium (100ft +10ft/level)
    Effect Three Shadow Duplicates
    Duration 1 Round/Level (D)
    Saving Throw Will Disbelief (If Interacted With); Spell Resistance No
    ===DESCRIPTION===
    This spell creates three illusory duplicates of you that look, sound, smell, and feel as you do though the images are semi-intangible. These illusions are made with shadow stuff and can interact with their surroundings as effectively as an unseen servant spell.
    When the spell is active, the illusions are motionless and nonreactive but can perform simple commands as an unseen servant spell unless the caster chooses to switch his or her perceptions into one of the created illusions. This allows the caster to experience his or her environment as though that were his or her body. During this time, the caster's body experiences no sensations and as such remains vulnerable should it be attacked while your perceptions inhabit one of your shadows. An inhabited shadow clone can act and speak in a manner precisely like the caster's original body but it does not do so perfectly, allowing a +20 competence bonus to disguise checks to look like the caster. An opposed check to detect the disguise or interacting with the illusion and succeeding the associated will save allows a creature to see the illusion as an illusion and defeat the deception. The caster can switch his or her perceptions between his or her body or one of the shadow clones as a standard action. The caster can program an inhabited shadow to perform an action after it exits.
    The semi-tangible body of an illusion is only partially real. If attacked, it has the same AC as the caster minus any bonuses from equipment or spells affecting it's body though it's semi-tangible nature affords it a 50% miss chance. It has hit points equal to 1d6 + your caster level and a shadow that is brought to zero or fewer hit points is destroyed.
    It is also possible for a caster to cast spells through the shadow as though it were the caster as long as the range is touch or greater. It is not possible to affect the shadow with a spell except those that affect shadow illusions or those that deal hit point damage.
    The shadows can move anywhere as long as they remain within the spell's range of the caster but dimensional movement, such as use of the dimension door or teleport spells disrupts the connection of the shadows to the caster and thus prematurely ends the spell. An illusion cannot leave the dimension it was created within and is destroyed if it is moved extra-dimensionally (such as by stepping through a portal) the shadow is immediately destroyed. If a shadow the caster inhabits is destroyed, the caster immediately reverts back to his or her own body and becomes shaken for 1d4 rounds (no save).
    ===MYTHIC===
    Dimensional travel or moving the shadows outside of the spell's range does not disrupt the spell, however, the shadow clones must be within the spell's range of the caster for the caster to occupy one of the clones.
    Augmented (6th): With three uses of mythic power, the spell's duration changes to 1 hour/level and the range increases to long (400ft + 40ft/level). You can inhabit any shadow clone as long as you and they are on the same plane. When cast, the clones are created within range, but can move beyond that.
    Source: Player's Guide to Faerun

    Undead Bane Weapon
    School Transmutation; Level Anti-Paladin 3, Paladin 3, Ranger 3
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, DF
    ===EFFECT===
    Range Touch
    Target Ammunition or Weapon Touched
    Duration One Minute/Level
    Saving Throw None; Spell Resistance No
    ===DESCRIPTION===
    You give a touched weapon or up to fifty arrows, bolts, or bullets the undead bane property. If the target weapon or ammunition wasn't already magical, they also gain a +1 enhancement bonus.
    An undead bane weapon increases the enhancement bonus of a weapon by 2 and adds 2d6 damage to every successful attack against an undead creature.
    Any weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.
    Source: Player's Guide to Faerun

    Undeath after Death
    School Necromancy [Curse] [Evil]; Level Initiate of Bane 7
    ===CASTING===
    Casting Time Standard or 10 Minutes (see text)
    Components V, S, M, (DF if cast as a divine spell)
    ===EFFECT===
    Range Touch
    Target Living Creature Touched
    Duration Permanent until Discharged
    Saving Throw Fortitude Partial or None (see text); Spell Resistance Yes
    ===DESCRIPTION===
    As a standard action, you can touch a creature, causing searing pain as you tear a piece of it's life force and corrupt it with with dark energies and the power of undeath. You deal 4d8 points of negative energy damage +1 per caster level (maximum 35) and the target gains the sickened condition until the beginning of their next turn. If the target dies at any point during the spell's duration, the spell is discharged and the target will arise as a crypt spawn under the caster's control during the next sunset. A successful fortitude saving throw halves the damage, negates the sickened condition, and ends the spell.
    Each day the spell remains active upon the recipient, they must make a fortitude saving throw or suffer 1 point of constitution drain upon a failed saving throw. Three consecutive successful fortitude saves removes the need to make this saving throw and negates all future constitution drain. This spell cannot be dispelled but can be removed with a break enchantment, limited wish, miracle, remove curse, or wish.
    Alternatively, this spell can be cast upon a willing target. This version of the spell requires 10 minutes of casting and does not offer a saving throw. Targets are nauseated for 1d4 minutes and sickened for 2d4 x10 minutes afterward but otherwise do not suffer the negative energy damage nor the constitution drain.
    If the caster dies before this spell takes effect, the crypt spawn created is free-willed.
    Material Component: A piece of obsidian shaped like a heart, which is absorbed into the magical power to be discharged into the target as a touch attack. This black onyx gem must be worth 50gp per hit dice of the target.
    Source: Player's Guide to Faerun

    Undeath's Eternal Foe
    School Abjuration [Good]; Level Initiate of Lathander 9
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, DF
    ===EFFECT===
    Range Touch
    Target Creature or Creatures Touched, up to one/level
    Duration One Minute/Level
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    You are filled with the holy light of Lathander, granting one of his greatest boons to aid his flock against the undead. Each creature subject to this spell gains several benefits, including immunity to ability damage, ability drain, energy drain, and negative energy damage from any or all sources, undead or not. This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.

    In addition, this spell grants a +5 sacred bonus to AC, all saving throws, and combat maneuver defense against any and all forms of attacks originating from an undead creature, regardless of whether it is a natural ability of theirs (such as the vampire's domination ability) or one gained elsewhere, such as a magical item they carry or a spell gained from sorcerer levels.

    Lastly, the subject can make melee and ranged attacks against ethereal or incorporeal undead as if they were using ghost touch weapons and their weapons deal damage as though they were good-aligned and magical weapons if they weren't already. Further, any armor and/or shield used by the subject is treated as having the ghost touch property, allowing the armor and shield's AC bonuses to count against the incorporeal touch attacks of incorporeal undead. These benefits do not apply against incorporeal creatures that are not undead.

    When you cast this spell it has a total duration of one minute per caster level. You can divide this duration up in any manner you wish, not necessarily equally, between a number of creatures touched equal to your caster level.
    ===MYTHIC===
    This spell's range changes to close (25ft + 5ft per two caster levels) and target changes to one creature per caster level, no two of which can be more than 30 ft. apart. The duration of the spell is not divided amongst the recipients of the spell.
    Augmented (6th): By expending five uses of mythic power, you can add half your tier to the sacred bonus to AC, saving throws, and combat maneuver defense against the abilities of undead creatures. In addition, all melee and ranged attacks against undead bypass any damage reduction they possess and undead creatures destroyed by a creature with this spell active upon them can not rise as undead again. Only mythic creatures or mythic spells able to create or remake undead must succeed a caster level check against the caster level of this spell to succeed. Attempts by anything else automatically fails.
    Source: Player's Guide to Faerun

    Understand Device
    School Divination; Level Initiate of Gond 3
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S
    ===EFFECT===
    Range Personal
    Target You
    Duration 1 Round/level
    ===DESCRIPTION===
    You gain a powerful intuition on the inner workings of mechanical devices. You gain the ability to make disable device checks untrained. In addition, you gain a competence bonus to your disable device checks equal to your caster level (maximum +10) for the duration of the spell when used with mechanical devices of any kind and locks. Further, while the spell is in effect, a disable device check that fails by 9 or less can be attempted again though a failure of 10 or more points can still cause something to go wrong.
    Source: Player's Guide to Faerun

    Vipergout
    School Conjuration (Summoning); Level Sorcerer/Wizard 7, Summoner/Unchained Summoner 6, Witch 7
    ===CASTING===
    Casting Time One Standard Action (See Text)
    Components V, S, M
    ===EFFECT===
    Range 0 ft.
    Effect 2d4 Summoned venomous snake swarms (Bestiary 3)
    Duration One Round/Level
    Saving Throw None; Spell Resistance No
    ===DESCRIPTION===
    This spell summons 2d4 celestial or fiendish venomous snake swarms (B3) which leap forth from your mouth to attack your enemies beginning in the round you complete the spell. You can choose not to release all of the summoned viper swarms all at once, storing the viper swarms within yourself and releasing them later as a swift action on your turn. Whilst stored, you cannot speak or use spells with a verbal component without unintentionally releasing the remaining swarms.
    All of the snake swarms disappear when the spell ends. This spell adopts the evil or good descriptor, depending on whether you choose to summon fiendish or celestial venomous snake swarms, respectively.
    ===MYTHIC===
    The distraction and poison saving throw DCs increases by your tier.
    Source: Player's Guide to Faerun

    Wall of Moonlight
    School Evocation [Good, Light]; Level Initiate of Selune 4
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Medium (100 ft. + 10 ft./level)
    Effect Vertical Wall of Twilight 20ft High and 20ft Long/Level
    Duration One Round/Level
    Saving Throw None and Fortitude Negates (See Text); Spell Resistance Yes
    ===DESCRIPTION===
    You create a wall of shimmering twilight, as though it were a window into a dark and starry night with a full moon. This wall generates light bright light over it's entire length. This wall need not be anchored to any surface and is completely opaque on both sides of the wall and the "wall" itself is made of up pure blinding light with about 5 feet of thickness. Out to 20 feet beyond, the wall provides bright illumination and shadowy illumination 40 feet beyond that point.
    It is possible for any creature to pass through, gaining a reddish-white glow as though affected by a faerie fire spell that persists for the spell's normal duration. However, creatures of non-good alignments suffer 1 point of damage each round in the area of shadowy illumination, 1d6 points of damage in the area of bright light, and 2d6 points of damage +1 per two caster levels (maximum +10) when passing through the wall itself and must succeed a fortitude saving throw or suffer the blindness condition for 1d4+1 rounds. Abberations, undead creatures, evil outsiders, and followers of Shar that possess a divine aura suffer double the damage stated above and any secondary effects, such as the blindness and faerie fire effects, have their duration doubled.

    This spell can be made permanent through the use of the permanency spell. The caster must be at least 12th level and the cost is 10,000 GP.
    ===MYTHIC===
    The area of bright light and shadowy illumination illuminates 50% extra area (30 feet beyond the wall for bright light and shadowy illumination for 60 feet beyond that. The height of the wall also increases to 30 feet.
    Augmented (3rd): By expending two uses of mythic power, you gain the ability to shape the wall more effectively. For every 20 feet of the wall's length, you can bend the wall at a 90 degree angle.
    Source: Player's Guide to Faerun

    Wall of Sand
    School Conjuration (Creation) [Earth]; Level Cleric/Oracle 4, Druid 5, Magus 4, Shaman 5, Sorcerer/Wizard 4, Summoner/Unchained Summoner 4, Witch 4 Elemental School Earth 4
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M/DF
    ===EFFECT===
    Range Medium (100ft. + 10ft./Level)
    Effect Sand wall whose area is up to one 5-ft. square/level (S)
    Duration Concentration + 1 Round/Level
    Saving Throw None; Spell Resistance No
    ===DESCRIPTION===
    You create a wall of viscous, opaque, whirling wall of sand. The wall itself is dense and maintained by the magic that summoned it but must be summoned upon a surface that can support its weight. Once the spell is cast and the wall is placed, the wall is immobile.
    The wall itself is not solid but is dense enough to fully prevent ranged attacks from moving through it. It is possible to perform a melee attack against a creature on the other side of the wall if the creature's reach allows it to fully bypass the wall (by reaching through the sand). Creatures within the sand effectively have damage reduction 15/piercing due to the sand and total concealment from all creatures outside of the wall. Regardless, creatures within or on the other side of the wall also have total concealment and the sand makes it difficult to attack creatures on the other side of the wall with a weapon effectively through the sand, suffering a -2 penalty to attack and damage rolls in addition to any other penalties (such as from total concealment.) Creatures within the wall do not suffer this penalty when attacking outside the wall or another creature inside the wall.
    Moving through the wall is very difficult. Making the attempt requires a strength check or escape artist check against the DC of the spell, which allows a creature to move five feet through the wall as a full-round action. Creatures within the wall are treated as buried and are unable to breathe, hear, see, or speak effectively. Casting a spell within the wall is possible if the spell does not require a verbal component but must succeed a concentration check DC 25 + twice the spell's level.
    The wall itself is effectively immune to damage, however, attacking the wall with a bludgeoning attack as a full-round action reduces the duration of the spell by one round if no one is concentrating on the spell. If the caster is concentrating on the spell, he must succeed a concentration check DC equal to the spell's level plus half the damage dealt to the wall or the caster's concenetation breaks.
    Any open, unprotected fl ame thrust into the wall of sand is instantly extinguished.
    Material Component: A handful of sand.
    ===MYTHIC===
    Any creature that passes through the wall of sand becomes severely irritated as the sand continues to grate the creature's senses, retaining all of the conditions and effects of being within the wall for a number of rounds equal to 1d4 + your tier. Mythic creatures with a tier equal to or higher than yours are merely dazzled for that length of time.
    A successful reflex saving throw reduces the duration of this effect to one round.
    Source: Player's Guide to Faerun

    Warning
    School Divination; Level Initiate of Helm 2
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration 1 Minute/Level or Until Discharged
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    You gain a competence bonus to perception checks and an insight bonus to your initiative equal to your caster level (maximum +5). This spell's insight bonus to initiative does not stack with that of the Anticipate Peril spell. Once either bonus applies, the spell ends.
    ===MYTHIC===
    Add your tier to the spell's perception and initiative bonuses and the maximum perception and initiative bonuses this spell can grant. You also gain uncanny dodge as a rogue equal to your caster level.
    Augment (3rd): By expending two uses of your mythic power, you gain improved uncanny dodge as a rogue equal to your caster level.
    Source: Player's Guide to Faerun

    Wieldskill
    School Divination; Level Initiate of Gond 1
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration 1 Min./level
    Saving Throw Will Negates (Harmless); Spell Resistance Yes
    ===DESCRIPTION===
    This spell imbues a target with a touch of divine guidance, granting a competence bonus to one of the following skills, selected at the time of casting: appraise, craft (any one), disable device, knowledge (engineering), or use magic device equal to your caster level (maximum +5). Alternatively, you can gain proficiency with any one simple weapon, any one light armor, or any shield (except a tower shield) as though you possessed the appropriate feat. This spell does not actually give you any proficiency feat.
    ===MYTHIC===
    You add your mythic tier to the maximum competence bonus this spell grants. In addition, you can select any weapon, armor, or shield in which to gain proficiency as though you possessed the appropriate feat. This spell does not actually give you any proficiency feat.
    Source: Player's Guide to Faerun
    Last edited by Neoxenok; 2019-05-06 at 10:18 PM.

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    Default Magic Items of Forgotten Realms (Armor and Shields)

    Magic Items of Forgotten Realms
    (Armor and Shields)


    Armor Enhancements

    Death Warding (Armor Only)
    Price: +2 Special Enhancement; Aura: Moderate Necromancy; CL: 7th; Weight: -
    This special armor enhancement grants its wearer special protection against death effects, death magic, and negative energy. Any time you are subject to a death effect, you gain a +2 morale bonus to any/all saving throws against that effect.
    In addition, you are protected against negative energy and energy drain. Any time you are subject to gaining energy drain or negative levels, you gain two fewer negative levels than indicated (minimum 0). Also, you gain resistance 10 against damage from all forms of negative energy, such as that from an inflict wounds spell, a harm spell, or channel negative energy from an evil cleric.
    This ability does not protect against the negative levels gained from death or similar circumstances. These benefits do not stack with that of the death ward spell.
    Construction Cost: +2 Special Enhancement
    Construction Requirements: Craft Magic Arms and Armor, Death Ward
    Source: Player's Guide to Faerun

    Death Warding, Greater (Armor Only)
    Price: +4 Special Enhancement; Aura: Strong Necromancy; CL: 14th; Weight: -
    This special armor enhancement grants its wearer special protection against death effects, death magic, and negative energy. Any time you are subject to a death effect, you gain a +4 morale bonus to any/all saving throws against that effect.
    In addition, you are protected against negative energy and energy drain. Any time you are subject to gaining energy drain or negative levels, you gain four fewer negative levels than indicated (minimum 0). Also, you gain resistance 30 against damage from all forms of negative energy, such as that from an inflict wounds spell, a harm spell, or channel negative energy from an evil cleric.
    This ability does not protect against the negative levels gained from death or similar circumstances. These benefits do not stack with that of the death ward spell.
    Construction Cost: +4 Special Enhancement
    Construction Requirements: Craft Magic Arms and Armor, Death Ward

    Specific Magic Armors and Shields

    Captain Aerad’s Shield
    Price: 9,170gp; Aura: Moderate Abjuration; CL: 9th; Weight: 15 lbs
    Once wielded by a legendary dwarf hero of Ammarindar, this +3 heavy steel shield was once thought to have the power to shatter any weapon that would strike it. Unknown to the foes of Aerad at the time, the powerful construction and enchantment of this shield was easily able to shatter the primitive bronze weapons of Captain Aerad without the need of a powerful enchantment. Still, this shield, although not ornate by any means, is uniquely adorned and marked as a special shield gifted to Captain Aerad with the banner unique to Aerad's command and dwarven family house and is a valuable piece of Ammarindar's history.
    This item grants a +5 shield bonus to AC, a -1 armor check penalty, and a 15% arcane spell failure.
    Construction Cost: 4,670gp
    Construction Requirements: Creator must be 9th level, Craft Magic Arms and Armor
    Source: Player's Guide to Faerun

    Dragonheart Armor
    Price: 14,900gp; Aura: Faint Abjuration; CL: 3rd; Weight: 30 lbs
    This armor was worn by one of the last kings of Ammarindar before being slain within Hellgate Keep. Despite the grim fate of the previous owner, this armor is in good condition.
    This armor is a +1 Fire Resistant Red Dragonhide Scale Mail, which grants a +6 armor bonus, a maximum dexterity bonus of +3, an armor check penalty of -3, arcane spell failure of 25%, and the armor also grants its wearer fire resistance 10. The armor itself is immune to any fire damage. It is considered medium armor for the purpose of determining speed reduction and proficiency required to wear the armor.
    Construction Cost: 7,650 gp
    Construction Requirements: Craft Magic Arms and Armor, Energy Resistance
    Source: Player's Guide to Faerun
    Last edited by Neoxenok; 2019-05-26 at 01:09 AM. Reason: Added a much-needed comma

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    Default HOUSERULE (Monster Lore)

    HOUSE RULE
    Monster Lore

    Purpose
    Replace identification of a monster's abilities and weaknesses with something more logical and sensible.

    Rationale
    Identifying a monster's weaknesses and strengths is based on their hit dice - specifically a DC of 10 + their HD.
    This is one that has always bothered me and it's not due to balance or game issues so much as the fact that it makes no sense if you think about it. Granted this is true for many things in the game as a lot of stuff is glossed over for the sake of not having over-complicated rules, but I think this deserves a change.
    For example, many of the abilities and weaknesses between a great wyrm red dragon and a wyrmling red dragon are the same despite the former having a much more difficult knowledge check to understand. Also, what's the DC to know a creature's creature type (the dragon type with the fire subtype) and facts about that? Why is is more difficult to know that Great Wyrm Red Dragons are immune to paralysis than of some random 1 hit-die dragon despite sharing all of the dragon creature type traits?
    The last time I ran a 3.5 edition campaign, I used the normal rules, but I also ruled a bit of a tiered system for knowing different things about the same creature, so if a PC failed a knowledge check against a pit fiend, he might still be able to discern more basic facts about the creature since he beat a DC of 10 (outsider traits, ba'atzu traits, etc).
    I feel like a more logical and detailed system can be devised for this sort of thing if for no reason than to base it on something other than the creature's hit dice or challenge rating.

    The resulting changes I've made make monster lore a bit more complex and subject to DM fiat which can be seen as a negative, but I think it irons out all of the issues I have with it. I think it gives a better framework overall for determining one of the most common skill rolls in the game.
    Opinions may vary from mine though.

    Result

    Base DC
    • 5: Creature type + subtypes to which you are a member
    • 10: Animals, Humanoids, Plants, Vermin
    • 15: Constructs, Dragons, Fey, Magical Beasts, Monstrous Humanoids, Oozes, Undead
    • 20: Aberrations, Outsiders


    The base DC covers the most basic information about a creature - which includes its name and most relevant information listed as a creature's creature type and any relevant subtypes to that creature. If a knowledge check is failed, a result that beats the base DC can still allow this basic information to be known.
    If a base DC check is failed, a DM may rule that some bits of information can be known if the check is within 4 points of the base DC but a failure of 5 or more points results in that the creature is fully unknown to the player.

    Knowledge Modifier
    • -5: Exceptionally Common (Domestic animals, common pests, most humanoid species, etc.)
    • +5: Common (Most/all non-humanoids you aren't a member species of, lantern archons, skeletons, zombies)
    • +10: Uncommon (Cockatrice, Dryads, Githyanki, Mind Flayers, Most "exotic" animals, Vampires, Wights)
    • +15: Rare (Adult or Younger True Dragons, Liches, Unfettered Eidolon)
    • +20: Virtually Unknown (Mature Adult and Older True Dragons, Pit Fiends, Solar Angel)
    • +30: Unique Creature (Tarrasque)
    • +40: Mythical Individual Creature (Baba-Yaga, Dracula, Gods, Planar Lords, Strahd)


    The knowledge modifier is a summation of the avaialble knowledge of a creature. A low modifier represents a creature that is either well-studied (even if it's exceptionally rare) or exceptionally common (even if it hasn't been formally studied) in any fashion or both. Creatures that are rare and/or not well studied will have a high modifier. It is not possible to make a knowledge check to know anything about a creature that is fully unknown, however, it is possible to ascertain an unknown creature's type and any relevant subtypes with a knowledge check against the base DC listed above +10, but no further information can be gleaned with a knowledge check.
    The rarity of a creature also has nothing to do with how common a creature is with respect to the material plane, but rather how known they are amongst a given intelligent species. A lanturn archon counts as "common" because they are among the most common of creatures amongst the celestial planes along with the petitioners themselves even though they're rarely encountered on the material plane without being summoned with magic.

    Unique Modifiers (Applied Individually, except where noted)
    • +2 to +20: Detailed information above and beyond creature stats (anatomy and physiology, mating habits, etc).
      The full +20 bonus grants comprehensive data on creature.
    • +5: Creature is legendary and has comprehensive but contradictory accounts or similarly obfuscated information
    • +5: Templated or similarly augmented creature or other less common variant (including mythic ranks)
      Templates or augmentations that turn one creature into a whole other type of creature, such as most undead templates or the templates such as the celestial or fiendish templates, do not gain this DC bonus. This DC bonus would count for creatures such as those with the giant or advanced templates or some other non-templated variant of an existing creature, such as one with more hit dice than is typical or unusual racial powers not typically possessed by standard or more well known versions of those creatures.
    • +10: Discern unknown creature's type and subtypes and relevant information (Do not apply knowledge modifier)


    A successful knowledge check grants all relevant information concerning their strengths, weaknesses, powers, and abilities - their complete "monster manual" or "bestiary" information. Beating this DC can also grant detailed information about the creature that's not necessarily relevant to their statistical information, such as whether they have body parts to harvest, valuable pelts, if they're edible, etc. (see unique modifiers).
    Failing the knowledge check by 1 to 4 points may grant some specifically useful information or general information per the DM's determination or circumstance.
    Failure by 5 or more only grants basic information on the creature's type and relevant subtype(s) if the knowledge check still beats the base DC.
    If a base DC check is failed, a DM may rule that some very broad bits of information can be known if the check is within 4 points of the base DC but a failure of 5 or more points results in that the creature is fully unknown to the player.
    Last edited by Neoxenok; 2019-05-26 at 01:09 AM.

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    Default Magic Items of Forgotten Realms (Weapons)

    Magic Items of Forgotten Realms
    (Weapons)


    Weapon Enhancements


    Doomwarding
    Price: +23,240 gp; Aura: Strong Universal; CL: 13th; Weight: -
    Weapons with this special quality are a specialty within the faith of Tymora and are frequently bestowed as gifts to adventurers. This, however, is not unique to their faith.
    A doomwarding weapon is created with 7 charges. On the wielder's turn, a single charge can be expended as part of an attack action involving the weapon. No more than a single charge can be used in a turn even if the wielder is afforded more than one attack with the weapon in a turn. Expending a charge grants one of the following abilities depending on when it is expended. If expended before an attack roll, you add 1d8 as a luck bonus to the attack roll or you can reroll any single roll after the fact. You can also expend a charge to gain a single extra attack with the weapon at the wielder's highest attack bonus with that weapon, acting similarly to speed weapons or if the character were hasted.
    A found weapon usually possesses 1d8-1 charges with each charge adding 3,320 gp to the weapon's overall value.
    Construction Cost: 16,870 gp
    Construction Requirements: Creater must be a caster of at least 15th level, Craft Magic Arms and Armor, Limited Wish
    Source: Player's Guide to Faerun

    Spellblade
    Price: +84,000 gp; Aura: Moderate Abjuration; CL: 7th; Weight: -
    Spellblade weapons render the wielder immune to a single designated 4th level or lower spell that is chosen at the time the weapon is created. The wielder is treated as though he possesses effectively unbeatable spell resistance, unaffected by any measure by the chosen spell, which is absorbed by the weapon.
    If the chosen spell specifically targets the caster, he can also choose to reflect the spell toward a new target of the wielder's choice using the wielder's attack roll if the spell requires a ranged or melee touch attack. If the spell is a touch attack, the wielder can store the spell into the weapon and later release it, similarly to a spell storing weapon but the caster must do this immediately.
    Construction Cost: 42,000 gp
    Construction Requirements: Creater must be a caster of at least 15th level, Craft Magic Arms and Armor, Spell Immunity, Spell Turning
    Source: Player's Guide to Faerun

    Sure Striking
    Price: +1 Special Enhancement; Aura: Moderate Transmutation; CL: 6th; Weight: -
    A sure-striking weapon disrupts the regenerative process of creatures it successfully critical hits, bypassing any alignment or material-based damage reduction (as though it were a +5 weapon) and halting it's fast healing and regeneration until the beginning of your next turn. This ability is ineffective against regeneration that has no method to halt that regeneration.
    The wielder activates this ability as a free action during a critical hit. This ability can be used three times per day.
    Construction Cost: +1 Special Enhancement
    Construction Requirements: Craft Magic Arms and Armor, Inflict Moderate Wounds, Weapon of Awe
    Source: Player's Guide to Faerun

    Specific Weapons


    Baneblade of Damron (Dragathil)
    Price: 171,920; Aura: Strong Evocation [Good]; CL: 12th; Weight: 2 lbs
    One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is any creature with at least five ranks in the diplomacy skill. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
    This particular baneblade is a medium-sized rapier with a slight curve and a row of small rubies down the center of the blade and a large basket hilt in the form of roses twined around three harps. Dragathil glows with a fierce red light when drawn but is designed to subdue rather than smite.
    In addition to the common powers of a baneblade, Dragathil also possesses the merciful property and allows its wielder to cast hold person once per day with a saving throw DC 20.
    Construction Cost: 86,120 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be good-aligned, Cure Light Wounds, Holy Smite
    Source: Player's Guide to Faerun

    Baneblade of Damron (Evaelathil)
    Price: 179,310 gp; Aura: Strong Evocation [Good]; CL: 12th; Weight: 1 lb
    One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is halflings. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
    This particular baneblade is a small short sword and it glows a soft green light when drawn.
    In addition to the common powers of a baneblade, Evaelathil also grants fire resistance 10 and allows the wielder to cast charm person and locate creature once per day each with a saving throw DC of 20.
    Construction Cost: 89,810 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be good-aligned, Charm Person, Holy Smite, Locate Creature, Resist Energy
    Source: Player's Guide to Faerun

    Baneblade of Damron (Faervian)
    Price: 199,065 gp; Aura: Strong Evocation [Good] (plus aura of stored spell); CL: 17th; Weight: 4 lbs
    One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is any arcane spellcaster. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
    This particular baneblade is a distinctly elven-crafted medium-sized longsword, which looks as though it were forged from one solid piece of burnished steel, and it glows a deep purple when drawn.
    In addition to the common powers of a baneblade, Faervian is also a spell-storing weapon that also acts as a greater rod of silent spells, allowing the wielder can cast up to three spells per day of up to 9th level without verbal components as though using the Silent Spell feat.
    Construction Cost: 99,690 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be lawful good, Craft Rod, Silent Spell, Holy Smite
    Source: Player's Guide to Faerun

    Baneblade of Damron (Keryvian)
    Price: 237,635 gp; Aura: Strong Evocation [Good]; CL: 12th; Weight: 6 lbs
    One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is any cavalier, fighter, paladin, or ranger of good alignment. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
    This baneblade was made as the last and most powerful of all of Demron's swords. This medium-sized bastard sword’s blade is tinted a light shade of blue, and its hilt is shaped in the likeness of a great blue dragon clutching the blade in its “teeth.” When wielded in battle, Keryvian glows and crackles with blue energy.
    In addition to the common powers of a baneblade, Keryvian is also a keen weapon that grants its wielder the ability to cast alarm at will (audible alarm only). The weapon also grants the wearer a continuous feather fall effect and a +20 competence bonus to all acrobatics checks to jump.
    Construction Cost: 118,985 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be good-aligned, Creator must have 20 ranks in the Acrobatics skill, Alarm, Holy Smite, Keen Edge
    Source: Player's Guide to Faerun

    Baneblade of Damron (Mhaorathil)
    Price: 171,510 gp; Aura: Strong Evocation [Good]; CL: 12th; Weight: 2 lbs
    One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is dwarves. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
    This particular baneblade is a medium-sized short sword. It Originally designed for the dwarven defenders of Myth Drannor and it sheds a bright orange light when drawn.
    In addition to the common powers of a baneblade, Mhaorathil allows its wielder to use cure light wounds, disrupting weapon, and remove disease once per day each with a saving throw DC of 20.
    Construction Cost: 85,910 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be good-aligned, Cure Light Wounds, Disrupting Weapon, Holy Smite, Remove Disease
    Source: Player's Guide to Faerun

    Baneblade of Damron (Morvian)
    Price: 214,750 gp; Aura: Strong Evocation [Good, Lawful]; CL: 12th; Weight:
    One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is any creature of lawful good alignment. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
    This particular baneblade is a medium-sized greatsword, which, when drawn from its scabbard, Morvian glows with a fierce yellow light like that of the sun.
    In addition to the common powers of a baneblade, Morvian is also an axiomatic weapon that allows its wielder to use daylight once per day with a saving throw DC of 20.
    Construction Cost: 107,550 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be lawful good, Daylight, Holy Smite, Order's Wrath
    Source: Player's Guide to Faerun

    Cheldaorn Katar
    Price: 8,302 gp; Aura: Faint Necromancy; CL: 5th; Weight: 1 lb
    This ornate +1 punching dagger is made from the tooth of a fallen black dragon and originally made by a renegade elf assassin from the city of Ascalhorn, which is now known as Hellgate Keep. Many copies have since been made of this weapon and is a favorite of all manner of hired killers and thieves.
    Once per day upon a successful attack as a free action, the wielder of the dagger can activate a poison effect, forcing the struck opponent to make a fortitude saving throw (DC 16) or suffer the effects of the poison spell.
    Construction Cost: 4,302 gp
    Construction Requirements: Craft Magic Arms and Armor, Poison
    Source: Player's Guide to Faerun

    Craemmol’s Hammer
    Price: 102,312 gp; Aura: Moderate Evocation; CL: 9th; Weight: 5 lbs
    This +3 Warhammer once belonged to a forgotten dwarf warrior legendary for his battle prowress as well as his greed but the details and name of this warrior have been lost to time.
    When drawn, the warhammer sheds bright yellow light equivalent to that of a torch, though this can be supressed or resumed as a swift action.
    This weapon can also sense when drow elves are within 60ft of the weapon, letting out a loud ringing sound like a large bell. If the wielder holds the weapon and concentrates on it as a full-round action, he can learn the number and locations of all drow within the area.
    Construction Cost: 51,312 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be 9th level, Alarm, Locate Creature
    Source: Player's Guide to Faerun

    Heartcleaver
    Price: 386,320 gp; Aura: Strong Evocation; CL: 18th; Weight: 12 lbs
    This terrible weapon is a large +2 Vorpal Battleaxe constantly drips a foul, greenish ichor, which inhibits magical healing of the wounds it inflicts. It once belonged to the nycaloth lord Gaulguth until he lost a battle whilst in search of the Nether Scrolls. It was last seen at the Final Stand on the Evening Star, when the city of Myth Drannor fell in the hands of a great but forgotten hero. It is believed to lie somewhere within the rubble of the city.
    In addition to its normal effects, any creature dealt damage by this weapon suffers grievous, cursed wounds. Each successful hit causes the target to suffer several effects, including 1 point of bleed damage and cursed wounds that don't heal with magic. The DC of any heal check to stop the bleed damage or recover hit points increases by 5. Any spell used to recover hit point damage must succeed a DC 20 caster level check or fail. This bleed damage stacks with itself with multiple successful hits. This effect is a curse that begins with the first successful attack against a target creature, who recieves a will save (DC 16) to resist the curse for one round, even if attacked with the weapon multilpe times in one round.
    This weapon also reduces the effectiveness of fast healing and regeneration (but only regeneration that offers methods to bypass that regeneration, such as acid and fire for a troll's regeneration), reducing that creature's fast healing and regeneration by 1 with each successful hit until it reaches 0 instead of causing bleed damage. Once a creature's fast healing or regeneration reaches 0, it ceases to benefit that creature and this weapon can cause bleed damage to that creature normally.
    Construction Cost: 193,320gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be 15th level, Bestow Curse, Circle of Death, Keen Edge
    Source: Player's Guide to Faerun

    Lashing Sword of Samos the Skullreaver
    Price: 47,310 gp; Aura: Moderate Transmutation; CL: 9th; Weight: 2 lbs
    Once owned by a dwarf that specialized in hunting undead, this +1 short sword is created with a special blue gem as it's pommel that sparkles with arcing blue energy.
    At the wielder's option as a swift action, the wielder can create a whip of pure blue energy that extends out from the short sword. This energy is harmless to any creature other than the undead and does not require any special proficiency to wield. This whip is equally harmful to any sort of undead, both corporeal and incorporeal and each attack with the whip is considered a melee touch attack. The whip's range is 10ft and each successful hit with the weapon deals the short sword's normal damage. On a successful critical hit against an undead creature, that undead creature must succeed a will saving throw (DC 17) or suffer critical damage two multiples higher than the short sword's normal critical damage (x4 instead of x2). A successful will save negates this additional critical hit damage.
    Construction Cost: 23,310 gp
    Construction Requirements: Craft Magic Arms and Armor, Disrupting Weapon
    Source: Player's Guide to Faerun

    Nychyaella’s Healing Spear
    Price: 68,482 gp; Aura: Moderate Necromancy; CL: 10th; Weight: 6 lbs
    This weapon is a +2 spear with a shaft of shadow-top wood and a gleaming alchemical silver head.
    As it is an alchemical silver weapon, it suffers a 1 penalty to all damage rolls.
    All successful attacks against any living creature heals the wielder of the weapon one point of damage. In addition, once per day as an immediate action on a successful critical hit, all the damage dealt by the weapon also heals the wielder by the same amount. The weapon must inflict damage upon a target in order to heal it's wielder.
    Construction Cost: 34,482gp
    Construction Requirements: Craft Magic Arms and Armor, Vampiric Touch
    Source: Player's Guide to Faerun

    Rustblade
    Price: 58,301 gp; Aura: Moderate Transmutation; CL: 7th; Weight: 1 lb
    This fragile-looking dagger always appears rusted and pitted and ready to break against a stiff breeze, however, this +1 dagger is as sturdy as as any other steel masterwork dagger.
    In addition to it's normal abilities, this weapon also ignores the hardness of any metal object, leaving any strikes of this weapon against a metal object with deep, rusted cuts. Items immune to being rusted either naturally or through magical attacks is immune to this ability and the weapon is resisted by hardness of such an object normally.
    Construction Cost: 29,301gp
    Construction Requirements: Craft Magic Arms and Armor, Rusting Grasp
    Source: Player's Guide to Faerun

    Twinblades Alight
    Price: 80,620 gp; Aura: Moderate Evocation; CL: 10th; Weight: 6 lbs
    This unique battleaxe of dwarven construction is a masterpiece of the dwarven art of weaponsmithing, possessing a double-bladed head where one head is made of adamantine and the other of cold iron. In the hands of a lawful good dwarf, the weapon is enchanted as a +2 axiomatic and holy weapon.
    In the hands of a creature that isn't a lawful good dwarf, it's enchantment is only that of a +2 weapon.
    Construction Cost: 39,206 gp, 6 sp, and 7 cp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be a 10th level lawful good dwarf, Creator must also craft the weapon from scratch by succeeding a DC 30 craft (weaponsmithing) check, Fabricate, Holy Smite, Order's Wrath
    Source: Player's Guide to Faerun

    Tyranny’s Knell
    Price: 102,312 gp; Aura: Moderate Evocation; CL: 10th; Weight: 5 lbs
    In the hands of most users, this golden warhammer functions as a +2 warhammer. In the hands of a dwarf, however, this weapon's enhancement bonus increases by +1 and acts as a throwing and returning weapon, allowing it to be hurled as a thrown weapon with a range increment of 30 feet and dealing an additional 1d8 points of damage against any creature successfully hit by the weapon when used as a throwing weapon.
    Against humanoid creatures with the giant subtype, the weapon deals an additional 2d8 points of damage when the weapon is used as a thrown weapon. Additionally, the giant must succeed a fortitude saving throw (DC 11) or be reduced by one size catagory (as though afflicted by a reduce person spell) once per round if successfully hit by the weapon when thrown.
    Lastly, once per tenday, the wielder of this weapon can hit the ground and create an earthquake effect as the spell, centered at the point in which the warhammer struck the ground. The wielder of the weapon is not affected by the spell itself but may be subject to alterations in the terrain or other secondary effects caused by the use of the spell.
    Construction Cost: 51,312 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be a 10th level dwarf, Earthquake, Reduce Person
    Source: Player's Guide to Faerun
    Last edited by Neoxenok; 2019-07-24 at 08:12 PM.

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    Default Magic Items of Forgotten Realms (Rings)

    Magic Items of Forgotten Realms
    (Rings)


    Akkabar’s Battleblade Ring:
    Price: 25,920 gp; Aura: Moderate Evocation; CL: 12th; Weight: -
    This ornate steel ring appears as a twisted conflageration of swords and other bladed weaponry intertwined amongst themselves like vines.
    As a standard action, the wearer can speak a command word to activate the ring's power, causing it to fly off the hand of the wearer to any location within 60 feet and instantly expanding to create a blade barrier. This blade barrier acts in all ways as a blade barrier spell with a caster level of 12 (reflex DC 19) except that the damage dealt by the spell is slashing damage and not force damage and the spell does not carry the force descriptor nor can spell resistance resist it's effects. The effect has a total duration of twelve minutes. The duration need not be consecutive but can be divided up into one-minute increments.
    Once the duration of the effect is expired or the wielder has dismissed the battleblade ring, the blade barrier instantly collapses back into the ring and returns to the hand of the wearer unless the wearer has died or moved beyond 60 feet of the blade barrier, in which case the ring simply drops to the ground.
    Construction Cost: 12,960 gp
    Construction Requirements: Forge Ring, Animate Objects, Blade Barrier
    Source: Player's Guide to Faerun

    Annulus Conflagros:
    Price: 81,440 gp; Aura: Moderate Evocation [Fire]; CL: 8th; Weight: -
    This twisted copper ring has a slight firy glow about it. It's design resembles a loop of dancing flames with a few tiny rubies and topaz gems set about the gem sparkle like sparks of a flame.
    Each annulus conflageros ring grants fire resistance 10 to its wearer and allows the weare to activate the following spells with the appropriate command words as a standard action each.
    Pyrotechnics usable at will, (save DC 14).
    Burning hands usable three times per day (reflex DC 13).
    Fireball usable twice per day (reflex DC 15).
    Wall of Fire usable once per day.
    Construction Cost: 40,720 gp
    Construction Requirements: Forge Ring, Burning Hands, Fireball, Pyrotechnics, Resist Energy, Wall of Fire
    Source: Player's Guide to Faerun

    Velsharoon’s Binding:
    Price: 24,500 gp; Aura: Faint Abjuration; CL: 5th; Weight: -
    This unique ring is actually two rings, one of which is worn on the index finger and the other on the pinkie, each joined together by a fine silver chain. The two rings are considered to be one ring for the purpose of item slot limitations.
    This ring protects its wearer against the undead, providing benefits similar to that of the protection from evil spell, except applying to attacks from undead creatures. This ring also provides the wearer a +3 resistance bonus to any saving throw against spell or spell-like ability of the necromancy school.
    Construction Cost: 12,250 gp
    Construction Requirements: Forge Ring, Halt Undead, Protection from Evil, Resistance
    Source: Player's Guide to Faerun
    Last edited by Neoxenok; 2019-05-26 at 12:46 AM.

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    Default Magic Items of Forgotten Realms (Rods)

    Magic Items of Forgotten Realms
    (Rods)


    Rod of Divergence
    Price: 110,500 gp; Aura: Strong Abjuration; CL: 13th; Weight: 5 lbs
    The Rod of Divergence comes in five varieties, marked with art, runes, and other symbols representative of one of the five major energy types; acid, cold, electricity, fire, and sonic energy. Each type of rod is also possesses a tip with a valuable gemstone representative of each of these elements, which are emerald, sapphire, topaz, ruby, and a diamond, respectively.
    While the rod is drawn, the wielder can, as an immediate action, redirect any spell of the energy type corresponding to the type of Rod of Divergence the wielder is wielding as long as the target or area of the spell targets him or any creature or location within ten feet of the wielder. In doing so, the wielder expends a number of charges equal to the level of the spell being redirected +1.
    In addition to the above ability, the wielder can cast faerie fire at will with a color corresponding to the gem on top of the rod. When all charges are expended, the gem crumbles to useless dust and it becomes non-magical. The gem attached to the rod is an important part of the magic of the rod itself and cannot be used for another purpose, such as as a spell's material component without ruining either the spell, the gem, or both. Removing the gem counts as breaking the rod and must be repaired accordingly.
    Construction Cost: 55,250 gp
    Construction Requirements: Craft Rod, Faerie Fire, Spell Turning
    Source: Player's Guide to Faerun

    Rod of Spheres
    Price: 45,000gp; Aura: Moderate Evocation [Force]; CL: 9th; Weight: 5 lbs
    Perportedly an original creation of Elminster of Shadowdale, this rod has gained some popularity since it's orignal creation and has been copied numerous times across Toril. This simple wooden rod is capped with steel ends and possesses an open steel hoop at it's top.
    Activating the rod is a standard action in which the wielder gently blows through the steel hoop which creates a softly glowing bubble with a three foot radius. You blow the bubble around one or more objects or creatures that can fit within the bubble which the bubble then gently lifts above the ground, floating 1d4+1 feet above the ground. The bubbles are luminescent and can be seen in darkness. They shed light equivelent to a candle. The bubbles are permiable to air and sound but are resistant to the elements, keeping the contents safe from foul weather (so the bubble can keep it's contents safe from being wet during rain or snow) and the air within the bubble remains calm as long as the bubble is intact, though the bubble itself is subject to the wind, possessing an equivelent fly speed of 20 feet (perfect) and is considered a medium creature with a +0 strength modifier for the purpose of strength checks against being moved. The bubbles themselves, once created, always remain within 30 feet of the wielder of the Rod of Spheres (up to the limit of their aformentioned flight speed) unless pushed or moved elsewhere, in which case it remains motionless. If they are moved beyond this distance for any reason, the wielder can regain control of a sphere as a free action once the wielder moves within that distance. If dropped a distance above the ground, they fall gently to the ground, as though affected by a feather fall spell until they reach a point 1d4+1 feet above the ground.
    Each created sphere persists until 8 hours have passed, in which case they gently fall to the ground as they dissapate. Although they are fairly resistant to the elements and day-to-day wear and tear, they are not impermiable and can be broken with with a DC 10 strength check or 5 if any pointed tool or weapon is available as a full-round action to pierce the bubble. Each bubble has the texture and consistency of a sort of latex, rubber, or soft plastic. It has a hardness of 0 and 2 hit points. Each bubble can support up to 140 lbs.
    Each rod is created with 50 charges. Each bubble created expends one charge.
    Construction Cost: 22,500 gp
    Construction Requirements: Craft Rod, Feather Fall, Floating Disc
    Source: Player's Guide to Faerun
    Last edited by Neoxenok; 2019-05-26 at 12:45 AM.

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    Default Magic Items of Forgotten Realms (Staves)

    Magic Items of Forgotten Realms
    (Staves)


    Thunderstaff
    Price: 88,513 gp 3sp 3cp; Aura: Strong Evocation; CL: 17th; Weight: 2 lbs
    The Thunderstaff is a dark duskwood masterwork/masterwork quarterstaff with a decorative mythral head intricately sculpted into a blue dragon's head at one end of the quarterstaff and a long, tail-like spike at the other end that allows the thunderstaff to also be wielded as a spear. A thunderstaff is created to simulate the wrath of an angry blue dragon, bearing the elemental powers of thunder and lightning as well as transformative magic that can transform the caster into a blue dragon.
    More than a dozen or so thunderstaves exist in the world, one of which is famously wielded by Khelben “Blackstaff” Arunsun. It is rumored that certain thunderstaves also wield other unique powers as well, likely due to weapon enchantments or different variants of the electrical or thunder magic enchanted into the staff. This entry is representative of a typical thunderstaff. A thunderstaff possesses the following spells:
    • Shocking Grasp (1 Charge)
    • Gedlee's Electric Loop (New) (1 Charge)
    • Lightning Bolt (1 Charge)
    • Ball Lightning (APG) (2 Charges)
    • Lightning Arc (UM) (2 Charges)
    • Chain Lightning (2 Charges)
    • Great Thunderclap (New) (3 Charges)
    • Lightning Ring (New) (3 Charges)
    • Extended Form of the Dragon III (Blue Dragon Only) (3 Charges)

    Construction Cost: 44,596 gp 6 sp 7cp
    Construction Requirements: Craft Staff, Extend Spell, Ball Lightning, Chain Lightning, Form of the Dragon III, Gedlee's Electric Loop, Great Thunderclap, Lightning Arc, Lightning Bolt, Lightning Ring, Shocking Grasp
    Source: Player's Guide to Faerun
    Last edited by Neoxenok; 2019-05-26 at 12:44 AM.

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    Default Magic Items of Forgotten Realms (Wondrous Items)

    Magic Items of Forgotten Realms
    (Wondrous Items)


    Belt Slot

    [None Yet]

    Body Slot

    [None Yet]

    Chest Slot

    Tasmia's Heart (Chest Slot)
    Price: 273,000 gp; Aura: Moderate Transmutation; CL: 7th; Weight: 0.5 lbs
    This elaborate, well made bustier is laced with black silk and adorned with gems, particularly sapphires and beljurls.
    When worn, Tasmia's Heart grants its wearer the continuous effects of both freedom of movement and water breathing as the spells.
    If Tasmia's Heart, if worn long enough, also protects the wearer's body from the ravages of age. While this is worn, the wearer is treated as being one age catagory younger than they actually are. If middle aged, the wearer suffers no age-related detriments at all. If old or venerable, the wearer is treated as middle-aged and old, respectively. Further, Tasmia's Heart protects venerable wearer's from death, allowing it's wearer to reach their maximum age as though the roll to determine their maximum age was rolled to it's maximum result, however, once the wearer reaches and passes the year they would have ordinarily died, the wearer instead becomes venerable and suffers the usual penalties of being of venerable age.
    Wearers using Tasmia's Heart to live beyond their maximum years can go up to 24 hours without wearing the bustier before suffering any ill effects, but each hour beyond the first 24 shortens their maximum lifespan by one year.
    Construction Cost: 136,500 gp
    Construction Requirements: Craft Wondrous Items, Creator must be at least 10th level, Freedom of Movement, Lesser Age Resistance (UM), Water Breathing

    Eyes Slot

    [None Yet]

    Hands Slot

    Gauntlets of Weaponry Arcane (Hands Slot)
    Price: 9,000 gp; Aura: Faint Transmutation; CL: 3rd; Weight: 1 lb
    These heavy leather and silver-adorned gloves cover the wearer's hands and lower forearms. Ornate silver stitching adorns the inner portion of the hands and arm guards. The silver chainmail reinforcing the palms is carved with tiny, intricate runes etched into each chain.
    While worn, any weapon or other item held by the wearer can penetrate damage reduction as though it were magical and made of silver, including weapons that normally cannot be silvered, such as wooden weapons or any non-silver metal weapons. If the wearer's weapon can already penetrate damage reduction as a silver magical weapon, then these gloves add +1d6 to the weapon's damage against creatures with damage reduction or regeneration that requires silver to penetrate even if you also need something else that the gloves or weapon doesn't otherwise provide, such as DR 5/holy and silver.
    Construction Cost: 4,500 gp
    Construction Requirements: Craft Wondrous Items, Magic Weapon
    Source: Player's Guide to Faerun

    Gloves of Taarnahm the Vigilant (Hand Slot)
    Price: 27,000 gp; Aura: Moderate Transmutation; CL: 9th; Weight: 1 lb
    These chainmail gloves appear worn and well-used with no special markings, as though the creator was of a practical mind with no special affinity for special engravings. There is, however, an iron plate on top of each of the hands with special draconic runes that briefly glows softly when the magic within the gloves is activated.
    Any weapon or other item intended to be used as a weapon can be enchanted as a standard action, making that item a +1 throwing and returning weapon. These properties persist for as long as the weapon is held and for one round thereafter, allowing the weapon to be thrown (and returned) while retaining the magical properties granted by these gloves.
    More powerful magical weapons can likewise be enchanted but the enhancement bonus to attack and damage is reduced by 2 (to a minimum of +1). This does not affect special weapon properties though weapons that already possess both the throwing and returning properties add +1d6 damage to any creature struck by the weapon when used as a thrown weapon.
    Construction Cost: 13,500 gp
    Construction Requirements: Craft Magic Arms and Armor, Craft Wondrous Item, Magic Stone, Telekinesis
    Source: Player's Guide to Faerun

    Head Slot

    Pegasus Helm of Kloeth Ironstar (Head Slot)
    Price: 36,520 gp; Aura: Moderate Conjuration [Chaos][Good]; CL: 8th; Weight: 3 lbs
    This magnificent winged horse-hair helmet is ornately crafted with art depicting a great pegasus, connecting the wings of the and horse-hair tail of the helm with the body of a pegasus covering the steel of the helm itself.
    The helm allows the wearer to summon a celestial pegasus once per day as a full-round action using a command word unique to a particular Pegasus Helm of Kloeth Ironstar. This effect is similar to that of the Lesser Planar Ally spell except the pegasus arrives immediately, short-cutting what would otherwise be a negociation phase. The pegasus remains on the material plane for up to 3 hours.
    Unlike a summon monster spell, however, the pegasus is cognizant and can make decisions of it's own volition. It is aware of the alignment of the summoner and can refuse a summon or cut short the duration of the summoning effect and return to it's home plane at any time as a swift action.
    More than that, however, the pegasus in some fashion has a great deal of control over the power of the helm as well. Although an ordinary person can summon the pegasus with the limitations listed above, an owner that proves himself to the pegasus, forms a bond with the pegasus, or endears him or herself to the pegagsus in some fashion may find that the pegasus can extend the duration of their stay to as much as 8 hours and the pegasus may become more powerful, gaining up to two hit dice and the advanced simple template. This benefit only applies for the benefit of a particular wielder and may not apply to a new wielder, even if that is a friend or ally of the helm's original wielder. Building such trust with the pegasus depends upon the nature of the relationship between the wielder and the pegasus and the personality of the pegasus summoned by this helm.
    Each helm created does not summon just any celestial pegasus but it instead summons a specific pegasus, which is determined when the helm is created. If the pegasus dies whilst summoned, the helm blackens and cracks and becomes unusable, gaining the broken template. If the helm is repaired, it becomes possible to summon the pegasus again.
    Construction Cost: 30,760 gp
    Construction Requirements: Craft Wondrous Item, Creator must be chaotic and/or good aligned, Creator must succeed a diplomacy check against the creation DC of the item, Lesser Planar Ally
    Source: Player's Guide to Faerun

    Headband Slot

    Shroudcrown (Headband Slot)
    Price: 192,000 gp; Aura: Moderate Abjuration; CL: 10th; Weight: 1 lb
    This agate-encrusted bronze circlet is heavily enchanted to protect it's wearer against the undead.
    Three times per day, the wearer can affect all undead within 30 feet as though they were affected by a cleric with the turn undead feat (Will DC 17). This ability does not allow the wearer to channel energy if they did not already possess the ability. However, if the wearer is a cleric that can channel positive energy, this crown gives them three additional uses of channel energy and they can use channel energy up to three times to turn undead as though they possessed the feat (Will DC 17). If the wearer is a cleric that can channel positive energy and already possesses the turn undead feat, this crown grants them three additional uses of channel energy and any time they use their turn undead feat, the saving throw DC is two higher than their normal turn undead save DC.
    In addition to the above benefit, the wearer gains a +2 resistance bonus to all saving throws against the spells and spell-like abilities cast by undead creatures. Lastly, the wearer constantly benefits from an effect identical to that of the hide from undead spell (Save DC 11).
    Most times this item is found, it is apparent that the wearer died a grisly fate against the very creatures this item was designed to protect against.
    Construction Cost: 96,000 gp
    Construction Requirements: Craft Wondrous Items, Creator must be a 10th level cleric that can channel positive energy, Turn Undead, Hide from Undead, Resistance
    Source: Player's Guide to Faerun

    Neck Slot

    Symrustar's Choker (Neck Slot)
    Price: 42,500 gp; Aura: Moderate Transmutation; CL: 7th; Weight: -
    This delicate and elegant elven-crafted mythral and silver choker was amazingly crafted to act as a spellbook for wizards.
    In order to make use of the choker, it must be worn for more than 24 hours, after which the magic becomes attuned to a particular wizard. The wearer can make use of Symrustar's Choker by focusing on the choker in a sort of meditative trance, as though recalling a deep memory. This process is used when reviewing recorded spells for preparation each day. Scribing spells can be performed by focusing on the spell to be recorded in this manner, as though committing the spell to memory when it is actually being transferred to the choker. Scribing spells into the choker can be performed with no material cost, though the wizard must still expend the necessary time and energy.
    To most wizards, the choker can only store up to four spells per spell level. However, wizards that gain this item can select this choker as a bonded item. Unlike a normal bonded item, it cannot be used to once per day cast a spell they had not prepared but instead can use the choker to store a limitless number of spells.
    If the choker is removed for more than 24 hours, the spells stored within cannot be accessed until it has been worn for more than 24 hours. A wizard that bonded with this choker can always access any spells they've stored within but if they somehow loose their bonded status with the item, than they become unable to access more than four spells of a given level, which are determined randomly.
    A choker than transfers ownership and bonds to a new wizard looses all spells aside from four randomly determined spells recorded per each spell level and cannot be recovered unless or until it re-bonds with a previous owner.
    Construction Cost: 21,500 gp
    Construction Requirements: Craft Wondrous Items, Fox's Cunning, Secret Page, Share Memory
    Source: Player's Guide to Faerun

    Shoulders Slot

    Najjar's Cloak of Weaponry (Shoulders Slot)
    Price: 3,750gp; Aura: Moderate Conjuration; CL: 9th; Weight: 1 lb
    This gauzy-looking white linnen cloak is made from the tanned pelt of a displacer beast. It was created by a Calishine warrior-mage Najjar to aid him in combat against his rival, Vycaena. The details of that rivalry has since been lost to time, but the cloak has since gotten into the hands of others and copied by many across Faerun.
    Najjar's Cloak of Weaponry was designed to store weaponry and any ammunition for that weaponry of less than 6 feet in any dimension, typically excluding two-handed weaponry for the cloak's wearer. The space within is approximately six feet by six feet by one foot, much like a typical weapon's locker or rack. The cloak can store up to 25 lbs of material, similarly to a type II bag of holding except there is no chance of rupturing due to the sharp edges of it's contents and volitile contents, such as alchemist's fire, can remain within the bag with no chance of "setting off."
    A living creature that can somehow fit inside the cloak has air for up to one minute.
    Construction Cost: 1,875 gp
    Construction Requirements: Craft Wondrous Items, Secret Chest
    Source: Player's Guide to Faerun

    Wrists Slot

    Ynloeth's Bracer (Wrists Slot)
    Price: 70,000 gp; Aura: Moderate Conjuration (Creation) [Force]; CL: 7th; Weight: 1 lb
    Originally created for and owned by Coronal Ynloeth of Shantel Othreier, this single silver bracer was made for the left arm. Despite being a single bracer, the unoccupied right arm is not free for another item to take up the wrists item slot.
    This bracer benefits the wearer as bracers of armor +8 except that the item also grants the additional benefit of rendering the wearer immune to the death effect of the shattering swords of Coronal Ynloeth. In addition, the wearer's constitution counts as 8 points higher for the purpose of determining how many hit points of damage the wearer can suffer before death below 0 hit points.
    Construction Cost: 35,000
    Construction Requirements: Craft Wondrous Items, Creator’s caster level must be 16th level, Death Ward, Mage Armor
    Source: Player's Guide to Faerun

    Slotless Wondrous Items

    Aquamarine of Spell Extending
    Price: 79,200 gp; Aura: Strong Evocation; CL: 11th; Weight: -
    This item is a small crystal hourglass capped at each end with gold and silver caps with an aquamarine gem that floats within one of the hourglass' heads. Once per day as a standard action, the wielder of the Aquamarine of Spell Extending can affect a spell affecting the wielder and only the wielder, even if the spell normally affects multiple targets. Once affected, the wielder may halt or resume the affected spell at will as a swift action in incriments based on the spell's normal duration (rounds if the spells' duration is measured in rounds or minutes if it's based on minutes or 10 minutes if the spell's duration is normally measured in incriments of 10 minutes and so on...). The Aquamarine of Spell Extending must be held in order to halt or resume a spell's duration.
    When a spell is inactive, it's aura remains around the item's wielder regardless of whether the item is held, stowed, or even on the person at all. The spell can only be halted or resumed if the item's wielder is holding the Aquamarine of Spell Extending. The spell can still be affected as though it were active and thus can be dispelled but the spell itself is in a sort of stasis and provides no benefits to the wielder until it's duration is resumed. While halted, the aquamarine within the Aquamarine of Spell Extending glows with a soft light and fills the hourglass with translucent blue sand that flows into the other head of the hourglass regardless of it's orientation and disappears once the affected spell's duration expires.
    Each hour that passes once an affected spell is halted reduces the duration of the spell by one incriment regardless of it's full duration. Once a day has passed, the duration of the spell expires even if the duration is normally longer.
    Construction Cost: 39,600 gp
    Construction Requirements: Craft Wondrous Item, Extend Spell, Contingency
    Source: Player's Guide to Faerun

    Instrument of the Winds
    Price: 23,910 gp; Aura: Moderate Conjuration; CL: 11th; Weight: 3 lbs
    This ornate silver-plated lute is of masterwork quality, providing a +2 circumstance bonus to perform (wind instruments) when using this lute. Most users find that it is unnaturally easy to produce loud yet highly intricate sounds.
    Once per day as a standard action, the user can make a perform (wind instrument) check (DC 15) to summon one huge air elemental, 1d3 large air elementals, or 1d4+1 medium air elementals for up to 10 rounds. These rounds can be used non-consecutively.
    If the wielder is a bard, the bard can use the lute during a bardic performance without interrupting the performance, expending any actions seporately. If the bard is not currently performing a bardic performance, the bard can use the lute to summon the air elemental or air elementals similarly to a bardic performance, expending rounds from his or her bardic performance instead of any of the 10 rounds the lute normally possesses.
    Construction Cost: 12,030 gp
    Construction Requirements: Craft Wondrous Items, Creator must be able to use bardic music or a similar ability, Summon Monster VI
    Source: Player's Guide to Faerun

    Kiira N'Vaelahr
    Price: 200,800 gp; Aura: Moderate Divination, Illusion, and Transmutation; CL: 9th; Weight: 1 lb
    This bright green gem is about the size of a man's fist and is among the most sougtht-after magic items in all of faerun. It was originally created for the most skilled spies serving the city of Myth Drannor before the city's fall and has spread swiftly across all of faerun.
    When placed into the skin of an intended and willing host, the kiira n'vaelahr embeds itself painlessly into the host's flesh, attaching itself as such that it cannot be removed if the host is unwilling without severely damaging the host's body. Due to the size of the kiira n'vaelahr and the nature of the work of most intended hosts, it is typically embedded above or near the heart, but it can be placed anywhere on the body and later moved through the host's mental effort.
    The gem grants it's host a variety of powers, as follows:
    • The kiira n'vaelahr links with the host's mind and, as a free mental action, can record all of the host's memory and all of the host's perceptions to a maximum of 10 days. These days need not be consecutive. These recorded memories are hazy and somewhat limited in the way that recording memories is and the imperfection that implies. Alternatively, the host can choose to record in detail far surpassing any creature's memory, recording, in full detail everything that happened limited only by the creature's perceptions. to a maximum of 10 hours. These hours need not be consecutive. The gem can, at the host's option, record the thoughts and feelings of the host as well, not impacting the maximum recording time in any case.
    • Memories recorded by the gem can be viewed at the option of the kiira n'vaelahr's owner through a major image spell provided by the gem itself. The gem is also capable of transferring recorded memories into a recepticle but no such devices are known to exist, thought to be destroyed. Once the gem detaches from it's host, the kiira n'vaelahr's recordings do not follow, effectively wiping any recordings made by the gem. The gem cannot access memories not recorded by the host but a host could go through his own memory during a recording of his or her own volition.
    • The host of the kiira n'vaelahr can detect thoughts at will. Any thoughts detected through this ability can be recorded as above. The saving throw DC of this ability is 12 plus the host's charisma modifier.
    • The host of the kiira n'vaelahr can transfer the contents of any recorded memories or the results of an active detect thoughts spell to a single willing target within 60 feet of the host telepathically. This also has the benefit of allowing the host to communicate his or her own thoughts to the target. If the target possesses his or her own kiira n'vaelahr, then this ability allows the two to communicate, share recorded memories, or live results of an active detect thoughts spell with one another telepathically at will. This benefit is activated as a free action.
    • The host gains a +2 resistance bonus to all will saving throws.
    • Once per day, the host may use overland flight, as the spell.

    Construction Cost: 100,400 gp
    Construction Requirements: Craft Wondrous Items, Detect Thoughts, Major Image, Overland Flight
    Source: Player's Guide to Faerun

    Mantle Stone of Vhyridaan
    Price: 550,400 gp; Aura: Strong Abjuration; CL: 13th; Weight: -
    This small gem was designed to resemble an ioun stone in that it is a gem that floats 1d3 feet from it's user's head. It is, however, not an actual ioun stone. Because it is not an actual ioun stone, there are no cracked or imperfect varieties of this item, as this is treated much like any other magic item with such variations being just a broken version of the standard version of this item. Any valuable gem can be imbued with the properties as such to create a mantle stone of Vhyridaan.
    However, like an ioun stone, the item can be snatched or netted from the caster's orbit. It possesses an AC of 26 (10 +8 fine size +4 dodge +4 natural), 10 hit points, and hardness 5.
    A mantle stone of Vhyridaan possesses a capacity to either absorb incoming hostile spells that are subject to spell resistance or store spells the user designates similarly to a ring of spell storing. The mantle stone of Vhyridaan can absorb an incoming hostile spell as an immediate action or store a spell just cast as a free action as part of casting that spell.
    The mantle stone of Vhyridaan can store or absorb up to fifteen spell levels worth of spells up to a maximum of five spell levels with any individual use of the item as such the mantle stone of Vhyridaan cannot store or absorb an individual spell of a higher spell level than 5th level. Such spells simply bypass the gem entirely though five spell levels are expended in the attempt anyway.
    Construction Cost: 275,450gp
    Construction Requirements: Craft Wondrous Item, Quicken Spell, Imbue with Spell Ability, Spell Turning
    Source: Player's Guide to Faerun

    Potara Earrings
    Price: 144,000 gp; Aura: Strong Psychometabolism/Transmutation; CL: 20th; Weight: -
    These pristine earrings possess large spherical jades attached to gold chains that grip firmly into the wearer's ears. The two earrings are identical except that one earring is slightly larger than the other. Although a beautiful and elegant color, they are relatively simple earrings whose power is not readily apparent.
    Once per day as a one round action, two individual creatures can each take one of the two earrings, attaching their earring to opposite sides of the body respective to the other individual. Usually, this means one individual puts one earring on the right ear and the other individual puts the other earring on their left ear. Both individuals must be adjacent to one another. Once the earrings are in place, the two individuals are immediately drawn into one another and fuse into one being with traits from both individuals, though the individual that wore the larger earring is in control of the fused being and possesses the dominant personality but with many traits from the other fused individual. The fused individual is an entirely new being and typically identifies as such.
    The fusion persists for one hour but can be dismissed at any time. Other than the duration, the fusion is otherwise precisely like the psionic power fusion. The individual that wore the larger earring appears wearing both earrings when the fusion ends. Although these earrings are typically used on a particular area of the body, these earrings do not take up a body slot.
    Construction Cost: 72,000 gp
    Construction Requirements: Craft Wondrous Item, Crafter must possess psionic power points, Extend Power, Fusion

    Ruehar's Flute
    Price: 17,250 gp; Aura: Faint Transmutation; CL: 5th; Weight: 3 lbs
    Although Ruehar's Flute resembles a rolled up spell scroll perforated with the holes and other parts necessary to make it into a true flute. This item is particularly rare outside of the descendants of Ruehar, a green elf wizard who lived during the days of Myth Drannor and was once renowned for his talent in music.
    When the flute is played for a standard action, it emanates light as a light spell, gradually fading after 1d4 rounds +1 round for every rank the wielder possesses in perform (wind instraments). If the wielder continues to play the flute, the light will remain active.
    During any round the flute is being played, the following spells, if within the radius of the flute's light, are automatically dispelled; acid fog, cloudkill, fog cloud, obscuring mist, solid fog, stinking cloud, or any similar fog or air-based spell that can be automatically dispersed by the gust of wind spell is likewise dispelled.
    The flute also possesses a secondary ability activated by command word which, when spoken, allows the flute to be "unfurled" like a scroll revealing a small spellbook with twenty pages. Ruehar's Flute has been copied and used by his descendants so a Ruehar's Flute copy that has been found may have a known command word amongst their records.
    The original Ruehar's Flute contains the following spells:
    • 1st- Color Spray, Floating Disc, Magic Missile, Ventriloquism
    • 2nd- Daze Monster, Glitterdust, Lively Step (NEW)
    • 3rd- Phantom Steed, Tiny Hut
    • 4th- Polymorph

    Many more flutes have since been manufactured by Ruehar's descendants and may contain different spells or may remain blank.
    Construction Cost: 8,750 gp
    Construction Requirements: Craft Wondrous Items, Gust of Wind, Light, Secret Page
    Source: Player's Guide to Faerun

    Weirdstone
    Price: 405,000 gp; Aura: Strong Abjuration; CL: 20th; Weight: 5 lbs
    This innocuous fist-sized faceted glass looks like a large glass replica of a massive diamond. It is a not-uncommon decoration in many wealthier homes, but this particular item belies powerful magic that makes it among the most sought-after items in all of Faerun. The Weirdstone is well known, among others that serve a similar function, to protect the privacy of those that wish to keep their secrets and such individuals will go to great lengths to find and employ such an item for their own benefit.
    The weirdstone is activated when placed upon a flat, stable surface and willed into activation through mental command. After the mental command is given, the weirdstone chimes to signal it's activation, floating gently up to as much as three feet into the air. This entire process takes approximately one minute, after which the weirdstone projects it's magical effects out to a six mile radius and provides the following magical effects:
    • Blocks all extradimensional travel into the area. This includes, but isn't limited to, astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spells and spell-like abilities. This does not prevent the movement of creatures already in an extradimensional plane.
    • All creatures within the radius are protected from all divination spells and effects and such effects. Any creature within the area possesses spell resistance 31 against any divination spell or spell-like ability.

    The weirdstone does not block extradimensional travel or divinations when directed outside of the radius of the effect of the gem, so it is possible to teleport or scry on a creature outside of the weirdstone with no ill effects.
    Construction Cost: 205,000 gp
    Construction Requirements: Craft Wondrous Items, Widen Spell, Dimensional Lock, Nondetection
    Source: Player's Guide to Faerun
    Last edited by Neoxenok; 2019-05-26 at 12:44 AM.

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    Default Magic Items of the Forgotten Realms (Unique Items)

    Magic Items of the Forgotten Realms
    (Unique Items)


    Weapons

    Black Sword
    Price: 134,735 gp; Aura: Strong Transmutation; CL: 12th; Weight: 6 lbs
    This blackened iron +3 bastard sword was forged during the height of the Imaskari Empire for a powerful but forgotten warrior to wield in battle against the Emperor. The weapon is intelligent and aware of the fall of the Imaskari Empire, feeling fulfilled in that sense. In the intervening time, it seeks to fulfill it's purpose by seeking out despots and similar tyrants to that of the long dead Imaskar Emperor and overthrowing them by any means necessary.
    • AL: Lawful Neutral; Ability Scores: 10 INT; 14 WIS; 14 CHA
    • Senses: 120ft Vision and Hearing; Speech (Imaskari)
    • Powers: Darkness 3/day; Dispel Magic 3/day; Silence 3/day
    • Purpose: Overthrow Tyrants; Wielder gains a +2 luck bonus with attack rolls, saving throws, and checks.
    • Ego: 18

    The black sword is haughty and driven towards it's singular goal. It possesses an inflated sense of self-importance and arrogance that causes it to believe most creatures are beneath it. As such, it rarely speaks unless it is forced to interact. It typically prefers to remain silent and fairly passive unless it is given the chance to fight against a tyrant or those working on behalf of a tyrannical organization or government. Then, it lights up and eggs it's wielder onward against those forces.
    Construction Cost: 67,785 gp
    Construction Requirements: Craft Magic Arms and Armor, Darkness, Dispel Magic, Divine Favor, Silence
    Source: Player's Guide to Faerun

    Calathangas
    Price: 70,420 gp; Aura: Moderate Transmutation (Polymorph); CL: 5th; Weight: 2 lbs
    This weapon, a +1 rapier also known as the Rat Blade and the Sting of Xerastos, first appeared in the Dalelands nearly a century ago. It's origins are otherwise entirely unknown but it has since proven to be a very dangerous weapon.
    A wielder that possesses this weapon for one or more tendays or is struck by this weapon in combat must succeed a fortitude saving throw DC 15 or contract lycanthropy, becoming an afflicted wererat.
    Calathangas glows softly when within 50 feet of any sort of mouse, rat, wererat, or similar creature. Once per day as a one-round action, the wielder of this weapon can summon 1d6 +1 rat swarms or 3d6 dire rats, which arrive 2d6 rounds after being summoned and serve the wielder for up to one hour.
    Construction Cost:35,370 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be a natural wererat lycantherope, Extend Spell, Contagion, Summon Nature's Ally III, Summon Swarm
    Source: Player's Guide to Faerun

    Dyerwaen
    Price: 54,435 gp; Aura: Moderate Transmutation; CL: 6th; Weight: 6 lbs
    This weapon was forged by the elves that once inhabited the old Myth Drannor to the first human settlers of the Dalelands as a gesture of good will and friendship. This +2 Bastard Sword appears merely ceremonial with elven designs and magical runes but it actually is entirely functional and heavily enchanted to grant it's bearer powerful gifts of the forest and a magical mark that signifies it's bearer as a friend of elves and the forest. The Dyerwaen is actually a twin of another weapon of human design gifted to the elven people but that weapon has since been lost in the chaos that also lost Myth Drannor.
    A creature that bears this weapon gains a +2 competence bonus to all charisma checks with good-aligned forest fey and woodland creatures as well as elves. Dyerwaen also grants it's bearer +2 competence bonus to all stealth and survival checks, which increases to +5 each when in forested terrain.
    When within a forest, the wielder can activate a hide from animals, know direction, and pass without trace at will each as a standard action as the appropriate spells of the same names. The wielder can also, once per day as a standard action, activate a speak with plants effect, as the spell.
    Construction Cost: 27,385 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be a druid, Creator must be an elf, Creator must be good-aligned, Creator must possess 5 ranks in the stealth and survival skills, Hide from Animals, Know Direction, Pass without Trace, Speak with Plants
    Source: Player's Guide to Faerun

    Elqillar
    Price: 202,315 gp; Aura: Strong Illusion; CL: 12th; Weight: 4 lbs
    This +1 scimitar was created by a Calishine Illusionist named Akir Ahad to aid in escaping assassination at the hands of his political rivals. The presence of this weapon outside the hands of that mage or any of his descendants signifies that the attempt had likely failed. None the less, it possesses potent abilities that grant it's wielder the power of and the power to thwart subterfuge.
    At the wielder's command, Elqillar can shape itself into any weapon sized for a small, medium, or large creature. Whatever it's form, it always retains it's +1 enhancement bonus and multicolored draconic runes spelling out the weapon's name on it's blade.
    While the weapon is on the owner's person, this weapon grants it's wearer a number of benefits, including immunity to detect thoughts, discern lies, and any attempt to magically discern his alignment as though he were wearing a ring of mind shielding. Further, the weapon's owner can alter his appearance at will, as disguise self as a standard action. In order to gain these benefits, the weapon must be attended but not stowed, which means the weapon can benefit the wielder when sheathed for use but not stored in the character's backpack or when it isn't on the wielder's person.
    Lastly, any time Elqillar strikes an opponent that is not in their true form, that opponent must succeed a will saving throw (DC 14) or be forced to revert to their normal form until the end of your next turn. This does not dispel, disenchant, or alter the form of the target but instead forces the target to immediately will themselves back into their true form (if possible) and become unwilling to change their form again. This is a mind-affecting compulsion effect. The target need only make up to one saving throw per round regardless of success or failure, even if struck multilpe times by the same weapon.
    Construction Cost: 101,315 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must be a wizard specialized in illusion magic, Disguise Self, Nondetection, Suggestion, Versatile Weapon (APG)
    Source: Player's Guide to Faerun

    Evithyan’s Blade
    Price: 72,315 gp; Aura: Moderate Transmutation; CL: 11th; Weight: 4 lbs
    This ancient +3 longsword was forged by an elven hero whose name is engraved upon the blade's base. The weapon is atypical of elven design as it was built for function and otherwise has few markings upon it to identify it as an elven weapon other than an unusually thin blade for a longsword but with a typical blade width. It is not, however, any more vulnerable to damage or breakage than a typical longsword due to the quality of it's construction and steel.
    Despite not possessing any markings upon it to indicate it's purpose, the weapon was made to battle against drow. Against them, the weapon's enhancement bonus increases to +5 but it does not deal any additional damage. Instead, each round the drow target is struck at least once by the blade, the drow must succeed a fortitude saving throw DC 20 or suffer 1d4 points of constitution bleed. The target only makes one save in any given round, no matter how many times the target is struck by the same weapon. The constitution bleed is not cumulative, though the constitution damage caused by the bleed is cumulative.
    Construction Cost: 36,315 gp
    Construction Requirements: Craft Magic Arms and Armor, Disintegrate, Keen Edge
    Source: Player's Guide to Faerun

    Ilbratha, Mistress of Battle
    Price: 52,315 gp; Aura: Faint Transmutation; CL: 5th; Weight: 4 lbs
    This +1 longsword is marked as a Cormyran royal weapon that was forged at the behest of King Azoun I of Cormyr himself but it has since been lost in a storm at sea.
    In addition to it's enhancement bonus to attack and damage, Ilbratha grants it's wielder a +10 competence bonus to acrobatics checks to jump. Ilbratha also grants it's wielder the ability to blink and use a mirror image effect, as the spells, for up to five rounds per day each. These rounds need not be used consecutively and are individually activated as a swift action.
    Construction Cost: 26,315 gp
    Construction Requirements: Craft Magic Arms and Armor, Creator must possess 10 ranks in the acrobatics skill, Blink, Mirror Image
    Source: Player's Guide to Faerun

    Nightwatcher
    Price: 64,115 gp; Aura: Moderate Evocation; CL: 9th; Weight: 4 lbs
    This ancient black weapon was forged back in the days of ancient Netheril. Nightwatcher is an adamantine +3 longsword with a pitch-black blade with an intricate silver and ivory pommel set with a large black pearl.
    When held, Nightwatcher grants it's bearer low-light vision or extends the wielder's already existing low-light vision by one multiple (so a creature that sees twice as well in such conditions can instead see three times as well.) In addition, the blade can disperse magical darkness like a fog being blown away within 30 feet as a standard action with a caster level check, as though dispelled with the dispel magic spell.
    If Nightwatcher is planted firmly into the ground but remains within 30 feet of the wielder, Nightwatcher hums in a low, but loud tone if anyone (other than those designated by the wielder) with hostile intent approaches within 60 feet of the blade.
    Construction Cost: 33,715 gp
    Construction Requirements: Craft Magic Arms and Armor, Alarm, Alter Self, Dispel Magic, Light
    Source: Player's Guide to Faerun

    Shazzellim
    Price: 124,615 gp; Aura: Moderate Evocation; CL: 10th; Weight: 4 lbs
    Created by the Red Wizards of Thay to counter and combat the Harpers, this +1 keen scimitar was originally given a sleek and ornamental but still quite functional design. The blade itself is sleek and serpentine, gently tapering off to a point at the end of the gentle curve of the blade. The crosspiece has an ornament depicting a pair of rearing serpents with a gold and red stain to them.
    • AL: Neutral Evil; Ability Scores: 17 INT; 17 WIS; 10 CHA
    • Senses: 120ft Vision and Hearing (Perception +13); Speech & Telepathy (Abyssal, Infernal, Orc)
    • Powers: @Will Detect Magic, 3/day Locate Object
    • Purpose: Slay members of the Harpers; @Will Empowered Fireball (15d6 fire damage; Reflex DC 16)
    • Ego: 22

    Shazzellim is generally dour and mean. In the rare time it speaks, it rarely says anything positive about anything. It generally almost seems to resent it's own existence and has few good opinions of anyone and especially not the care it has recieved since it's forging and only begrudgingly acknowledges things done in it's favor - such as repairs. It approaches it's purpose of hunting Harpers as a chore though that doesn't take away from the seriousness in which it approaches it's purpose.
    Construction Cost: 62,465 gp
    Construction Requirements: Craft Magic Arms and Armor, Detect Magaic, Fireball, Locate Object
    Source: Player's Guide to Faerun

    Taragarth, the Bloodbrand
    Price: 42,310 gp; Aura: Faint Abjuration; CL: 3rd; Weight: 2 lbs
    This +1 short sword was forged in the earliest days of the Silver Marches of the North. It was first brought to bear against invading trolls and it allowed it's wielder to wether their allies' fire attacks without fear of harm. It is, however, able to benefit it's wielder in other more subtle ways as well.
    Taragarth grants it's wielder, when being wielded unsheathed, fire resistance 10 and renders the wielder immune to the effects of thought detection such as from the detect thoughts and discern lies spells as well as attempts to magically discern the wielder's alignment.
    Construction Cost: 21,310 gp
    Construction Requirements: Craft Magic Arms and Armor, Nondetection, Resist Energy
    Source: Player's Guide to Faerun
    Last edited by Neoxenok; 2019-07-27 at 10:09 PM.

  22. - Top - End - #142
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    Default Artifacts of the Forgotten Realms

    Artifacts of the Forgotten Realms


    Minor Artifacts

    Shattering Swords of Coronal Ynloeth
    Price: N/A; Aura: Strong Transmutation; CL: 20th; Weight: 4 lbs (Each)
    This item is actually a pair of +5 holy speed longswords that were onced owned by Coronal Ynloeth of Shantel Othreier during the Crown Wars. The name is well known and still sung about by nearly every sort of elf to the modern day. Desite the infamy of the blades and their former wielder, their ultimate fate is unknown.
    The Shattering Swords are believed to have been created by some of the greatest swordsmiths of Othreier with the aid of the divine power of Correllon Larethian himself, through intermediaries summoned for this purpose, granting the wielder untold grace and and martial prowress in combat. Since then, these blades have been used to great effect during major battles of the Crown Wars, including the Battle of the Gods' Theater in -10,700 DR.
    It is known that Coronal Ynloeth died sometime around -10,600 DR, shortly before the Shantel Othreier fell to the
    Vyshaantar Empire, but the fate of the Shattering Swords after this point is unknown. Scholars believe that the weapons were claimed as treasures by the Vyshaantar Empire, who may not have known their true value at the time and records beyond this point are simply lost. However, it is believed they may reside at or near Hellgate Keep.
    When wielded individually, each Shattering Sword functions as a mere +2 longsword and similarly detects as with a moderate evocation aura (caster level 6th) but when wielded simultaneously with it's twin, they each function as the full +5 holy speed longswords they truely are. However, unlike most speed weapons, the bonus attack from the speed property of each Shattering Sword stacks with that of it's twin, allowing for two bonus attacks at the wielder's full attack bonus when wielding both weapons. This benefit still does not stack with other similar abilities, such as from haste or other weapons with the speed property.
    The greatest power of the Shattering Swords is a terrible and lethal ability that has decimated entire armies in a single swipe. Once per year as a standard action that does not provoke an attack of opportunity, the wielder of the Shattering Swords can hit the blades together in a particular and specific manner, shattering the swords into miniscule jagged shards that swiftly and immediately multiply and explode outward into a storm of metal death 500 feet out from the wielder's location when the swords were shattered for one round, dealing 50d6 points of damage to all creatures caught within the storm. Evil creatures suffer an additional 10d6 points of damage. The damage is lessened by 2 for every 10 feet away from the center of the storm the creature is. All creatures except those within 10 feet of the center are entitled to a reflex saving throw for half damage (DC 30). The body of wielder of the blades is completely and utterly destroyed in the process as such that nothing remains, though the wielder can be resurrected normally, true resurrection is often required due to a lack of a corpse or other remains.
    Destruction: The Shattering Swords can be destroyed only if wielded by elven twins where one possesses the opposite alignment of the other with one twin wielding one blade in the right hand and the other in his or her left. They must do the same with each wearing a Ynloeth's Bracer using the same arm as their sword arm. They must then activate a time stop spell or similar effect simultaneously, stand opposite to one another, then shatter the weapons to activate it's once-per-year ability. During this instant, the blades will be shattered but haven't yet exploded or multiplied. The twins must each gather the shards of the weapon wielded by the opposite twin before the time stop effect ends.
    Once completed, the shards and broken sword pieces will remain but the magic of the Shattering Swords is destroyed permanently.
    Source: Player's Guide to Faerun
    Last edited by Neoxenok; 2019-07-27 at 10:07 PM.

  23. - Top - End - #143
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    Default Cleric Domains {T - W}

    Cleric Domains {A - Su}


    Time Domain
    Source: Player's Guide to Faerun
    Deities: Grumbar, Labelas Enoreth
    Granted Power: Although not a master of time's ebbs and flows, your faith gives you some measure of control and that can be more than enough.
    Sudden Extend (Su): Twice per day, you can apply the effect of the extend spell metamagic feat to one spell you are casting without increasing the casting time or spell level. This effect does not stack with the extend spell feat's effects. You may use this ability one additional time per day at 7th level, 13th level, and 19th level to a maximum of five times per day.
    Sudden Quicken (Su): Once per day at 12th level, you can apply the effect of quicken spell metamagic feat to one spell you are casting without increasing the casting time or spell level. This effect does not stack with the quicken spell metamagic feat's effects. You can use this ability one additional time per day at 15th level and 18th level to a maximum of three times per day.
    Domain Spells: 1st- Youthful Appearance (UM); 2nd- Sands of Time (UM); 3rd- Slow; 4th- Haste; 5th- Permanency; 6th- Contingency; 7th- Age Resistance, Greater (UM); 8th- Temporal Stasis; 9th- Time Stop

    Trade Domain
    Source: Player's Guide to Faerun
    Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen
    Granted Power: Trade is about more than the money, greed, capitalism, or the things. It's about the exchange of power. When creating your character with this domain, increase your total starting gold by 50gp.
    Insider's Knowledge (Su): You can substitute your appraise skill for spellcraft when identifying magic items and determining their value and function. You are considered to have read magic and detect magic active for the purpose of determining the spellcraft DCs.
    Trade Experience: You gain a bonus equal to half your cleric level to all appraise, any one knowledge (local), any one profession, and sense motive checks (minimum +2). Treat these skills as untrained class skills for the purpose of determining how high of a DC you can reach when making skill checks.
    Domain Spells: 1st- Message; 2nd- Eagle's Splendor; 3rd- Tongues; 4th- Sending; 5th- Fabricate; 6th- True Seeing; 7th- Mage's Magnificent Mansion; 8th- Mind Blank; 9th- Discern Location

    Travel Domain
    Source: Pathfinder Core Rulebook
    Deities: Akadi, Baervan Wildanderer, Brandobaris, Fenmarel Mestarine, Gwaeron Windstrom, Hoar, Istishia, Kelemvor, Lliira, Marthammor Duin, Mielikki, Oghma, Sehanine Moonbow, Selune, Sharess, Shaundakul, Tymora, Vhaeraun

    Trickery Domain
    Source: Pathfinder Core Rulebook
    Deities: Abbathor, Akadi, Baravar Cloakshadow, Beshaba, Brandobaris, Cyric, Erevan Ilesere, Garagauth, Garl Glittergold, Lolth, Mask, Oghma, Sharess, Shargaas, Vergadain, Vhaeraun

    Tyranny Domain
    Source: Player's Guide to Faerun
    Deities: Bane, Tiamat
    Granted Power: There is little room for weakness of as only the strongest of will can rule.
    Dominator: You gain spell focus (enchantment) at first level as a bonus feat. At 6th level, your enchantments are more difficult to dispel, gaining a +2 bonus to their dispel DC. At 10th level, the sense motive DC to discern if someone is charmed or dominated by you increases by 5. At 14th level, even spells that ordinarily remove or suppress your enchantments must now check against the dispel DC of your enchantments or become rendered ineffective for the spell's remaining duration (the attacking spell, not the enchantment.)
    Dire Leader: At 5th level, you gain leadership as a bonus feat. At 12th level, you gain 150% of the listed number of followers. At 19th level, you gain 200% of the listed number of followers. Cohorts receive no special benefits.
    Domain Spells: 1st- Command; 2nd- Enthrall; 3rd- Discern Lies; 4th- Fear; 5th- Command, Greater; 6th- Geas/Quest; 7th- Grasping Hand; 8th- Charm Monster, Mass; 9th- Dominate Monster

    Undeath Domain
    Source: Player's Guide to Faerun
    Deities: Kiaransalee, Velsharoon
    Granted Power: All that is alive will die and enter the domain of those that have mastered the power of undeath.
    Bonus Feat: You gain command undead as a bonus feat. You must possess the ability to channel negative energy to benefit from this feat.
    Undead Master (Su): The number of hit dice of undead you can control through your spells, such as animate dead, is increased by 6 additional hit dice per cleric level you possess in addition to the normal 4 hit dice per caster level. Further, any time you use your channel energy ability recover hit point damage to your undead subjects, you can recover an additional hit point per two cleric levels you possess (minimum 1).
    Domain Spells: 1st- Detect Undead; 2nd- Desecrate; 3rd- Animate Dead; 4th- Undead Anatomy II (UM); 5th- Inflict Light Wounds, Mass; 6th- Create Undead; 7th- Control Undead; 8th- Create Greater Undead; 9th- Energy Drain

    War Domain
    Source: Pathfinder Core Rulebook
    Deities: Anhur, Arvoreen, Clangeddin, Corellon Larethian, Deep Duerra, Gaerdal Ironhand, Garagos, Gorm Gulthyrn, Gruumsh, Haela Brightaxe, Ilneval, Red Knight, Selvetarm, Sheverash, Solonor Thelandira, Tempus, Tyr, Uthgar

    Water Domain
    Source: Pathfinder Core Rulebook
    Deities: Deep Sashelas, Eldath, Isis, Istishia, Sebek, Silvanus, Umberlee

    Weather Domain (Formerly Storm)
    Source: Pathfinder Core Rulebook
    Deities: Aerdrie Fenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee

    Watery Death Domain
    Source: Player's Guide to Faerun
    Deities: Blibdoolpoolp, Umberlee
    Granted Power: Death by drowning remains a favorite of many in sacrifice to the unpredicable ocean depths. You are no exception.
    Amphibious (Su): You gain the ability to hold your breath for extended lengths of time equal to five rounds per point of the character's constitution score and a +2 bonus to all swim checks. At 3rd level, this benefit increases to one minute per point of the character's constitution score and your bonus to swim checks increases to +5. At 6th level, you gain the ability to breathe water. At 9th level, you gain a swim speed equal to 15 feet per round. At 12th level, this speed increases to 30 feet per round and you gain the ability to move underwater as though you were continually benefitting from a freedom of movement spell, except it only applies to your movements in water, casting in water, and underwater combat penalties.
    Drowning Touch (Sp): At 8th level, you can touch a creature that is unable to breathe and holding their breath with a melee touch attack or as part of a grapple. With a successful melee touch attack, the target must succeed a fortitude saving throw equal to DC 10 + half your cleric level + your wisdom modifier or they loose a number of rounds the target can hold their breath equal to 1d4 + the cleric's wisdom modifier. A successful saving throw negates this effect. Characters that are already suffocating suffer no additional effect from this ability. Regardless of whether the saving throw is successful or not, the victim becomes immune to the effect for 24 hours once a saving throw is made. The cleric can use this ability once per day plus one additional time at 14th level and a third time at 20th level to a maximum of three times per day.
    Domain Spells: 1st- Bungle (UM); 2nd- Unshakable Chill (UM); 3rd- Control Water; 4th- Aqueous Orb (APG); 5th- Suffocation (APG); 6th- Plague Storm (UM); 7th- Vortex (APG); 8th- Horrid Wilting; 9th- Suffocation, Mass (APG)
    Last edited by Neoxenok; 2019-07-28 at 04:17 PM.

  24. - Top - End - #144
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    Default HOUSERULE (Action Points)

    HOUSE RULE
    Action Points

    Purpose
    My version of action points essentially serve the same function as "hero points" but serves as more of a story or narrative "moment of awesome" than as a singular boost to a singular action. In fact, I would refer to this as a sort of "bullet time action point".

    Rationale
    I've never been a fan of action points (Eberron or d20 modern) or hero points (pathfinder) as I've been the sort to believe that characters generally get more than enough powers and abilities as such that they should be able to hold out on their own without this sort of boost. Also, I generally dislike such dissociated game mechanics and I despise even more how weirdly they interact in a in-game vs out-of-game way.
    The concept has grown on me a bit over time, mostly thanks to the game I'm currently a player in as of the time of this writing. The reason being just because it seems that other people seem to enjoy it and I've relied on them on one or two occasions but I still don't particularly like to use them. Pathfinder's hero points give a greater variety of effects and hand out fewer hero points and limit the maximum number you can have at any time, but you can take feats and use spells and such that affect something players manipulate rather than characters.
    So, I've decided to fix these things - mostly by divorcing action points away from the in-game world entirely and making sure each individual action point counts.

    Result
    Action points are activated at any time, including as a response to another's action, as a free action and affect a character with a number of benefits lasting until the beginning of their next turn. During this time, the character receives the following benefits:

    • Any d20 roll that automatically fails on a natural one does not fail on a natural one.
    • Critical threats are automatically successful critical hits. A confirmed critical hit deals maximum critical damage and forces a saving throw versus massive damage.
    • You gain a +2 luck bonus to AC, combat maneuver defense, all save DCs (spells, class abilities, racial abilities, etc), and skill DCs. This benefit increases to +6 at 8th level and +10 at 16th level.
    • You gain a 1d6 luck bonus to all d20 rolls and checks. This benefit increases to 2d6 at 8th level and 3d6 at 16th level.


    All players have one action point for use with every game session. Unspent action points are not carried over from game session to game session, though bonus action points can be awarded or carried over under specific circumstances determined by the DM.
    Last edited by Neoxenok; 2019-08-12 at 11:04 PM.

  25. - Top - End - #145
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    Default HOUSERULE (Aging Effects)

    HOUSE RULE
    Aging Effects

    Purpose
    To replace the 3.5 edition and 1st edition pathfinder effects of aging with something more sensible.

    Rationale
    Because it's too simple and is basically a nonsensicial set of rules to represent characters and NPCs of advanced age. What I've created is harsher, sure, but I think might actually be more conductive to roleplaying the rare few characters that reach or start at an advanced age.

    Result
    When your character ages into an advanced age category (middle, old, and venerable age) they gain a bonus feat each time an age category is reached due to their advanced experience and must make one or more 1d20 rolls and gain a age-related penalties listed below. When middle aged, the character rolls one d20. When old aged, the character rolls a d20 twice, taking two penalties or stacking the same penalty if a result is gained two or more times. When venerable, a character must roll a d20 three times and accept all of the results.
    All listed penalties stack if a result is given multiple times, so a character with the 'delayed reaction" result rolled twice when old aged has a -4 penalty to reflex saving throws and initiative checks.

    1. Failing Health: Reroll this d20 result twice, accepting both results.
    2. Dementia: You must succeed a will save (DC 5 +5/age category) during any stressful situation or become confused for 1d4 rounds per age category.
    3. Weakening Willpower: You gain a -1 age penalty to all will saving throws.
    4. Mental Exhaustion: You gain a -1 age penalty to wisdom per age category.
    5. Lapsing Cognition: You gain a -1 age penalty to intelligence per age category.
    6. Diminishing Presence: You gain a -1 age penalty to charisma per age category.
    7. Narrowing Awareness: You gain a -1 age penalty per age category to all initiative checks.
    8. Increasingly Withdrawn: You gain a -2 age penalty per age category to all charisma-based skills and automatically fail any such checks on a natural one.
    9. Forgetful: You gain a -2 age penalty per age category to all intelligence-based skills and automatically fail any such checks on a natural one.
    10. Unfocused Mind: You gain a -2 age penalty to all concentration checks per age category and automatically fail any such checks on a natural one.
    11. Dulled Senses: You gain a -2 age penalty per age category to all wisdom-based skills and automatically fail any such checks on a natural one.
    12. Weakened Stamina: You gain a -2 age penalty to all constitution checks, such as those against death and dying as well as the effects mentioned in the endurance feat and your constitution is considered 2 points lower per age category for determining how long you can hold your breath or other similar effects.
    13. Aching joints: You gain a -1 age penalty to your combat maneuver bonus per age category.
    14. Delayed Reaction: You gain a -1 age penalty to reflex saving throws and initiative checks per age category.
    15. Physical Weakness: You gain a -1 age penalty to strength per age category.
    16. Loss of Reflexes: You gain a -1 age penalty to dexterity per age category.
    17. Chronic Illness: You gain a -1 age penalty to constitution per age category.
    18. Immunocompromised: You gain a -1 age penalty to fortitude saving throws per age category.
    19. Physical Vulnerability: You gain a -1 age penalty to AC and combat maneuver defense per age category. This penalty doubles against critical hit confirmations.
    20. Chronic Pain: You must succeed a fortitude save (DC 5 + 5/age category) during strenuous physical activity or become nauseated with pain for 1d4 rounds per age category.
    Last edited by Neoxenok; 2019-09-15 at 09:20 PM.

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