I refuse to participate in the armor creation contest if no one else enters; that wouldn't be sporting, now would it?
Now, for something completely different!
In a campaign I run occasionally (when I'm feeling extra-bored) I created four weapons for the PCs that are decidedly different from other weapons. These are a mix between Legacy weapons (see: Weapons of Legacy) and the intelligent Swordians from Tales of Destiny. Now, these are somewhat powerful, but so is the world: all PCs have either the half-fiend or half-celestial template for free (what's level adjustment matter if everyone has the same LA, it's there to balance PCs against other PCs IMO), and the enemies are rather upgraded. It also includes a new mechanic, Ability Points (AP). These are supplied every 24 hours by the weapons themselves; they are used to power the abilities they grant you.
You gain abilities based on character level; the weapon gains XP as you do, and levels up in ability whenever you level up.
Behold.
5th- Intelligence unlocked: Int 16, Wis 13, Cha 10, ego 12, empathy, sight/hearing within 60ft. Trigger: User casts an arcane spell followed by a divine spell in two successive rounds. 6th-+2 Wisdom (to wielder) 7th- Acts as a Peral of Power for 1 spell of 3rd level or lower. 8th-AP: 10. Special Power: Spelldoom. AP Cost: Variable. Effect: For every 3 AP spent, increase effective caster level, level dependent dice damage, and spell saving throw DCs for 1 round. This is usable as a move-equivalent action once per round. 9th-+2 AP; +2 Int 10th-Int. Increase (item): Int 18, Wis 16, Cha 14, Ego 20, telepathy, darkvision 120ft., ability to activate itself 11th-Font of Metamagic: 3/day apply one of the following metamagic feats to a spell you cast without increasing spell level or casting time. Extend Spell, Silent Spell, Still Spell, Shape Spell. 12th- +2 AP, +2 Wis; acts as Pearl of Power for one spell of 5th level or lower. 13th- +4 AP, Ability: Spellshield. AP Cost: 5. As a readied action, you can use this ability to nullify one spell of 5th level or lower that directly targets you. 14th- Contingency 3/week as the spell. Add Maximize Spell, Twin Spell, and Quicken Spell to the Font of Metamagic ability, and increase its usage by 2/day. 15th- Int increase (item) Int 20, Wis 18, Cha 16, Ego 28, telepathy, blindsense 30ft. + 2 Int, +2 Wis; 1/day as an immediate action activate a spell turning effect, except it is 6 spell levels only. 16th- Acts as Peral of Power for two spells of 6th level or lower; +4 AP; Ability: Dweomerdoom. AP Cost: 7. Effect: Close range Greater Dispel Magic deals damage equal to the total number of spells dispelled times five. A Will save (DC 18+ Int modifier) halves the damage. 17th- +5 AP, acts as Pearl of Power for two spells of 8th level or lower. 18th- +8 AP. Ability: Spellbreaker. AP Cost: All remaining, minimum 15. On a successful melee touch attack, the target must make a Will save (DC 19+ Int modifier) or lose half of his or her prepared spells (or spell slots) available for the day. The target chooses which spells she loses. On a successful save, the target loses no spells but is dazed for one round. Additionally, you must make a Will save at the same DC or be stunned for 1d4+1 rounds, regardless of whether your target passes or fails. 19th- Item acts as a rod of absorption. Absorbed spell levels can be discharged harmlessly. 20th- Int increase (item) Int 22, Wis 18, Cha 18, item gains spellcasting ability of a 5th level sorcerer and gains effective sorcere levels for every 2 levels it gains after 20th.
5th- Intelligence Unlocked: Int 10, Wis 14, Cha 12, Ego 8, empathy, sight/hearing 60ft. wielder gains proficiency. Trigger: Wearer enters barbarian rage while wearing item. 6th- +2 Str 7th- Increase unarmed damage by one die step; increases to +2 weapon. 8th- AP +10. Special Ability: Battlecharge. AP Cost: 3. As part of a charge attack, activate this ability. You take a -5 on your attack roll, but if your attack hits, you deal double damage. 9th- +2 AP, +2 Con. Weapon gains the keen property. 10th- Intelligence Increase (item). Int 12, Wis 16, Cha 14, Ego 14, telepathy, darkvision 120'. 11th- Primal Heritage: You are treated as if you are one size category larger for purposes of unarmed damage, weapon usage, grapple attempts, bull rush, overrun attempts, and you gain a +1 natural armor bonus. 12th- +2 AP, +2 Str. Unarmed strike now has increased critical threat range (19-20), weapon deals 1d8 damage. 13th- +4 AP. Ability: Demonrage. AP Cost: 8. Effect: When making an Intimidate check with the purpose of demoralizing a foe, you may use this ability if the enemy fails its check. The target gets a Will save (DC 15+ your Wis modifier). On a failed saving throw, treat your target as if effected by the phantasmal killer spell (PHB). A creature that passes its save is immune to this effect for 24 hours. 14th- As long as you are wearing this item, you gain the benefit of an enlarge effect. This is resumable or supressable as a swift action, at will. 15th- Intelligence Increase (item): Int 14, Wis 18, Cha 14, Ego 20, telepathy, blindsense 30ft., weapon increases to a +3 keen weapon. 16th- Might Makes Right: Ap Cost: 10. As a swift action, you gain a +6 luck bonus to your Str, Dex, and Con. This effect lasts for 1 round/level and may be used once per encounter. 17th- +2 Str, +2 Con. +5 AP. You gain your Wis bonus to your AC as long as you are wearing light or no armor and are carrying no more than a light load. This does not stack with the monk or swordsage ability. 18th- +6 AP, Ability: Spiritwraith. AP Cost: All remaining, minimum 15. Effect: You call into being a spiritform of yourself. This copy has your current HP total, all of your abilities except for this one, and attacks on your initiative. This ability can only be used once per day. 19th- Unarmed damage increases by one die step. 20th- Intelligence Increase (item). Int 16, Wis 20, Cha 14, ego 28. weapon increases to +5 keen weapon that automatically overcomes all hardness and damage reduction.
5th- Intelligence Unlocked: Int 13, Wis 13, Cha 10, Ego 10, emapthy, sight/hearing 60ft. Trigger: Wielder successfully sneak attacks a victim. 6th- +2 Dex 7th- +10 to base land speed, wielder under blur effect that is dismissable and resumable as a standard action, at will. 8th- AP: 10. Ability: Swift Strike. AP Cost: 3. As part of a full attack action, you may gain an extra attack at your highest base attack bonus. This stacks with Haste, unlike most other effects. This ability may only be used once per round. 9th- +2 AP; +2 Str; weapon increases to a +2. 10th: Intelligence Increase (item): Int 14m Wis 16, Cha 12, Ego 16, telepathy, darkvision 120ft. 11th- Unearthly Speed: 3/day as a swift action, you may act as if hasted for a number of rounds equal to half your character level. Additionally, you gain a +4 to initiative when this ability is active. 12th- +2 AP, +2 Dex, gain Combat Reflexes as a bonus feat, weapon damage increases to 2d6 13th- +4 AP. Ability: Blinding Strike. AP Cost: 7. As part of a full attack action, you may activate this ability. A creature struck by your attack must make a Fortitude save (DC 14+ Wis modifier) or be blinded, as the blindness/deafness spell. Creatures with light vulnerability such as vampires take an additional 2d8 points of damage (no save). This ability lasts for two rounds and the blade emits light as a daylight spell (CL= your level) while this ability is active. 14th- Weapon increases to a +3 dancing weapon. 15th- Intelligence Increase (item). Int 16, Wis 18, Cha 12, Ego 22, telepathy, blindsense 30ft, Unearthly Speed usages/day increased by 2, gain Improved Evasion (only if you already have evasion) 16th- AP +6. Ability: Deathstrike. AP Cost: 10. As part of a melee attack, you may activate this ability. A successfully hit opponent must make a Fortitude save (DC 17+ Wis) or die, as the finger of death spell. On a passed save, the subject still takes 3d6+your level (max +25), in addition to normal weapon damage. 17th- +2 Dex, +5 AP, base land speed increases by an additional 15ft, gain Opportunist as a bonus ability 18th- +6 AP. Ability: Sword Dancer. AP Cost: 10. As part of a full attack action, you may make a single melee attack at your highest base attack bonus against all creatures within your range of movement, provising no two are more than 10ft apart, Your movement provokes attacks of opportunity as normal, but you gain a +10 bonus on Tumble checks to avoid attacks of opportunity while you use this ability. 19th- Weapon gains the speed property. 20th- Intelligence Increase (item): Int 18, Wis 21, Cha 14, Ego 28, weapon increases to +5 keen speeded demonbane dancing defending bastard sword.
5th- Intelligence unlocked: Int 10, Wis 13, Cha 14, Ego 10, empathy, sight/hearing 60ft. Trigger- Wielder smites evil with the weapon. 6th- +2 Str 7th- 4/day the wielder can whirl the whip in a circle in front of herself or an adjacent ally. This acts as a disc-shaped wall of force with a 10' radius and lasts for three rounds or until the wielder ceases whirling the whip. 8th- AP +10. Ability: Flamelash. AP Cost: 3. As a move action, you can charge your weapon with fire. This causes it to deal an additional 1d10 fire damage for a number of rounds equal to half your character level. 9th- +2 AP, +2 Cha. Shape Weapon: You may now change the shape of this weapon into that of a longsword. It keeps ass abilities and enhancement bonuses. This is usable at will as a move-equivalent action. 10th- Intelligence Increase (item): Int 12, Wis 14, Cha 16, ego 16, telepathy, darkvision 120ft. 11th- Aura of Life: The wielder gains an aura that protects her and adjacent allies from certain negative energy effects. The wielder and all allies within 10ft. gain the benefit of a death ward effect. 12th- +2 Str, +2 AP, weapon increases to +2 impact chain whip. 13th-+4 AP. Ability: Lifegift. AP Cost: 7. As a full-round action that provokes attacks of opportunity, the wielder can whirl the whip above herself. The user and all allies within 30ft gain the benefit of a mass cure serious wounds effect (CL = character level). 14th- 3/day transform self into Large fire elemental. This form has maximum HP and attacks as dictated for wielder's class levels. You may remain in this form for up to five rounds. 15th- Intelligence Increase (item). Int 14, Wis 15, Cha 19, ego21, telepathy, blindsense 30ft, weapon increases to +3 flaming impact chain whip. 16th- AP +6. Ability: Fated Circle. AP Cost: 8. Effect: As a full-round action, you may make an attack against all foes within your reach (normal chain whip reach.) Make these attacks at a -2 penalty, but use the same attack roll for all creatures in range. 17th- +2 Str and Cha, weapon deals double damage to those of your exact opposite alignment. 18th- +6 AP. Ability: Firefly. AP Cost: All remaining, minimum 15. As a fullround action that provokes attacks of opportunity, you may twirl your weapon overhead. All allied creatures within a 60ft radius, cenetred on you, recieve the benefit of a heal spell; all enemies are struck as though with a spread of maximized magic missiles (CL= character level, SR applies) for a total maximum for ten targets for both effects. 19th- Weapon increases to +4 fiery burst impact. 20th- Intelligence Increase (item). Int 16, Wis 18, Cha 22, Ego 29, wielder gains the use of true resurrection 1/week.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
I think im willing to give it a try but i need to find some of the books im missing before im confident about my abilities
AoK i love Jenavira, i can honestly say i had been wishing for more console RPG type of items. Ill add this to the first post (but ill put it with an "extreme caution" tag in case anyone else check the first post and sees this :p)
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I tried very hard to balance the abilities in relation to each other, but I did build them for specific characters.
Jenavira is for a multiclass wizard/cleric Alilen's for a barbarian who specializes in unarmed combat Delilah is for a ranger/rogue Caitiri is for a paladin of freedom (deity: Sune, rawr) (Unearthed Arcana variant)
There are technically three more, and one is evil....but I haven't statted them up yet.
Bonus points for whoever can tell me where I got the names for the weapons.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Love the items, they look so fun to play with... the names seem familiar... very familiar... so i think its from an RPG but which one exactly eludes me.
Ill update the first post again (yay more work!)
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I figure I'll throw in a few things that I came up with for AoK's epic campaign. I won't bother with the silly custom items/spells (the ones that are just putting a spell on an item or modifying something in a minor way). However, I do have one real custom item and one real custom spell:
Gauntlets of Flaming Blades: These gauntlets appear to be little more than well made gloves of hardened leather. However, at any time, the wearer may choose to activate the gauntlets, wreathing both the gauntlets and any weapon the wearer holds in a flame that does not harm the wearer. Any melee attacks the wearer makes while the gauntlets are active deal an extra 1d6 fire damage (as if they were Flaming weapons), including unarmed strikes. The gauntlets may be active for up to 5 minutes per day, and the duration need not be continuous.
Moderate Evocation; CL 5th; Craft Wondrous Items, flame blade; Market Price 50,000 gp; Weight 1 lb.
Change Person's Size
Transmutation Level: Sor/Wis 4 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. +5 ft./2 levels) Target: One humanoid creature Duration: 1 min./level Saving Throw: Fortitude Negates Spell Resistance: Yes
This spell causes instant growth or diminution of a humanoid creature. The creature's size changes by up to two categories in either direction (caster's choice how many and which direction). For each size category, the creature's height changes by a factor of 2 and it's weight changes by a factor of 8. For each size category the creature grows, it gets a +2 size bonus to Strength and a -2 size penalty to Dexterity, and for each size category it shrinks, it gets a -2 size penalty to Strength and a +2 size bonus to Dexterity. It's size bonuses to attack and AC as well as it's size and reach are also adjusted according to it's new size.
If the creature's size is increased and there is insufficient room available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increase Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment carried by the creature is similarly changed in size. Melee and projectile weapons deal more or less damage. Other magical properties are not affected by this spell. Any object that leaves the affected creature's possession (including projectile and thrown weapons) immediately reverts back to it's original size.
Change person's size dispels itself, enlarge person, and reduce person. It also counters any size-altering spell of level 4 or below.
Dance of Blades
Transmutation/Conjuration
Sor/Wiz 5, Bard 5
Casting time: 1 standard action
Components: V, S, M
Duration: 1 round/level
Range: Personal You temporarily give yourself the ability to fight with two weapons and dance through your enemies with the grace of the wind. You gain a +2 bonus to Dexterity, +10 competence bonus to your base land speed, and the benefit of the Two Weapon Fighting and Improved TWF feats. Additionally, you gain a +4 competence bonus on Perform (dance) checks and Tumble checks, and can use these skills as if you had one rank in them. Additionally, you create a sword for you to use as an off-hand weapon. This sword deals damage as a longsword (1d8) but is considered to be a light weapon for the purposes of the TWF feat. It gains a +1 enhancement bonus for every four caster levels you have. Material Component: a tiny longsword made of bronze.
Custom made spell for Alacar Leoricar and the [Godslayer War] campaign.
Gonna edit the first page now... Krash i like those gloves did i mention i like playing monks as my melee class? either them or rogue/ninja
the spells are nice, the Dance of blades seems more suitable for a shadow dancer than anything else (you know... coz they dance!!!:rofl: i made a funny :p)
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Note, guys- when you're stuck with 8d4 HD from having eight evoker levels, don't try to go melee with three frost giants, no matter how tough you think you are...
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Note, guys- when you're stuck with 8d4 HD from having eight evoker levels, don't try to go melee with three frost giants, no matter how tough you think you are...
*ouch*
Unless you are playing the DM in my area honestly i know no other person that makes it possible for you to kill like 3 frost giants(which one is bigger thunder or frost?) 4 elder dragons AND the Incarnation of tiamat!!!!!!! all this at level 8.... yes people friggin level 8... and most of the damage(all the dragons and tiamat) was done by one single character (a samurai/cleric), i know some wacky DM's but this guy takes the cake
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Is this just for the epic campaign, or can any old spell/item/etc be entered?
I made these years ago for an Avariel arcane trickster... they might be subsumed in some of the newer spells, but...
Simple Shelter – Sor/Wiz 1, Drd 0, Brd 1, Rng 1 Conj[Wood], SM(small twig), 1 standard action, 12 hours (d)
Creates a simple structure of 4 8’ wood poles, each supporting one corner of a 30’x30’ wood plank. This structure does not blow away in wind, and is immune to water damage, providing a safe shelter from rain. In the event the structure is broken, the spell ends immediately, and the wood vanishes in a puff of smoke.
Vertical Lift – Sor/Wiz 2, Brd 1 Conj(Teleportation), VS, 1 swift action, personal, inst.
You teleport 70’ straight up. If there are any obstructions there or along that path, the spell instead fails. You may bring up to a medium load of equipment with you, but no additional subjects.
Dustblind – Sor/Wiz 0, Drd 0, Brd 1, Rng 1 Conj[wind], VS, 1 standard action, 1 target within 10’, inst, reflex negates, no SR
A fast spiral of wind travels up the target’s body (up to a medium height). If target is standing on a granulated surface (dust, sand, etc.), this is carried with the spiral, blinding the subject for two rounds if they fail a reflex save.
Backwind – Sor/Wiz 4, Rng 3, Brd 3 Conj[Wind], V, touch, 1 standard action, 1 rnd/lvl
One touched projectile weapon benefits from a wind tunnel that drives its ammunition faster than normal, resulting in an additional 20’ bonus to the weapon’s range increment and an extra 1d6 + 1 per two caster levels (max +10) damage per blow.
Is this just for the epic campaign, or can any old spell/item/etc be entered?
I made these years ago for an Avariel arcane trickster... they might be subsumed in some of the newer spells, but...
No this isnt just for the epic campaing its a pooling thread for anyone who wants to share their items/spells and other assorted creations (if you got a special kind of construct or some other special thing in mind ill create a subtopic in which to fit it in), i like the spells, let me see if i can get alacar or someone else (maybe you ;)) to format them in a more detailed manner and ill add them to the first post (just want to keep things neat :D).
Welcome to the thread by the way.
We need contestants for the challenge Alacar mentioned ill judge since i cant create jack without help
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Backwind.. I think it would benefit if you could target 1 projectile per level, so you can enhance your entire quiver at higher levels. That way it's not a waste of a spell slot in case you miss. And maybe a +1/2 levels bonus to hit.
Backwind.. I think it would benefit if you could target 1 projectile per level, so you can enhance your entire quiver at higher levels. That way it's not a waste of a spell slot in case you miss. And maybe a +1/2 levels bonus to hit.
I think Backwind targets projectile weapons. So really you are enhancing every shot so it doesn't matter if you miss once (or more than once), you still get the effect.
Also, I agree with the +1/2 levels on the bonus (max +5). The way it's worded right now, IMO it's a bit too powerful.
Backwind: As a 3rd level spell, the damage bonus isn't too overpowered as written. Remember the damage caps for most spells- anything below level 3 is generally increased by 1 for every 2 caster levels (like the Lesser Orbs) but spells of level 3 to around 5 are generally 1 per CL maximum of 10. It doesn't grant it an enhancement bonus, only a damage bonus, so it doesn't get by DR or anything like that- just makes it hit harder. This is along the lines of Weapon of Energy and similar stuff.
Dustblind- Probably should be a 1st level spell for everyone, or else the blindness duration be reduced to 1 round. Cantrips generally are very limited in what they can effect.
Vertical Lift: No different than the same-level Knight's Move, except that the range of the spell is fixed. Seems somewhat limited in application, but for an avariel it's probably pretty good providing you can manage to fly just as the spell drops you in the air.
Simple Shelter- Good idea, and it should be lower for a druid, so I like what you did with that. Also, kudos for not allowing people to make stuff out of the conjured wood.:)
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
I'm wondering, about a new 'basic' weapon, with 'basic' i mean nonmagical, base type of a weapon. What i mean is the thing you can see in lashknife and daru cavalier.
As i'd imagine the weapon would be.
Exotic Weapon. (Doh?)
Reach (Dunno, how much would you think?).
Affectable by weapon finesse.
Bonus to trip attempts.
I also think that it could be used as a grappling hook on rope (At least the version on lashknife..) with a succesful use rope check?
How much damage would be sufficient to make it usable but not broken?
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I can probably get away with expanding the Item/Spell thread for Feats, since they all apply to the character creation process. Monsters are so separate an entity, they get their own core book.
I have a ton of custom, personally made monsters, but they're all for my Half-Life campaign..
While this is great, can we move it and the item creation thread to the University? It just seems like the main forum is getting cluttered, and I think it should consist of sign-ups and campaign threads.
Pulsating Terror Necromancy Sor/Wiz 9 Components: V, S Casting Time: 1 standard action Range: 30ft. or Close (25ft. + 5ft/2 levels) Area: 30ft cone or 20' radius spread Duration: Instantaneous Saving Throw: Will partial Spell Resistance: See text
The purest fear manifests itself within the minds of all creatures in the spell's area. All creatures in the spell's area must make a Will save or be paralyzed with fear for one round per caster level. Creatures immune to fear can attempt to stop the spell with spell resistance, but otherwise suffer the above effects. Creatures that successfully save are shaken for one round per caster level instead.
This is based off of an ability of a certain prestige class.
Waves of Weakness Necromancy Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: 30ft. Area: 30ft. cone shaped burst Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
Waves of negative energy drain the strength from all creatures in the spell's area. Each creature within the spell's area takes 1 point of Str damage per caster level (max. 25). This cannot reduce a creature's Str to less than 1.
Chrono Disruption Transmutation (Chronomancy) Sor/Wiz 9 Components: V, S Casting Time: 1 full round Range: Close (25ft. + 5ft/2 levels) Duration: 1 round/level Saving Throw: Will partial Spell Resistance: Yes
Time itself seems to fold around your target. As it slows to a standstill, yor target seems to freeze in place.
On a failed Will save, the target is completely stopped in time. If your target passes, it is merely slowed for the spell's duration.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
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Now, for something completely different!
In a campaign I run occasionally (when I'm feeling extra-bored) I created four weapons for the PCs that are decidedly different from other weapons. These are a mix between Legacy weapons (see: Weapons of Legacy) and the intelligent Swordians from Tales of Destiny. Now, these are somewhat powerful, but so is the world: all PCs have either the half-fiend or half-celestial template for free (what's level adjustment matter if everyone has the same LA, it's there to balance PCs against other PCs IMO), and the enemies are rather upgraded. It also includes a new mechanic, Ability Points (AP). These are supplied every 24 hours by the weapons themselves; they are used to power the abilities they grant you.
You gain abilities based on character level; the weapon gains XP as you do, and levels up in ability whenever you level up.
Behold.
5th- Intelligence unlocked: Int 16, Wis 13, Cha 10, ego 12, empathy, sight/hearing within 60ft. Trigger: User casts an arcane spell followed by a divine spell in two successive rounds.
6th-+2 Wisdom (to wielder)
7th- Acts as a Peral of Power for 1 spell of 3rd level or lower.
8th-AP: 10. Special Power: Spelldoom. AP Cost: Variable. Effect: For every 3 AP spent, increase effective caster level, level dependent dice damage, and spell saving throw DCs for 1 round. This is usable as a move-equivalent action once per round.
9th-+2 AP; +2 Int
10th-Int. Increase (item): Int 18, Wis 16, Cha 14, Ego 20, telepathy, darkvision 120ft., ability to activate itself
11th-Font of Metamagic: 3/day apply one of the following metamagic feats to a spell you cast without increasing spell level or casting time. Extend Spell, Silent Spell, Still Spell, Shape Spell.
12th- +2 AP, +2 Wis; acts as Pearl of Power for one spell of 5th level or lower.
13th- +4 AP, Ability: Spellshield. AP Cost: 5. As a readied action, you can use this ability to nullify one spell of 5th level or lower that directly targets you.
14th- Contingency 3/week as the spell. Add Maximize Spell, Twin Spell, and Quicken Spell to the Font of Metamagic ability, and increase its usage by 2/day.
15th- Int increase (item) Int 20, Wis 18, Cha 16, Ego 28, telepathy, blindsense 30ft. + 2 Int, +2 Wis; 1/day as an immediate action activate a spell turning effect, except it is 6 spell levels only.
16th- Acts as Peral of Power for two spells of 6th level or lower; +4 AP; Ability: Dweomerdoom. AP Cost: 7. Effect: Close range Greater Dispel Magic deals damage equal to the total number of spells dispelled times five. A Will save (DC 18+ Int modifier) halves the damage.
17th- +5 AP, acts as Pearl of Power for two spells of 8th level or lower.
18th- +8 AP. Ability: Spellbreaker. AP Cost: All remaining, minimum 15. On a successful melee touch attack, the target must make a Will save (DC 19+ Int modifier) or lose half of his or her prepared spells (or spell slots) available for the day. The target chooses which spells she loses. On a successful save, the target loses no spells but is dazed for one round. Additionally, you must make a Will save at the same DC or be stunned for 1d4+1 rounds, regardless of whether your target passes or fails.
19th- Item acts as a rod of absorption. Absorbed spell levels can be discharged harmlessly.
20th- Int increase (item) Int 22, Wis 18, Cha 18, item gains spellcasting ability of a 5th level sorcerer and gains effective sorcere levels for every 2 levels it gains after 20th.
5th- Intelligence Unlocked: Int 10, Wis 14, Cha 12, Ego 8, empathy, sight/hearing 60ft. wielder gains proficiency. Trigger: Wearer enters barbarian rage while wearing item.
6th- +2 Str
7th- Increase unarmed damage by one die step; increases to +2 weapon.
8th- AP +10. Special Ability: Battlecharge. AP Cost: 3. As part of a charge attack, activate this ability. You take a -5 on your attack roll, but if your attack hits, you deal double damage.
9th- +2 AP, +2 Con. Weapon gains the keen property.
10th- Intelligence Increase (item). Int 12, Wis 16, Cha 14, Ego 14, telepathy, darkvision 120'.
11th- Primal Heritage: You are treated as if you are one size category larger for purposes of unarmed damage, weapon usage, grapple attempts, bull rush, overrun attempts, and you gain a +1 natural armor bonus.
12th- +2 AP, +2 Str. Unarmed strike now has increased critical threat range (19-20), weapon deals 1d8 damage.
13th- +4 AP. Ability: Demonrage. AP Cost: 8. Effect: When making an Intimidate check with the purpose of demoralizing a foe, you may use this ability if the enemy fails its check. The target gets a Will save (DC 15+ your Wis modifier). On a failed saving throw, treat your target as if effected by the phantasmal killer spell (PHB). A creature that passes its save is immune to this effect for 24 hours.
14th- As long as you are wearing this item, you gain the benefit of an enlarge effect. This is resumable or supressable as a swift action, at will.
15th- Intelligence Increase (item): Int 14, Wis 18, Cha 14, Ego 20, telepathy, blindsense 30ft., weapon increases to a +3 keen weapon.
16th- Might Makes Right: Ap Cost: 10. As a swift action, you gain a +6 luck bonus to your Str, Dex, and Con. This effect lasts for 1 round/level and may be used once per encounter.
17th- +2 Str, +2 Con. +5 AP. You gain your Wis bonus to your AC as long as you are wearing light or no armor and are carrying no more than a light load. This does not stack with the monk or swordsage ability.
18th- +6 AP, Ability: Spiritwraith. AP Cost: All remaining, minimum 15. Effect: You call into being a spiritform of yourself. This copy has your current HP total, all of your abilities except for this one, and attacks on your initiative. This ability can only be used once per day.
19th- Unarmed damage increases by one die step.
20th- Intelligence Increase (item). Int 16, Wis 20, Cha 14, ego 28. weapon increases to +5 keen weapon that automatically overcomes all hardness and damage reduction.
5th- Intelligence Unlocked: Int 13, Wis 13, Cha 10, Ego 10, emapthy, sight/hearing 60ft. Trigger: Wielder successfully sneak attacks a victim.
6th- +2 Dex
7th- +10 to base land speed, wielder under blur effect that is dismissable and resumable as a standard action, at will.
8th- AP: 10. Ability: Swift Strike. AP Cost: 3. As part of a full attack action, you may gain an extra attack at your highest base attack bonus. This stacks with Haste, unlike most other effects. This ability may only be used once per round.
9th- +2 AP; +2 Str; weapon increases to a +2.
10th: Intelligence Increase (item): Int 14m Wis 16, Cha 12, Ego 16, telepathy, darkvision 120ft.
11th- Unearthly Speed: 3/day as a swift action, you may act as if hasted for a number of rounds equal to half your character level. Additionally, you gain a +4 to initiative when this ability is active.
12th- +2 AP, +2 Dex, gain Combat Reflexes as a bonus feat, weapon damage increases to 2d6
13th- +4 AP. Ability: Blinding Strike. AP Cost: 7. As part of a full attack action, you may activate this ability. A creature struck by your attack must make a Fortitude save (DC 14+ Wis modifier) or be blinded, as the blindness/deafness spell. Creatures with light vulnerability such as vampires take an additional 2d8 points of damage (no save). This ability lasts for two rounds and the blade emits light as a daylight spell (CL= your level) while this ability is active.
14th- Weapon increases to a +3 dancing weapon.
15th- Intelligence Increase (item). Int 16, Wis 18, Cha 12, Ego 22, telepathy, blindsense 30ft, Unearthly Speed usages/day increased by 2, gain Improved Evasion (only if you already have evasion)
16th- AP +6. Ability: Deathstrike. AP Cost: 10. As part of a melee attack, you may activate this ability. A successfully hit opponent must make a Fortitude save (DC 17+ Wis) or die, as the finger of death spell. On a passed save, the subject still takes 3d6+your level (max +25), in addition to normal weapon damage.
17th- +2 Dex, +5 AP, base land speed increases by an additional 15ft, gain Opportunist as a bonus ability
18th- +6 AP. Ability: Sword Dancer. AP Cost: 10. As part of a full attack action, you may make a single melee attack at your highest base attack bonus against all creatures within your range of movement, provising no two are more than 10ft apart, Your movement provokes attacks of opportunity as normal, but you gain a +10 bonus on Tumble checks to avoid attacks of opportunity while you use this ability.
19th- Weapon gains the speed property.
20th- Intelligence Increase (item): Int 18, Wis 21, Cha 14, Ego 28, weapon increases to +5 keen speeded demonbane dancing defending bastard sword.
5th- Intelligence unlocked: Int 10, Wis 13, Cha 14, Ego 10, empathy, sight/hearing 60ft. Trigger- Wielder smites evil with the weapon.
6th- +2 Str
7th- 4/day the wielder can whirl the whip in a circle in front of herself or an adjacent ally. This acts as a disc-shaped wall of force with a 10' radius and lasts for three rounds or until the wielder ceases whirling the whip.
8th- AP +10. Ability: Flamelash. AP Cost: 3. As a move action, you can charge your weapon with fire. This causes it to deal an additional 1d10 fire damage for a number of rounds equal to half your character level.
9th- +2 AP, +2 Cha. Shape Weapon: You may now change the shape of this weapon into that of a longsword. It keeps ass abilities and enhancement bonuses. This is usable at will as a move-equivalent action.
10th- Intelligence Increase (item): Int 12, Wis 14, Cha 16, ego 16, telepathy, darkvision 120ft.
11th- Aura of Life: The wielder gains an aura that protects her and adjacent allies from certain negative energy effects. The wielder and all allies within 10ft. gain the benefit of a death ward effect.
12th- +2 Str, +2 AP, weapon increases to +2 impact chain whip.
13th-+4 AP. Ability: Lifegift. AP Cost: 7. As a full-round action that provokes attacks of opportunity, the wielder can whirl the whip above herself. The user and all allies within 30ft gain the benefit of a mass cure serious wounds effect (CL = character level).
14th- 3/day transform self into Large fire elemental. This form has maximum HP and attacks as dictated for wielder's class levels. You may remain in this form for up to five rounds.
15th- Intelligence Increase (item). Int 14, Wis 15, Cha 19, ego21, telepathy, blindsense 30ft, weapon increases to +3 flaming impact chain whip.
16th- AP +6. Ability: Fated Circle. AP Cost: 8. Effect: As a full-round action, you may make an attack against all foes within your reach (normal chain whip reach.) Make these attacks at a -2 penalty, but use the same attack roll for all creatures in range.
17th- +2 Str and Cha, weapon deals double damage to those of your exact opposite alignment.
18th- +6 AP. Ability: Firefly. AP Cost: All remaining, minimum 15. As a fullround action that provokes attacks of opportunity, you may twirl your weapon overhead. All allied creatures within a 60ft radius, cenetred on you, recieve the benefit of a heal spell; all enemies are struck as though with a spread of maximized magic missiles (CL= character level, SR applies) for a total maximum for ten targets for both effects.
19th- Weapon increases to +4 fiery burst impact.
20th- Intelligence Increase (item). Int 16, Wis 18, Cha 22, Ego 29, wielder gains the use of true resurrection 1/week.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
AoK i love Jenavira, i can honestly say i had been wishing for more console RPG type of items. Ill add this to the first post (but ill put it with an "extreme caution" tag in case anyone else check the first post and sees this :p)
I tried very hard to balance the abilities in relation to each other, but I did build them for specific characters.
Jenavira is for a multiclass wizard/cleric
Alilen's for a barbarian who specializes in unarmed combat
Delilah is for a ranger/rogue
Caitiri is for a paladin of freedom (deity: Sune, rawr) (Unearthed Arcana variant)
There are technically three more, and one is evil....but I haven't statted them up yet.
Bonus points for whoever can tell me where I got the names for the weapons.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Ill update the first post again (yay more work!)
Moderate Evocation; CL 5th; Craft Wondrous Items, flame blade; Market Price 50,000 gp; Weight 1 lb.
Transmutation
Level: Sor/Wis 4
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. +5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level
Saving Throw: Fortitude Negates
Spell Resistance: Yes
This spell causes instant growth or diminution of a humanoid creature. The creature's size changes by up to two categories in either direction (caster's choice how many and which direction). For each size category, the creature's height changes by a factor of 2 and it's weight changes by a factor of 8. For each size category the creature grows, it gets a +2 size bonus to Strength and a -2 size penalty to Dexterity, and for each size category it shrinks, it gets a -2 size penalty to Strength and a +2 size bonus to Dexterity. It's size bonuses to attack and AC as well as it's size and reach are also adjusted according to it's new size.
If the creature's size is increased and there is insufficient room available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increase Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment carried by the creature is similarly changed in size. Melee and projectile weapons deal more or less damage. Other magical properties are not affected by this spell. Any object that leaves the affected creature's possession (including projectile and thrown weapons) immediately reverts back to it's original size.
Change person's size dispels itself, enlarge person, and reduce person. It also counters any size-altering spell of level 4 or below.
Material Component: A pinch of powdered iron.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Dance of Blades
Transmutation/Conjuration
Sor/Wiz 5, Bard 5
Casting time: 1 standard action
Components: V, S, M
Duration: 1 round/level
Range: Personal
You temporarily give yourself the ability to fight with two weapons and dance through your enemies with the grace of the wind. You gain a +2 bonus to Dexterity, +10 competence bonus to your base land speed, and the benefit of the Two Weapon Fighting and Improved TWF feats. Additionally, you gain a +4 competence bonus on Perform (dance) checks and Tumble checks, and can use these skills as if you had one rank in them.
Additionally, you create a sword for you to use as an off-hand weapon. This sword deals damage as a longsword (1d8) but is considered to be a light weapon for the purposes of the TWF feat. It gains a +1 enhancement bonus for every four caster levels you have.
Material Component: a tiny longsword made of bronze.
Custom made spell for Alacar Leoricar and the [Godslayer War] campaign.
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Ryttare Kelasin Luna Orelinalei
the spells are nice, the Dance of blades seems more suitable for a shadow dancer than anything else (you know... coz they dance!!!:rofl: i made a funny :p)
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Ryttare Kelasin Luna Orelinalei
Note, guys- when you're stuck with 8d4 HD from having eight evoker levels, don't try to go melee with three frost giants, no matter how tough you think you are...
*ouch*
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Unless you are playing the DM in my area honestly i know no other person that makes it possible for you to kill like 3 frost giants(which one is bigger thunder or frost?) 4 elder dragons AND the Incarnation of tiamat!!!!!!! all this at level 8.... yes people friggin level 8... and most of the damage(all the dragons and tiamat) was done by one single character (a samurai/cleric), i know some wacky DM's but this guy takes the cake
Much thanks to AoK for the spell
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Ryttare Kelasin Luna Orelinalei
I made these years ago for an Avariel arcane trickster... they might be subsumed in some of the newer spells, but...
Creates a simple structure of 4 8’ wood poles, each supporting one corner of a 30’x30’ wood plank. This structure does not blow away in wind, and is immune to water damage, providing a safe shelter from rain. In the event the structure is broken, the spell ends immediately, and the wood vanishes in a puff of smoke.
You teleport 70’ straight up. If there are any obstructions there or along that path, the spell instead fails. You may bring up to a medium load of equipment with you, but no additional subjects.
A fast spiral of wind travels up the target’s body (up to a medium height). If target is standing on a granulated surface (dust, sand, etc.), this is carried with the spiral, blinding the subject for two rounds if they fail a reflex save.
One touched projectile weapon benefits from a wind tunnel that drives its ammunition faster than normal, resulting in an additional 20’ bonus to the weapon’s range increment and an extra 1d6 + 1 per two caster levels (max +10) damage per blow.
Welcome to the thread by the way.
We need contestants for the challenge Alacar mentioned ill judge since i cant create jack without help
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Ryttare Kelasin Luna Orelinalei
I think Backwind targets projectile weapons. So really you are enhancing every shot so it doesn't matter if you miss once (or more than once), you still get the effect.
Also, I agree with the +1/2 levels on the bonus (max +5). The way it's worded right now, IMO it's a bit too powerful.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Backwind: As a 3rd level spell, the damage bonus isn't too overpowered as written. Remember the damage caps for most spells- anything below level 3 is generally increased by 1 for every 2 caster levels (like the Lesser Orbs) but spells of level 3 to around 5 are generally 1 per CL maximum of 10. It doesn't grant it an enhancement bonus, only a damage bonus, so it doesn't get by DR or anything like that- just makes it hit harder. This is along the lines of Weapon of Energy and similar stuff.
Dustblind- Probably should be a 1st level spell for everyone, or else the blindness duration be reduced to 1 round. Cantrips generally are very limited in what they can effect.
Vertical Lift: No different than the same-level Knight's Move, except that the range of the spell is fixed. Seems somewhat limited in application, but for an avariel it's probably pretty good providing you can manage to fly just as the spell drops you in the air.
Simple Shelter- Good idea, and it should be lower for a druid, so I like what you did with that. Also, kudos for not allowing people to make stuff out of the conjured wood.:)
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Spellcircle
Transmutation
Sor/Wiz 6
This spell acts as the psionic power Metaconcert, except that you contribute a number of spell slots up to your caster level rather than power points.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
As i'd imagine the weapon would be.
Exotic Weapon. (Doh?)
Reach (Dunno, how much would you think?).
Affectable by weapon finesse.
Bonus to trip attempts.
I also think that it could be used as a grappling hook on rope (At least the version on lashknife..) with a succesful use rope check?
How much damage would be sufficient to make it usable but not broken?
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Why not make a custom class thread in the Character Hall? That way, you could simply post your other classes as well.
Actually, I'll do that now.
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Ryttare Kelasin Luna Orelinalei
I have a ton of custom, personally made monsters, but they're all for my Half-Life campaign..
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Ryttare Kelasin Luna Orelinalei
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Pulsating Terror
Necromancy
Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 30ft. or Close (25ft. + 5ft/2 levels)
Area: 30ft cone or 20' radius spread
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: See text
The purest fear manifests itself within the minds of all creatures in the spell's area. All creatures in the spell's area must make a Will save or be paralyzed with fear for one round per caster level.
Creatures immune to fear can attempt to stop the spell with spell resistance, but otherwise suffer the above effects. Creatures that successfully save are shaken for one round per caster level instead.
This is based off of an ability of a certain prestige class.
Waves of Weakness
Necromancy
Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: 30ft.
Area: 30ft. cone shaped burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Waves of negative energy drain the strength from all creatures in the spell's area. Each creature within the spell's area takes 1 point of Str damage per caster level (max. 25). This cannot reduce a creature's Str to less than 1.
Chrono Disruption
Transmutation (Chronomancy)
Sor/Wiz 9
Components: V, S
Casting Time: 1 full round
Range: Close (25ft. + 5ft/2 levels)
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
Time itself seems to fold around your target. As it slows to a standstill, yor target seems to freeze in place.
On a failed Will save, the target is completely stopped in time. If your target passes, it is merely slowed for the spell's duration.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.