Spell-like Ability
This ability functions as the Archmage High Arcana ability of the same name, except the Necromaster can only choose a Necromancy spell, and the Necromaster can cast it three times per day instead of twice per day. Giving up a spell-slot of three levels higher allows him to use the spell-like ability five times per day, and giving up a spell-slot six levels higher lets him use it 7 times per day. This ability costs one 5th level spell-slot.
Bleh Bleh Bleh. Nothing spectacular, a bit boring even. Not broken at least.
Necrotic Power
This ability increases the Necromaster's effective caster level by 2 when casting Necromancy spells. All non-Necromancy spells are cast at -1 caster level. This ability costs one 5th level spell-slot.
I'm not sure about this. Sure, more CL for necromancy spells, but is it worth the loss? I mean, most of the necromancy spells don't care about caster level that much. (Unlike damage-dealing schools such as conjuration/evocation.) This might end up as simple buffer to beat SR.
Mastery of the Dead
When casting a Necromancy spell to create an undead creature, that creature gains a +2 bonus to any two ability scores (except Con) of the Necromaster's choice. This ability costs one 6th level spell-slot.
Fair enough, even if you're almost everytime choosing between Str/Dex/Cha. (Charisma for special ability DCs.) Nothing too exciting.
Perfect Control
The Necromaster cannot lose control of his undead minions by any means other than going over his HD command limit for the spell or the spell's duration expiring. In addition, undead under the Necromaster's command get a +3 bonus on all saving throws and attack rolls. A Necromaster may take this Necromastery a second time, in which case the bonus to saving throws and attack rolls increases to +6, and any undead under the Necromaster's control also get a +3 bonus to damage. This ability costs one 7th level spell-slot.
Not able to lose control is a really powerful effect. REALLY. The other abilities are worth noting, as well. I'm not sure about the reliability of the control, but the other abilities seem balanced enough.. And I'm sure there is a loophole in there somewhere that an optimizer like me could exploit. EDIT: Dispel magic on undead-controlling magic, spell duration doesn't expire and you don't go over your limit, meaning that you keep control of the undead. However, this does remove the creature from your controlled list (Not controlled by your controlling-abilities or spells, anymore..), allowing you to get new ones. Rinse and repeat for over 9000 liches!
Necromantic Body
The Necromaster becomes increasingly resistant to Necromancy spells. Any spellcaster attempting to affect the Necromaster with a Necromancy spell must succeed on a Caster Level check, with a DC equal to 10 + the Necromaster's caster level. If the check fails, the spell is still cast, but it doesn't effect the Necromaster. This ability costs one 7th level spell-slot.
Blah Blah Blah. Sure, whatever, don't really care. Might be useful at times, but not very powerful. With the other options around I wouldn't touch this with a six-feet pole.
Undead Commander
Any undead attempting to harm the caster with an attack or spell must succeed on a Will save (DC 10+ Necromaster's Caster Level). If it fails the save, it is unable to harm the Necromaster, and it immediately falls under the Necromaster's control for 1 round/Necromaster level. The undead creature's attitude increases to friendly after the control effect ends. This ability costs one 8th level spell-slot.
DO. NOT. BASE. DCS. ON. CASTER. LEVELS.
Caster levels are the single one thing that is ridiculously easy to get to absurd amounts, even to infinite. Make the DC 10+½Necromaster HD+Necromaster Casting Attribute in class he could cast level 7 spells in.
Master Necromancer
The Necromaster adds his Necromaster level to the DCs of all saving throws for his Necromancy spells. In addition, he is treated as 5 levels higher for the purposes of the amount of HD he can control with Necromancy spells and Rebuke Undead attempts. This ability costs one 9th level spell-slot.
Epic bonus to save DCs.. Some more dead people walking around. Very powerful ability, one that every necromancer would take. Might be split into two different abilities, would still be worth taking.
Just my 2c on the existing abilities.. But what about the following?
Feat of Undead As you receive this ability, choose a feat. Every undead creatures you control that meet the prereguisites of that feat have that feat for as long as they are under your control.
This ability costs one 9th level spell-slot.
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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.
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.
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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.
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Yes mistress...
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There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
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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.
Change that to "a feat you possess" and lower the spell slot requirement... otherwise, even I could break that in half.
"Yay, now all my ghouls have Empower Spell!".. A feat you posses isn't something you want your minions to have, unless your minions are liches with low HD but optimized CL with more minions. Though, you gotta remember that the undead also has to qualify for it.
Break it, such as with.. Maximize Spell-Like Ability? There aren't that much feats that alone break your undeads, there probably are some combinations in there, but I don't really think there is anything absurdly stupid, at least something that isn't inherently stupid anyway.
And honestly, if you can control a 12-headed zombie hydra with half-dragon template due to necromancy already, getting a feat to it doesn't probably make a world of difference, it is going to slaughter the world anyway, and most probably also do it better than the team's primary melee character. A lot better. And you control two.
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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.
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.
Edited a few things. Made the DC for Undead Commander 10+ 1/2 HD + Cha. Took away the -1 to all other spells from Necrotic Power. Now it's just a +2 increase to all Necromancy spells when they are cast.
What if I changed Necromantic Body to "If the caster fails on their CL check, the spell rebounds on the original caster"? I also changed the DC to 10+ 1/2 Necromaster HD + Spellcasting class ability Modifier. Would that make it better and less boring?
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
The problem with Necromantic Body is that most necromancy effects you might get thrown at your way are death effects, in which case getting immunity them isn't very hard.. That or something to control you if you're undead, which is again possible to get immunity from.. It just doesn't achieve anything spectacular, or something you can't do with items / protective spells. And it is next to useless to necromancers that are undead themselves.
It also makes the necromancer harder to resurrect.. Or to target with negative energy spells for healing if he happens to be undead.
Perhaps make it work against special abilities of undead, to boot. That might actually be worth taking.
SR 10+Character Level against Necromancy Spells and Special Abilities of undeads doesn't sound very bad.. Not amazing either, but might be worth it. And it makes a whole lot more sense as SR, because it would be stupid to dismiss people who took all the feats to get through protections like this by making it unrelated to them.
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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.
Okay, edited it. It's now only rebounded if the spell or ability is against the Necromaster's will. And it works against special abilities of Undead in the same way.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
I have two largely unrelated things, one prestige class and one race, the only thing that connects them is that they will both exist in the same campaign setting.
Hit Die: D6 Requirements: Deity: Hatos Alignment: Neutral Base Will: +4 Special: Two opposing domains (ie: Good/Evil, Fire/Water etc.)
Spells per day: As if they gained a level as a class that granted them a domain.
Bonus Domains: A first level Balancer gains two domains of his or her choice these domains must be opposing.
Domain Protection: At second level a Balancer gains damage reduction 1/domain this number increases by one at fourth, sixth, eighth and tenth to a total of 5.
Domain Devotee: A third level Balancer gains Devotion feats for all domains he or she has as bonus feats.
Domain Focus: At fifth level a Balancer gains Spell Focus (Domain) as bonus feats.
Domain Subsumption: At seventh level the Balancer gains Antithesis if it has the good, evil, law and chaos domains or Disjoin if it has the fire, water, earth and air domains.
Domain Blast: Four time per day a level 10 Balancer may create a portal 2.5 inches in diameter, this portal connects to a energy or elemental plane corresponding to one of their domains. The portal lasts for 5 rounds or until used, when used the Balancer shoots a ray with a range of 30ft. The ray does 10d6 damage of the type of portal used. Using the portal is a standard action, creating it is a free action.
Does this class seem broken? Should I bother giving 4,6,8 and 9th level abilities? Finally and most imprtantly in your own words as concisely as you can tell me what you think the last ability is supposed to do.
Uses d12 + 4 for HD No constitution score +8 Strength +4 Dexterity Immune to mind-affecting effects Dark Vision 60 feet Charisma bonus to Fort save that do not effect objects Uses Cha for Concentration checks Healed by Positive and Negative energy +4 Turn resistance Considered an undead for all spells, abilities and requisites +2 Natural armor +4 Initiative bonus +10ft / round
This is a race created by a group of three level 20 casters in my campaign world, the basic explanation of their creation for if you care. Firnoz the Dread Necromancer brings the undead to a plane created by Serefim the Planeshifter. Firnoz casts Spark of Life + Permanency on the undead. Finally Creatoor the Illumian Truenamer performs the ritual of renaming combined with the Words of Creation, Dark Speech and his tiny bit of knowledge of the ritual used to create the Illumians to give the creatures a new soul.
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Break, O Earth.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
I probably should mention that Hatos' domains are Good, Evil, Law, Chaos, Fire, Water, Earth and Air so if you worship him you can't have Elf/Orc or something like that (all though I had thought of it before). Also if it is relevant in this settings Planar Cosmology there is an Axiomatic and Anarchic energy plane.
1/Domain is meant to mean, for a elemental based balancer, 1/fire, 1/water, 1/earth, 1/air.
Antithesis is an ability from the Fiend Folio (Pg. 141, Rilmanni, Auramach's) Any creature that is hit by the creature melee attack or touches it with a natural attack or unarmed strike takes damaged based on how their alignment differs from neutral. Evil take 1d6 Holy, Good take 1d6 Unholy, Lawful takes 1d6 Anarchic and Chaotic takes 1d6 Axiomatic.
Disjoin is from the Planar Handbook (Pg. 130, Unraveller) that one you're gonna have to look up though.
EDIT: I could add a prerequisite of being choosen by Hatos himself or by a highranking church official.
I have a spell that I've been working on and I would like comments:
Gaea's Rebuke
Level 9 Sor/Wiz (Conjuration or Transmutation)
Range: Long (400 ft. + 40 ft./level)
Components: V, S, M
Casting Time: 1 Full Round
Saves: Reflex Negates (special)
Spell Resistance: No
This is a targeted spell, but it targets the ground immediately beneath the true target. Cracks spread in the ground and a circle of earth with a radius of 20 feet centered on the spot targeted (often the spot under an opponent) and a thickness of 10 feet lifts off from the ground and rises up to a mile in the air. Then, at the apex of its climb, it flips over and rockets back to the ground. Anyone caught by the cylinder takes appropriate falling damage for that sort of distance plus 10d6 from the impact of the earth. Anyone caught under the cylinder takes 10d6 from the impact of the earth. Add the caster's intelligence appropriate modifier (Intelligence or Charisma) as a bonus to the damage of the earthen cylinder.
Anyone caught on the cylinder of earth may make a reflex save to avoid being carried off. If the person has an available move action (and a speed of 20 feet), the DC of the save is Standard for a spell of this level (10 + Spell Level + appropriate Ability Modifier). If the person on the cylinder has already moved, the DC is doubled.
Material Component: A perfectly polished stone of obsidian the size of a human heart.
Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
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Stupidity cannot be tolerated. Idiots thrive on the indulgence of society's "understanding."
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PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
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Everything I say is fully substantiated by my own opinion.
Two Epic Items for which i need pricing, Input is also appreciated.
Slot: Hands
Properties: This gloves contain 5 charges, which are renewed each day at dawn, you may expend this charges to empower the next Eldritch blast used. In addition you may choose to substitute all or half of the energy type of your Eldritch Blast into the type of your choice {Cold, Fire, Electricity, Force}, this only substitutes the energy type, any other effects (such as those granted by Eldritch Essences) remain unchanged. 1 Charge: +3d6 3 Charges: +5d6 5 Charges: +7d6
Type: Rod
This rod contains 5 charges, which are renewed each day at dawn, and serves as +3 Light Mace, in addition Ranged Touched Attacks made while holding this rod gain a +5 Profane Bonus. The charges may be expended to increase the damage of the next Eldritch Blast you use. 1 Charges: +4d6 2 Charges: +5d6 3 Charges: +6d6 4 Charges: +7d6 5 Charges: +8d6
Gloves are put in hands, not in arms like bracers, Sepiriel.
I believe the arms-slot item should be: (Bolded = Changed.)
Slot: Hands
Properties: This gloves contain 5 charges, which are renewed each day at dawn, you may expend this charges to empower the next Eldritch blast used. In addition you may choose to substitute the energy type of your Eldritch Blast into the type of your choice {Cold, Fire, Electricity, Acid, Sonic, Force, Negative, Positive}, this only substitute the energy type, any other effects (such as those granted by Eldritch Essences) remain unchanged. 1 Charge: +3d6
3 Charges: +5d6
5 Charges: +7d6
Slot just because it would make sense.
Energy types because Sonic deals full damage to objects (Breaks any and all items worn by any and all characters around you.), Force isn't totally out of option, even though it's pretty damn good (Having it would cost some extra for the item.), and Negative and Positive energies because we don't need full-undead parties that can, in addition to dealing 120 damage to every opponent around them, heal themselves for the same amount.
Charges, because otherwise everyone would just use the one-charge option, and never even consider the other ones. It could be given "2 Charges: +4d6" and "4 Charges: +6d6" options, to boot.
The only change to the rod is to add: "4 Charges: +7d6", because it looks sad without it.
Not sure on how to price them, though, seem like the gloves would cost a fortune, though. Then again, there are Gauntlets of Eldritch Energy in MIC, and they don't cost all that much (5k.). They are, however, limited to one energy type/gloves + 3 uses/day. I'd say that 5000*4*5/3 = 33,333 gold, roughly equal to 35k, should be fine for that ability alone. If it allowed force, It could easily be doubled. (With sonic it would be moved to potence of five. ) This'll probably increase when we factor in the "Epic Item." factor, though.
28k/3*8 Would be for such item that only did 4d6 dmg on five charges, afaik. That'd be: 74666g, 75000 rounded. I suppose this would cost approx triple that, 225k.
260k total, and if you factor in the epic item cost, it'd get ridiculous. If you don't, it seems rather fair, and something you would want to buy.
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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.
Slot: My mistake i was thinking in bracers while typing so i typed Arms instead of Hands.
Energies: Yeah Understand what you mean by putting sonic, will remove that, would like force to remain thought, Meh i wouldnt abuse Positive/Negative Energy but as written this already negates te downside of Utterdark Blast while still granting the negative levels so i dont mind :p.
Charges: Ok i like the fix.
Also the item in question is Gloves of Eldritch Admixture, my character in Caex's game has it currently, the energy substitution in the gloves happens whenever you use charges to boost the EB not 3/day.
Rod: Since im changing the gloves ill add the extra charge to this.
260k if not epic, are this item ok for not epic? could someone help me then get a clear amoutn for non epic and for epic? that would 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.
Alright, so I reworked the spell I submitted earlier and added eight more.
Bond of Power
School: Enchantment
Level: 5
Components: V
Casting Time: 1 Minute
Range: Touch
Target: Nonspellcaster Touched
Duration: Instantaneous
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes
This spell can create (or terminate) a special, permanent bond between the caster and the target. This bond brings with it a number of special properties:
Connection: The caster and the target have a deep and personal connection. They each have a sense of the direction, distance (very roughly) and emotional and phsyical state of the other. Each knows when the other is awake, asleep, injured, or in pain. Awareness of the other’s state dims over greater distances but can be sensed over an unlimited distance with a little bit of concentration.
Energy: The caster and the target share, to a limited extent, their life energy. Either can loan hit points to the other as a voluntary action on both sides, they cannot be forced out of the lender, nor can they be forced upon the borrower. The number of lent hit points cannot exceed the damage the borrower has sustained. If the borrower is healed, the lent hit points return to the lender automatically. This ability functions if the caster and the target are within 300 feet of each other.
Proximity: If the caster wants the target nearby, the target knows it and is drawn to the caster. A Will Save (DC 20) allows the target to resist this pull for one day. Distance dulls the pull. For every 100 miles of distance, the target gets a +1 bonus to his Will Save, to a maximum of +10
Resistance: The target can use the caster’s Will Save bonus if it is higher than his own (this applies even when making Will Saves to resist the caster). Likewise, the caster can use the target’s Fortitude Save Bonus if it is higher. This ability has a range of five miles.
If either participant in the bond is slain, the other takes 1d4 damage/level of the slain individual (Fortitude DC 20 for half).
Casting this spell again while touching the target ends the bond.
Having this bond shields one from being the target of a different caster casting this spell.
Riven Earth
School: Evocation
Level: 6
Components: V, S
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft. Radius Circle
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
The caster points at a spot on the ground, and the earth at that point erupts in a shower of rock, dirt and fire. Creatures and objects within the area are thrown through the air or knocked to the ground, taking 1d10 points of damage/2 levels (maximum 10d10) from the blast and impact. This spell must actually target the natural ground—it cannot be cast on the upper floors of buildings.
Gaea’s Rebuke
School: Transmutation
Level: 9
Components: V, S, M
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Target: A section of ground
Duration: Concentration
Saving Throw: Reflex (special)
Spell Resistance: No
The caster points at a spot on the ground and a cylinder of earth with a radius of 20 ft. and 10 ft. thick lifts up out of the ground. It rockets up to a mile in the air and remains there for as long as the caster maintains concentration. The caster can move this cylinder as a swift action that causes it to move up to twice the caster’s speed in one round. The moment the caster ends concentration for whatever reason, the cylinder of earth flips over and comes crashing back down to solid ground. Anything within the site of the fall takes 20d6 plus the caster’s Intelligence or Charisma modifier (for Wizards or Sorcerers respectively). If anyone within the radius is within five feet of safety or has an available move action, the Reflex DC is normal for half. If anyone has no available move actions and is more than five feet from the edge, the DC is doubled.
Material Component: A piece of perfectly polished obsidian, the size and shape of a human heart.
Flesh and Bone Winds
School: Necromancy
Level: 8
Components: V, M
Casting Time: 1 full round
Range: Personal
Duration: 1 round/level
Saving Throw: See text (special)
Spell Resistance: No
At the moment this spell is cast, the ground around the caster glows a soft, pearly white. After a moment, the earth or stone is ruptured by sharp, shattered bone and soft ribbons of flesh. The materials surround the caster, giving the caster 50% concealment, +1 AC against melee attacks, +3 AC against ranged attacks and a base 50% chance to intercept any spell such as Magic Missile with some of the flesh or bone. The maelstrom of flesh and bone swirls around the caster for a radius of 1 yard. This maelstrom is tied to the caster and moves with her. Additionally, anyone who steps into the maelstrom automatically suffers 6d6 damage per turn in the maelstrom due to the swirling bones. The individual may make a reflex save for half damage every turn, but sacrifices any potential attacks while in the whirling bone and flesh.
Those slain by the winds are shredded as they die, their flesh and bones ripped apart to strengthen the fury of the storm. Corpses already fallen, if brought within the radius of the spell, will also add to the debris of the dead. Each body added to the storm increases its radius by one yard, and every two bodies absorbed adds 1 to both AC bonuses as well as increases cover by 5%. A maximum of (the caster’s HD x 2) corpses can be added to the spell’s fury.
Material Component: A piece of bone taken from a corpse at the moment of its death.
Flesh-Sloughing Wave
School: Necromancy
Level: 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 25-ft. radius circle
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
As the spell coalesces, the caster shapes an ivory ball of power in her hands above her head. It throbs slightly with a white light as she caresses it into a sphere, and any visible bones nearby glow in time. Any living nearby feel a pull in their bones, waxing and waning in time with the pulsing of the spell.
When complete, the ivory ball is hurled to the ground, where it shatters, releasing a wave of transluscent ivory light in a dome with a 25-ft. radius and 25 ft. in height. As the dome of light expands, it carries with it the flesh from the bodies it passes. Flesh from a corpse is torn away instantly, as is dead flesh on a living creature. Those bearing living flesh endure a second of pain as the spell tries to peel away skin, muscle and fat to leave only the pale white bones beneath.
All living creatures other than the caster within the radius of the spell take 1d8 damage/caster level, to a maximum of 15d8. Creatures who somehow have no flesh have nothing to fear from a Flesh-Sloughing Wave.
As this spell was developed as a necromantic surge, living and animated dead apply saves differently. Living beings must make a Fortitude Save against the effects of the wave. However, since the flesh on undead (such as vampires) is dead, the removal is automatic, and animated dead who would be affected by this must make a Reflex save to avoid the wave. Failure results in full damage through the animating effects and the creature is reduced to bone.
Baneful Sun
School: Transmutation
Level: 8
Components: V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One individual
Duration 12 hours/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell confers on its target the penalties for being a vampire when in sunlight. While the spell lasts, the target is treated as a vampire whenever the target happens to be exposed to sunlight.
Material Component: A piece of a destroyed vampire.
Mouth of the Void
School: Necromancy
Level: 9
Components: V, S
Casting Time: 1 full round
Range: Personal
Area: 120-ft. radius
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
As the spell is being cast, the caster’s mouth yawns wide and darkness pours out, pooling at the caster’s feet like an oil. It spreads outward until it reaches its maximum radius. As the spell ends, the darkness becomes perfectly still for an instant before falling into the sky like a silent reverse waterfall, blotting out all light within its boundary.
To those within the inky blackness, it feels alive, clawing softly and grasping, whispering and nibbling, loving, smothering and always hating. A living creature in the seething shadow can feel a throbbing and painful malice that seeps into his body and tears, rips and removes parts of his innermost flesh and being.
After the shadow takes these things, it leaves with them, departing for the Void and the end of all life. Each living creature within its reach apart from the caster suffers 1d10 damage/level, to a maximum of 20d10. The earth that fell under its devouring shadow is rotting and pitted and strewn with large chunks of obsidian—the transformed remains of any creature the spell killed.
Death of Obsidian Butterflies
School: Conjuration
Level: 8
Components: V, S
Casting Time: 1 Standard Action
Range: Special
Target: Self
Duration: Special
Saving Throw: Reflex half (special)
Spell Resistance: No
The caster speaks the words of the spell and calls forth a cascade of sculpted obsidian butterflies with razor-sharp wings, whose wingspans vary from an inch across to almost a foot. Flashing over the caster’s shoulders and past her sides in a glassy black torrent, they slash through the air in a pattern approximately 90 feet wide, 300 feet long and 30 feet high. Brush, grass and small trees are cut off near the ground. Larger trees and wooden structures suffer serious damage. Stone is defaced but structurally unharmed.
When the spell is cast, the player makes a general ranged touch attack, adding the relevant ability modifier (Intelligence for Wizards, Charisma for Sorcerers) to the roll as well. Everyone in the pattern not behind an inch or more of stone or several inches of wood is subject to the attack, and any who would be subject may make a Reflex save (DC of the caster’s attack roll) to take half damage. The wave of butterflies deals 1d10/caster level, maximum 20d10. The thousands of glass butterflies don’t disappear after their energy is spent, and those walking in the area barefoot or wearing thin slippers or thin shoes must succeed on a DC 30 Balance check or take 1d8 damage from stepping on shattered Obsidian.
Lord of the Dead
School: Necromancy
Level: 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
The caster briefly glows with a baleful red light. Once this spell is cast, the caster may attempt to rebuke undead as a cleric of her level, only the caster counts as the (un)holy symbol for the purposes of the attempt.
This spell does not replace any feat requirements.
Material Component: A piece of silver inscribed with the symbol for an evil deity.
Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
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PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
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Everything I say is fully substantiated by my own opinion.
Bond of Power: Instantenous duration buffs have XP Cost. No questions. This is ridiculously overpowered - It gives wizard the fort save of a fighter, and the fighter the will save of wizard. The differences can easily be around +10. I don't see any reason not to cast this on _EVERY_ group. Riven Earth: AoE for 3d10 damage, at level 6 spell. Plain out sucks. Gaea's Rebuke: Just use it as nuke, stop concentrating the very second you finish casting. No-one will really have move actions left, and it's 20d6 damage, basically without save. In addition to that, it doesn't really feel transmutation. Flesh and Bone Winds: Is just ridiculous. 50% concealment, 50% resistance to targeted attacks, UNTYPED bonuses to melee/touch ACs. These are well worth spell of this level already. Now, assume that someone persists this. Wizard 10 / Incantatrix 10 shouldn't have any problems. Now, he goes around killing rabbits, to get 40 rabbits into it. So: +41 Melee AC, +43 Ranged AC, 100% Cover (No line of effect for enemy spells, that's almost like spell immunity.) 50% Concealment, 50% Resistance to targeted spells. Flesh-Sloughing Wave: What it does, really? Just 15d8 damage with funky side-effect? Baneful Sun: Okay, this's a funny one. Really. Not broken, either. Mouth of the Void: Meh, basically AoE save-or-die, except that characters might actually survive. Not spectacular. Death of Obsidian Butterflies: Cool effect, but no one's going to make that save, to be honest. A wizard of level 20 has easily +30 to this kind of roll, with the roll that goes up to ~40.5. That's one heck of a reflex save to make. Lord of the Dead: No. Rebuking undead last infinitely, you just figured out how to give wizards 2x their HD of undead companions. No. :no:.
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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.
Riven Earth-AoE with no SR because it doesn't target a person for 3d10 damage. Would 5d10 make it better?
Gaea's Rebuke-Was looking at it similar to the telekenesis row of spells (Mage Hand, etc.) which are all Transmutation.
Flesh and Bone Winds-I can edit to make AC bonus "profane" which would fit or "misc." or even "circumstance" I will also edit to include medium-sized bodies or larger.
Lord of the Dead-I wasn't looking at descriptors. Caex told me I needed to include spell schools before he'd consider them, so I did.
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Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
Quote from Me »
Stupidity cannot be tolerated. Idiots thrive on the indulgence of society's "understanding."
Quote from Fenris »
PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Quote from Me »
Everything I say is fully substantiated by my own opinion.
So, instead of rabbits we're using Mass Enlarge Person'ed halflings, then.
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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.
So let me get this straight, Amadi.
You approve of the following:
Baneful Sun
Don't have any problems with the following:
Gaea's Rebuke
Flesh-Sloughing Wave
Mouth of the Void
And don't approve of these:
Flesh and Bone Winds-for permanent emanation stuff
Riven Earth-Too weak
Bond of Power-Needs XP cost
Lord of the Dead-You just feel . . . what, that it's wrong?
I'm fuzzy on how you feel about Death of Obsidian Butterflies.
Now, are you going to be helpful and make suggestions for improvement (which is what I thought this thread was for), or just sit there and say "no" like a *****y three-year-old who just got his toys taken away?
You went way over the line this time. Flame infraction.
Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
Quote from Me »
Stupidity cannot be tolerated. Idiots thrive on the indulgence of society's "understanding."
Quote from Fenris »
PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Quote from Me »
Everything I say is fully substantiated by my own opinion.
Lord of the Dead gives a wizard 2x HD undead companion, which Amadi feels is too great. Also, a personal question about that one - can you do it once in its duration, or once every round? If it's just once, you need to add (D) to its duration. Either way, a clearer wording would be nice.
Well, okay. I came ahead that it doesn't allow you to command them, only rebuke. (E.G make them cover in fear.) which should be allright, unless it allows you to do it every round for the duration, in which case it's a fair bit too good. It could be longer duration (10min/lvl?) and would be expended when used once.
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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.
Stating what is wrong is straight criticism, full stop.
Offering solutions is what turns criticism into constructive criticism.
See, the options you offered are constructive criticism, and that becomes something I can work with.
I put these up thinking that they're fine as they are. Without offered solutions, then all I really can do is either ignore the comments or get defensive when criticized.
And Amadi's perceived attitude led to the defensive reaction.
I can make the changes to Riven Earth, for that is a viable option. How large should the experience expenditure for Bond of Power be?
How would you recommend that Flesh and Bone Winds be changed?
If Lord of the Dead is confusing, then I need to reword it.
Give me a minute or two for that.
_____________________
Alright, Lord of the Dead means that, for the duration of the effect (1 round/level) the arcane caster can make rebuke undead checks as a cleric of the caster's level. This way any new undead introduced into the region can be rebuked as they arrive.
Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
Quote from Me »
Stupidity cannot be tolerated. Idiots thrive on the indulgence of society's "understanding."
Quote from Fenris »
PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Quote from Me »
Everything I say is fully substantiated by my own opinion.
Flesh and Bone winds should have a cap in the cover that is a lot lower, 50% at most, and even that should need CL of 30 or something. Also on the armor. Other option is to make the increases only last for a short while: "These increases last for 1 round/caster level, and aren't affected by any metamagic feats applied to this spell.". It would still be a decent spell to persist, but nothing spectacular.
Bond of power needs rather hefty XP cost for that effect, because permanent +10 untyped bonus to saves is awesome. Alternatively it could have a duration.
I do approve of the style on these spells, though.
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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.
Add a note that this cannot be used as a requirement for feats, otherwise it opens up for DMM
Doesn't give you any turn undead attempts, though, therefore it's practically useless, apart from nightsticks abuse, and if nightsticks are allowed I don't see any reason why wizards couldn't do the same for lulz, it's not like they couldn't dip a single level for it without even losing caster levels.
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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.
Alright, but are we talking a heft experience cost like Wish or the calling version of Gate (5000 XP)?
Or more like Limited Wish (300)?
Or making Rary's Telepathic Bond Permanent (2500)?
What sounds good for the Bonds of Power?
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Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
Quote from Me »
Stupidity cannot be tolerated. Idiots thrive on the indulgence of society's "understanding."
Quote from Fenris »
PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Quote from Me »
Everything I say is fully substantiated by my own opinion.
Here's an item I came up with some time ago and I just re-figured out what it does by looking at how I priced it. I'm posting it partially because I'm looking for feedback and partially just so I have record of what it does incase I want to use it in the future.
Bracers of the Shinning One [Relic]: These ornate bracers are made of pure gold with silver inlay around the edges. The main distinctive markings are brilliant symbols of Pelor embossed on each bracer and surrounded by silver, allowing them to be used as holy symbols. Legend has it that Pelor himself wore these bracers in an ancient battle before giving them to one of his most trusted servants. They have been passed down through the generations and it is believed that only one pair exists (some even believe they are purely myth).
Simply by putting both bracers on, anyone can gain a powerful connection to the Shinning One, granting him a +2 sacred bonus to Strength, Dexterity, and Constitution as well as a +5 sacred bonus to attack and AC. The bracers bestow three negative levels on any evil creature wearing them and two negative levels on any other non-good creature wearing them. These negative levels never result in actual level loss, but they remain as long as the bracers are worn and cannot be overcome in any way (including restoration spells).
Relic Power: If you establish the proper divine connections, the bracers instead grant a +6 sacred bonus to Strength, Dexterity, and Constitution. Additionally, the wearer is surrounded by a continuous Holy Aura effect which he may suppress or resume at any time as a swift action. The attack and AC bonuses as well as the possible negative levels remain unchanged.
To use the relic power, you must worship Pelor, have at least 21 HD, and either sacrifice a 9th-level divine spell slot or have the True Believer feat.
Overwhelming Abjuration; CL 25th; Craft Wondrous Item, Craft Epic Wondrous Item, Sanctify Relic, bless, holy aura, creator must be good and worship Pelor; Market Price 410,000 gp; Weight 1 lb.
Bracers of the Shinning One [Relic]: Without proper connection:
+2 sacred bonus to Str, Dex, and Con
+5 sacred bonus to attack and AC
Can be used as a holy symbol of Pelor
Evil creatures wearing them get 3 negative levels, other non-good creatures wearing them get 2 negative levels
With proper connection:
Continuous Holy Aura effect (suppress or resume at will, swift action)
+6 sacred bonus to Str, Dex, and Con
+5 sacred bonus to attack and AC
Can be used as a holy symbol of Pelor
Evil creatures wearing them get 3 negative levels, other non-good creatures wearing them get 2 negative levels
To establish connection:
Worship Pelor
21 HD (or more)
sacrifice a 9th-level divine spell slot OR have True Believer feat.
Just my 2c on the existing abilities.. But what about the following?
Feat of Undead
As you receive this ability, choose a feat. Every undead creatures you control that meet the prereguisites of that feat have that feat for as long as they are under your control.
This ability costs one 9th level spell-slot.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
"Yay, now all my ghouls have Empower Spell!".. A feat you posses isn't something you want your minions to have, unless your minions are liches with low HD but optimized CL with more minions. Though, you gotta remember that the undead also has to qualify for it.
Break it, such as with.. Maximize Spell-Like Ability? There aren't that much feats that alone break your undeads, there probably are some combinations in there, but I don't really think there is anything absurdly stupid, at least something that isn't inherently stupid anyway.
And honestly, if you can control a 12-headed zombie hydra with half-dragon template due to necromancy already, getting a feat to it doesn't probably make a world of difference, it is going to slaughter the world anyway, and most probably also do it better than the team's primary melee character. A lot better. And you control two.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
The smart necros have the smart minions, and that's when it gets eww.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
What if I changed Necromantic Body to "If the caster fails on their CL check, the spell rebounds on the original caster"? I also changed the DC to 10+ 1/2 Necromaster HD + Spellcasting class ability Modifier. Would that make it better and less boring?
{Magic: The RPG}
It also makes the necromancer harder to resurrect.. Or to target with negative energy spells for healing if he happens to be undead.
Perhaps make it work against special abilities of undead, to boot. That might actually be worth taking.
SR 10+Character Level against Necromancy Spells and Special Abilities of undeads doesn't sound very bad.. Not amazing either, but might be worth it. And it makes a whole lot more sense as SR, because it would be stupid to dismiss people who took all the feats to get through protections like this by making it unrelated to them.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
{Magic: The RPG}
Hit Die: D6
Requirements:
Deity: Hatos
Alignment: Neutral
Base Will: +4
Special: Two opposing domains (ie: Good/Evil, Fire/Water etc.)
Base Attack Fort Ref Will
+0 +0 +0 +2
+1 +0 +0 +3
+1 +1 +1 +4
+2 +1 +1 +5
+2 +2 +2 +5
+3 +2 +2 +6
+4 +3 +3 +6
+5 +3 +3 +7
+5 +4 +4 +7
+6 +4 +4 +8
Skills:
Skill Point: 2 + Int
Weapon and Armor Proficiency: None
Spells per day: As if they gained a level as a class that granted them a domain.
Bonus Domains: A first level Balancer gains two domains of his or her choice these domains must be opposing.
Domain Protection: At second level a Balancer gains damage reduction 1/domain this number increases by one at fourth, sixth, eighth and tenth to a total of 5.
Domain Devotee: A third level Balancer gains Devotion feats for all domains he or she has as bonus feats.
Domain Focus: At fifth level a Balancer gains Spell Focus (Domain) as bonus feats.
Domain Subsumption: At seventh level the Balancer gains Antithesis if it has the good, evil, law and chaos domains or Disjoin if it has the fire, water, earth and air domains.
Domain Blast: Four time per day a level 10 Balancer may create a portal 2.5 inches in diameter, this portal connects to a energy or elemental plane corresponding to one of their domains. The portal lasts for 5 rounds or until used, when used the Balancer shoots a ray with a range of 30ft. The ray does 10d6 damage of the type of portal used. Using the portal is a standard action, creating it is a free action.
Does this class seem broken? Should I bother giving 4,6,8 and 9th level abilities? Finally and most imprtantly in your own words as concisely as you can tell me what you think the last ability is supposed to do.
Uses d12 + 4 for HD
No constitution score
+8 Strength +4 Dexterity
Immune to mind-affecting effects
Dark Vision 60 feet
Charisma bonus to Fort save that do not effect objects
Uses Cha for Concentration checks
Healed by Positive and Negative energy
+4 Turn resistance
Considered an undead for all spells, abilities and requisites
+2 Natural armor
+4 Initiative bonus
+10ft / round
This is a race created by a group of three level 20 casters in my campaign world, the basic explanation of their creation for if you care.
Firnoz the Dread Necromancer brings the undead to a plane created by Serefim the Planeshifter. Firnoz casts Spark of Life + Permanency on the undead. Finally Creatoor the Illumian Truenamer performs the ritual of renaming combined with the Words of Creation, Dark Speech and his tiny bit of knowledge of the ritual used to create the Illumians to give the creatures a new soul.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
1/Domain is meant to mean, for a elemental based balancer, 1/fire, 1/water, 1/earth, 1/air.
Antithesis is an ability from the Fiend Folio (Pg. 141, Rilmanni, Auramach's) Any creature that is hit by the creature melee attack or touches it with a natural attack or unarmed strike takes damaged based on how their alignment differs from neutral. Evil take 1d6 Holy, Good take 1d6 Unholy, Lawful takes 1d6 Anarchic and Chaotic takes 1d6 Axiomatic.
Disjoin is from the Planar Handbook (Pg. 130, Unraveller) that one you're gonna have to look up though.
EDIT: I could add a prerequisite of being choosen by Hatos himself or by a highranking church official.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
Level 9 Sor/Wiz (Conjuration or Transmutation)
Range: Long (400 ft. + 40 ft./level)
Components: V, S, M
Casting Time: 1 Full Round
Saves: Reflex Negates (special)
Spell Resistance: No
This is a targeted spell, but it targets the ground immediately beneath the true target. Cracks spread in the ground and a circle of earth with a radius of 20 feet centered on the spot targeted (often the spot under an opponent) and a thickness of 10 feet lifts off from the ground and rises up to a mile in the air. Then, at the apex of its climb, it flips over and rockets back to the ground. Anyone caught by the cylinder takes appropriate falling damage for that sort of distance plus 10d6 from the impact of the earth. Anyone caught under the cylinder takes 10d6 from the impact of the earth. Add the caster's intelligence appropriate modifier (Intelligence or Charisma) as a bonus to the damage of the earthen cylinder.
Anyone caught on the cylinder of earth may make a reflex save to avoid being carried off. If the person has an available move action (and a speed of 20 feet), the DC of the save is Standard for a spell of this level (10 + Spell Level + appropriate Ability Modifier). If the person on the cylinder has already moved, the DC is doubled.
Material Component: A perfectly polished stone of obsidian the size of a human heart.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Slot: Hands
Properties: This gloves contain 5 charges, which are renewed each day at dawn, you may expend this charges to empower the next Eldritch blast used. In addition you may choose to substitute all or half of the energy type of your Eldritch Blast into the type of your choice {Cold, Fire, Electricity, Force}, this only substitutes the energy type, any other effects (such as those granted by Eldritch Essences) remain unchanged.
1 Charge: +3d6
3 Charges: +5d6
5 Charges: +7d6
Type: Rod
This rod contains 5 charges, which are renewed each day at dawn, and serves as +3 Light Mace, in addition Ranged Touched Attacks made while holding this rod gain a +5 Profane Bonus. The charges may be expended to increase the damage of the next Eldritch Blast you use.
1 Charges: +4d6
2 Charges: +5d6
3 Charges: +6d6
4 Charges: +7d6
5 Charges: +8d6
I believe the arms-slot item should be: (Bolded = Changed.)
Properties: This gloves contain 5 charges, which are renewed each day at dawn, you may expend this charges to empower the next Eldritch blast used. In addition you may choose to substitute the energy type of your Eldritch Blast into the type of your choice {Cold, Fire, Electricity, Acid,
Sonic, Force, Negative, Positive}, this only substitute the energy type, any other effects (such as those granted by Eldritch Essences) remain unchanged.1 Charge: +3d6
3 Charges: +5d6
5 Charges: +7d6
Slot just because it would make sense.
Energy types because Sonic deals full damage to objects (Breaks any and all items worn by any and all characters around you.), Force isn't totally out of option, even though it's pretty damn good (Having it would cost some extra for the item.), and Negative and Positive energies because we don't need full-undead parties that can, in addition to dealing 120 damage to every opponent around them, heal themselves for the same amount.
Charges, because otherwise everyone would just use the one-charge option, and never even consider the other ones. It could be given "2 Charges: +4d6" and "4 Charges: +6d6" options, to boot.
The only change to the rod is to add: "4 Charges: +7d6", because it looks sad without it.
Not sure on how to price them, though, seem like the gloves would cost a fortune, though. Then again, there are Gauntlets of Eldritch Energy in MIC, and they don't cost all that much (5k.). They are, however, limited to one energy type/gloves + 3 uses/day. I'd say that 5000*4*5/3 = 33,333 gold, roughly equal to 35k, should be fine for that ability alone. If it allowed force, It could easily be doubled. (With sonic it would be moved to potence of five. ) This'll probably increase when we factor in the "Epic Item." factor, though.
28k/3*8 Would be for such item that only did 4d6 dmg on five charges, afaik. That'd be: 74666g, 75000 rounded. I suppose this would cost approx triple that, 225k.
260k total, and if you factor in the epic item cost, it'd get ridiculous. If you don't, it seems rather fair, and something you would want to buy.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Energies: Yeah Understand what you mean by putting sonic, will remove that, would like force to remain thought, Meh i wouldnt abuse Positive/Negative Energy but as written this already negates te downside of Utterdark Blast while still granting the negative levels so i dont mind :p.
Charges: Ok i like the fix.
Also the item in question is Gloves of Eldritch Admixture, my character in Caex's game has it currently, the energy substitution in the gloves happens whenever you use charges to boost the EB not 3/day.
Rod: Since im changing the gloves ill add the extra charge to this.
260k if not epic, are this item ok for not epic? could someone help me then get a clear amoutn for non epic and for epic? that would help
School: Enchantment
Level: 5
Components: V
Casting Time: 1 Minute
Range: Touch
Target: Nonspellcaster Touched
Duration: Instantaneous
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes
This spell can create (or terminate) a special, permanent bond between the caster and the target. This bond brings with it a number of special properties:
Casting this spell again while touching the target ends the bond.
Having this bond shields one from being the target of a different caster casting this spell.
School: Evocation
Level: 6
Components: V, S
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft. Radius Circle
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
The caster points at a spot on the ground, and the earth at that point erupts in a shower of rock, dirt and fire. Creatures and objects within the area are thrown through the air or knocked to the ground, taking 1d10 points of damage/2 levels (maximum 10d10) from the blast and impact. This spell must actually target the natural ground—it cannot be cast on the upper floors of buildings.
School: Transmutation
Level: 9
Components: V, S, M
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Target: A section of ground
Duration: Concentration
Saving Throw: Reflex (special)
Spell Resistance: No
The caster points at a spot on the ground and a cylinder of earth with a radius of 20 ft. and 10 ft. thick lifts up out of the ground. It rockets up to a mile in the air and remains there for as long as the caster maintains concentration. The caster can move this cylinder as a swift action that causes it to move up to twice the caster’s speed in one round. The moment the caster ends concentration for whatever reason, the cylinder of earth flips over and comes crashing back down to solid ground. Anything within the site of the fall takes 20d6 plus the caster’s Intelligence or Charisma modifier (for Wizards or Sorcerers respectively). If anyone within the radius is within five feet of safety or has an available move action, the Reflex DC is normal for half. If anyone has no available move actions and is more than five feet from the edge, the DC is doubled.
Material Component: A piece of perfectly polished obsidian, the size and shape of a human heart.
School: Necromancy
Level: 8
Components: V, M
Casting Time: 1 full round
Range: Personal
Duration: 1 round/level
Saving Throw: See text (special)
Spell Resistance: No
At the moment this spell is cast, the ground around the caster glows a soft, pearly white. After a moment, the earth or stone is ruptured by sharp, shattered bone and soft ribbons of flesh. The materials surround the caster, giving the caster 50% concealment, +1 AC against melee attacks, +3 AC against ranged attacks and a base 50% chance to intercept any spell such as Magic Missile with some of the flesh or bone. The maelstrom of flesh and bone swirls around the caster for a radius of 1 yard. This maelstrom is tied to the caster and moves with her. Additionally, anyone who steps into the maelstrom automatically suffers 6d6 damage per turn in the maelstrom due to the swirling bones. The individual may make a reflex save for half damage every turn, but sacrifices any potential attacks while in the whirling bone and flesh.
Those slain by the winds are shredded as they die, their flesh and bones ripped apart to strengthen the fury of the storm. Corpses already fallen, if brought within the radius of the spell, will also add to the debris of the dead. Each body added to the storm increases its radius by one yard, and every two bodies absorbed adds 1 to both AC bonuses as well as increases cover by 5%. A maximum of (the caster’s HD x 2) corpses can be added to the spell’s fury.
Material Component: A piece of bone taken from a corpse at the moment of its death.
School: Necromancy
Level: 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 25-ft. radius circle
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
As the spell coalesces, the caster shapes an ivory ball of power in her hands above her head. It throbs slightly with a white light as she caresses it into a sphere, and any visible bones nearby glow in time. Any living nearby feel a pull in their bones, waxing and waning in time with the pulsing of the spell.
When complete, the ivory ball is hurled to the ground, where it shatters, releasing a wave of transluscent ivory light in a dome with a 25-ft. radius and 25 ft. in height. As the dome of light expands, it carries with it the flesh from the bodies it passes. Flesh from a corpse is torn away instantly, as is dead flesh on a living creature. Those bearing living flesh endure a second of pain as the spell tries to peel away skin, muscle and fat to leave only the pale white bones beneath.
All living creatures other than the caster within the radius of the spell take 1d8 damage/caster level, to a maximum of 15d8. Creatures who somehow have no flesh have nothing to fear from a Flesh-Sloughing Wave.
As this spell was developed as a necromantic surge, living and animated dead apply saves differently. Living beings must make a Fortitude Save against the effects of the wave. However, since the flesh on undead (such as vampires) is dead, the removal is automatic, and animated dead who would be affected by this must make a Reflex save to avoid the wave. Failure results in full damage through the animating effects and the creature is reduced to bone.
School: Transmutation
Level: 8
Components: V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One individual
Duration 12 hours/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell confers on its target the penalties for being a vampire when in sunlight. While the spell lasts, the target is treated as a vampire whenever the target happens to be exposed to sunlight.
Material Component: A piece of a destroyed vampire.
School: Necromancy
Level: 9
Components: V, S
Casting Time: 1 full round
Range: Personal
Area: 120-ft. radius
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
As the spell is being cast, the caster’s mouth yawns wide and darkness pours out, pooling at the caster’s feet like an oil. It spreads outward until it reaches its maximum radius. As the spell ends, the darkness becomes perfectly still for an instant before falling into the sky like a silent reverse waterfall, blotting out all light within its boundary.
To those within the inky blackness, it feels alive, clawing softly and grasping, whispering and nibbling, loving, smothering and always hating. A living creature in the seething shadow can feel a throbbing and painful malice that seeps into his body and tears, rips and removes parts of his innermost flesh and being.
After the shadow takes these things, it leaves with them, departing for the Void and the end of all life. Each living creature within its reach apart from the caster suffers 1d10 damage/level, to a maximum of 20d10. The earth that fell under its devouring shadow is rotting and pitted and strewn with large chunks of obsidian—the transformed remains of any creature the spell killed.
School: Conjuration
Level: 8
Components: V, S
Casting Time: 1 Standard Action
Range: Special
Target: Self
Duration: Special
Saving Throw: Reflex half (special)
Spell Resistance: No
The caster speaks the words of the spell and calls forth a cascade of sculpted obsidian butterflies with razor-sharp wings, whose wingspans vary from an inch across to almost a foot. Flashing over the caster’s shoulders and past her sides in a glassy black torrent, they slash through the air in a pattern approximately 90 feet wide, 300 feet long and 30 feet high. Brush, grass and small trees are cut off near the ground. Larger trees and wooden structures suffer serious damage. Stone is defaced but structurally unharmed.
When the spell is cast, the player makes a general ranged touch attack, adding the relevant ability modifier (Intelligence for Wizards, Charisma for Sorcerers) to the roll as well. Everyone in the pattern not behind an inch or more of stone or several inches of wood is subject to the attack, and any who would be subject may make a Reflex save (DC of the caster’s attack roll) to take half damage. The wave of butterflies deals 1d10/caster level, maximum 20d10. The thousands of glass butterflies don’t disappear after their energy is spent, and those walking in the area barefoot or wearing thin slippers or thin shoes must succeed on a DC 30 Balance check or take 1d8 damage from stepping on shattered Obsidian.
School: Necromancy
Level: 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
The caster briefly glows with a baleful red light. Once this spell is cast, the caster may attempt to rebuke undead as a cleric of her level, only the caster counts as the (un)holy symbol for the purposes of the attempt.
This spell does not replace any feat requirements.
Material Component: A piece of silver inscribed with the symbol for an evil deity.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Riven Earth: AoE for 3d10 damage, at level 6 spell. Plain out sucks.
Gaea's Rebuke: Just use it as nuke, stop concentrating the very second you finish casting. No-one will really have move actions left, and it's 20d6 damage, basically without save. In addition to that, it doesn't really feel transmutation.
Flesh and Bone Winds: Is just ridiculous. 50% concealment, 50% resistance to targeted attacks, UNTYPED bonuses to melee/touch ACs. These are well worth spell of this level already. Now, assume that someone persists this. Wizard 10 / Incantatrix 10 shouldn't have any problems. Now, he goes around killing rabbits, to get 40 rabbits into it. So: +41 Melee AC, +43 Ranged AC, 100% Cover (No line of effect for enemy spells, that's almost like spell immunity.) 50% Concealment, 50% Resistance to targeted spells.
Flesh-Sloughing Wave: What it does, really? Just 15d8 damage with funky side-effect?
Baneful Sun: Okay, this's a funny one. Really. Not broken, either.
Mouth of the Void: Meh, basically AoE save-or-die, except that characters might actually survive. Not spectacular.
Death of Obsidian Butterflies: Cool effect, but no one's going to make that save, to be honest. A wizard of level 20 has easily +30 to this kind of roll, with the roll that goes up to ~40.5. That's one heck of a reflex save to make.
Lord of the Dead: No. Rebuking undead last infinitely, you just figured out how to give wizards 2x their HD of undead companions. No. :no:.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Gaea's Rebuke-Was looking at it similar to the telekenesis row of spells (Mage Hand, etc.) which are all Transmutation.
Flesh and Bone Winds-I can edit to make AC bonus "profane" which would fit or "misc." or even "circumstance" I will also edit to include medium-sized bodies or larger.
Lord of the Dead-I wasn't looking at descriptors. Caex told me I needed to include spell schools before he'd consider them, so I did.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
You approve of the following:
Baneful Sun
Don't have any problems with the following:
Gaea's Rebuke
Flesh-Sloughing Wave
Mouth of the Void
And don't approve of these:
Flesh and Bone Winds-for permanent emanation stuff
Riven Earth-Too weak
Bond of Power-Needs XP cost
Lord of the Dead-You just feel . . . what, that it's wrong?
I'm fuzzy on how you feel about Death of Obsidian Butterflies.
Now, are you going to be helpful and make suggestions for improvement (which is what I thought this thread was for), or just sit there and say "no" like a *****y three-year-old who just got his toys taken away?
You went way over the line this time. Flame infraction.
-Yukora
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Well, okay. I came ahead that it doesn't allow you to command them, only rebuke. (E.G make them cover in fear.) which should be allright, unless it allows you to do it every round for the duration, in which case it's a fair bit too good. It could be longer duration (10min/lvl?) and would be expended when used once.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Offering solutions is what turns criticism into constructive criticism.
See, the options you offered are constructive criticism, and that becomes something I can work with.
I put these up thinking that they're fine as they are. Without offered solutions, then all I really can do is either ignore the comments or get defensive when criticized.
And Amadi's perceived attitude led to the defensive reaction.
I can make the changes to Riven Earth, for that is a viable option.
How large should the experience expenditure for Bond of Power be?
How would you recommend that Flesh and Bone Winds be changed?
If Lord of the Dead is confusing, then I need to reword it.
Give me a minute or two for that.
_____________________
Alright, Lord of the Dead means that, for the duration of the effect (1 round/level) the arcane caster can make rebuke undead checks as a cleric of the caster's level. This way any new undead introduced into the region can be rebuked as they arrive.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Bond of power needs rather hefty XP cost for that effect, because permanent +10 untyped bonus to saves is awesome. Alternatively it could have a duration.
I do approve of the style on these spells, though.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Doesn't give you any turn undead attempts, though, therefore it's practically useless, apart from nightsticks abuse, and if nightsticks are allowed I don't see any reason why wizards couldn't do the same for lulz, it's not like they couldn't dip a single level for it without even losing caster levels.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Or more like Limited Wish (300)?
Or making Rary's Telepathic Bond Permanent (2500)?
What sounds good for the Bonds of Power?
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Simply by putting both bracers on, anyone can gain a powerful connection to the Shinning One, granting him a +2 sacred bonus to Strength, Dexterity, and Constitution as well as a +5 sacred bonus to attack and AC. The bracers bestow three negative levels on any evil creature wearing them and two negative levels on any other non-good creature wearing them. These negative levels never result in actual level loss, but they remain as long as the bracers are worn and cannot be overcome in any way (including restoration spells).
Relic Power: If you establish the proper divine connections, the bracers instead grant a +6 sacred bonus to Strength, Dexterity, and Constitution. Additionally, the wearer is surrounded by a continuous Holy Aura effect which he may suppress or resume at any time as a swift action. The attack and AC bonuses as well as the possible negative levels remain unchanged.
To use the relic power, you must worship Pelor, have at least 21 HD, and either sacrifice a 9th-level divine spell slot or have the True Believer feat.
Overwhelming Abjuration; CL 25th; Craft Wondrous Item, Craft Epic Wondrous Item, Sanctify Relic, bless, holy aura, creator must be good and worship Pelor; Market Price 410,000 gp; Weight 1 lb.
Without proper connection:
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.