Hi, so im currently trying to make a D&D item based around an anime, and since im all rusty in item creation im looking for some help in the making.
The item in question is the Nebula Chain from Saint Seiya, in D&D terms it should be a sentient or inteligent pair of bracers/gauntlets with a 2-3 feet/meter chain attach to it. The chains should be able to move by themselves, should be able to extend their own reach by a radius of 15ft making its attack reach a maximun of 30ft, the chains should also have an electric enchantment that allows it to shock any opponent comming into contact with it, as well as having a seeking enchanment for when it is used to attack someone at a distance. The chains are sentient so a good grapple check is needed, the chains should have the following feats: Alertness, Deflect Arrow. because of their defensive nature they should provide an AC that is not removed even if the wearer is flat-footed or helpless (such as by a paralysis spell, however it is denied if the chains are inmobilized). The chains should have the Spot and Search skills, and it should give a +2 bonus to the wearers Use Rope, Escape Artist, Intimidate and Climb skill (while giving a -2 to Move Silently obviously)
AS a special condition the Wearer must be accepted as an user by the weapon. if he is (need to make a DC check), the wearer is treated as if he had both the Weapon Finesse and two weapon fighting, if the check is failed by a margin of up to 5 points the weapon can be used but the feats are not granted any other result ends in negative levels.
I think thats all there is to the item as far as description goes, template, costs and feedback is appreciated, if it ends up being a viable item i might have to use when i finally get to play my warlock
Edit: Ill Add all Completed items and spells here in spoiler form. Items:
These, on first glance, resemble full-hand gauntlets that look a bit bulkier than normal. Each takes up the bracer, glove, and one ring slot on each hand. They act as bracers of armor +6, with the right acting as a ring of protection +2 and the left as a ring of natural armor +2. Both must be worn to be effective. As a move action that does not provoke attacks of opportunity, the wearer can cause two chain whips to extend from the gauntlets. These have a range of 15ft. and require the Exotic Weapon Proficiency (chain whip) to use effectively. You cannot attack adjacent opponents with a chain whip without drawing attacks of opportunity, just as with a ranged weapon. These grant the wearer the benefit of the Alertness and Deflect Arrows feats, even if the wearer does not meet the prerequisites. They also grant a +2 competence bonus to Climb, Escape Artist, Intimidate, and Use Rope checks. You can use a chain whip to attempt to disarm or trip an opponent, and you gain a +2 bonus when doing so. However, unlike with other whips, you cannot drop Lasher to avoid being tripped if you fail.
Ego 30, Int 12, Wis 19, Cha 19 +4 Spot and +4 Search, speaks Common and Abyssal, darkvision 120ft, blindsense, and telepathy
Personality: Lasher is an arrogant, jealous type. He disdains those without the will to overcome tough obstacles, and will deny his greater powers to any prospective user who fails to beat his considerable Ego.
Alignment: Chaotic Neutral
Weapon Statistics: +3 shock chain whip, 1d6+3 plus 1d6 electricity, crit 20*2, range 15ft, bludgeoning damage
Lesser Powers: Access to Alerness and Deflect Arrows feats, 4 ranks in Spot and Search, grants competence bonus on certain skill checks Greater Powers: Access to Two-Weapon Fighting and Weapon Finesse feats, improved grab ability (see Monster Manual)
CL 15th, Craft Magic Arms & Armor, Craft Wondrous Item, call lightning or lightning bolt, shield of faith, barkskin, mage armor, creator must have access to the Alertness, Deflect Arrows, Two-Weapon Fighting, and Weapon Finesse feats. Market Price: 172,250gp. Cost to Create: 86,125gp, 6,890xp.
This +2 rapier has a curse on it...it requires its wielder to make a Will save twice per day (DC 12) or stab himself with it. However, it isn't as bad as it sounds. This weapon, rather than dealing damage, heals whatever it strikes for 1d6 + 2, and on a critical hit, heals double that. It deals positive energy damage to undead creatures. CL 9th, Craft Magic Arms & Armor, cure light wounds, bestow curse.
This silver ring provides a +1 to +5 insight bonus to AC, saving throws, and skill checks. (Never have I allowed players to make these; they are found.) CL must be at least four times the item's bonus, Forge Ring, foresight.
This leather quiver creates nonmagical arrows...of a sort. It always looks full. Arrows fired disappear after one round, making your targets wonder exactly what it was that they got shot with. CL 10th, Craft Wondrous Item, minor creation.
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.
Items of Extreme Caution (AoK specials :D):
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.
Spells:
Elemental Ray Evocation [Acid, Cold, Electricity, Fire, Force, Sonic] Sor/Wiz 9 Casting Time: 1 standard action Components: V, S Range: Medium (100ft. + 10ft./level) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
A shimmering ray composed of the five elements wound with sheer force springs from your hand. You must succeed on a ranged touch attack to deal damage to your target. The ray deals 4d6 acid, 4d6 cold, 4d6 electricity, 4d6 fire, 4d6 force, and 4d6 sonic damage.
Shalandra's Spellshaper Transmutation Sor/Wiz 5 Casting Time: 1 swift action Components: V Range: 0ft. Target: The next spell you cast Duration: 1 round
This spell allows you to alter a spell of 4th level or lower from an area of effect into a ray. A successful ranged touch attack is required to hit your target, and any spell so modified changes its range to Medium range. Any spell that required a Reflex or Will save now requires a Fortitude save for half damage. Nondamaging effects cannot be modified by this spell. If you don't modify a spell before the beginning of your next turn, this spell ends.
A greater version of this spell exists; it is 8th level and affects spells of 7th level or lower.
Spell Replication Transmutation Sor/Wiz 4 Casting Time: 1 swift action Components: V, S Range: 0ft. Target: The next spell you cast Duration: 1 round
The next spell of 2nd level or lower you cast this round is modified as if by the Twin Spell metamagic feat. This spell has no effect on spells already modified by the Twin Spell metamagic feat.
Shockwave Evocation [Electricity, Force] Sor/Wiz 8 Casting Time: I standard action Components: V, S, M Range: 20ft. Area: Creatures in a 20ft. radius spread, centered on you Duration: Instantaneous Saving Throw: Reflex half, Fortitude negates; see text Spell Resistance: Yes
This spell creates a field composed of equal parts electricity and force, which can possibly push foes away from you. It deals 1d6 points of damage/level (max. 20d6) half electricity damage, half force damage. If a creature fails its Reflex save, it must make a Fortitude save at the spell's normal DC or be forced to the edge of the spell's radius. Creatures pushed back do not provoke attacks of opportunity, and creatures with stability (such as a dwarf) may add that bonus to their Fort saves. Material Component: A rubber band, which is snapped during the casting of the spell.
Jack of All Trades Transmutation Bard 1, Clr 1, Sor/Wiz 1, Rgr 1, Pal 1 Components: V, S Casting Time: 1 standard action Range: Personal Duration: 1 round/level
You can make skill checks of all types, even those that normally can't be made untrained, as if you had one rank in that skill. This skill bonus increases by 1 for every 2 caster levels beyond 1st, to a maximum of +5. This is a competence bonus.
Prism Stars Evocation [Light] Sor/Wiz 9 Components: V S, M Casting Time: 1 round Range: Long (400t. + 40ft./level) Area: 40ft. radius burst Saving Throw: see text Spell Resistance: Yes
Creatures in the spell's area of effect are hailed with rainbow colored streaks of light, dealing 5d8 light damage (no save) and are blinded (Fort negates). Additionally, there is a 75% chance that each creature in the spell's area is struck with a random prismatic effect (see prismatic chart, PHB, and reroll all rolls of 8). Material Component: A handful of crystals worth 100gp.
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.
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 Two Weapon Fighting 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 Two Weapon Fighting feat. It gains a +1 enhancement bonus for every four caster levels you have. Material Component: a tiny longsword made of bronze.
You are enveloped in a second skin of invisible light that punishes those who dare to strike you. Whenever you are dealt damage from a melee attack, your attacker takes damage equal to 25% of the damage you recieved.
Forceward Abjuration, Conjuration [Creation, Force] Spellcraft DC: 45 Components: v, S Casting Time: 10 minutes Range: Touch Target: One creature or object Duration: Permanent Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) To Develop: 405,000gp; 9 days; 16,200xp. Seeds: armor (14), ward (14). Factors: +16 additional armor bonus (+32 DC), immunity to specific effect (+11 DC), permanent duration (x5 DC). Mitigating Factors: Burn 2,500xp (-25 DC), increase casting time to 10 minutes (-20DC) additional caster contributing 9th level spell slot (-17 DC)
Basically gives a +20 armor bonus as mage armor, but makes you completely immune to disintegrate as well.
Spellbreaker Abjuration Spellcraft DC: 79 Components: V, S Casting Time: 1 standard action Range: 300ft. Target: One creature, object, or spell Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 711,000gp; 14 days; 28,440xp. Seed: dispel ( DC 19) Factors: reduce casting time to standard action (+20 DC), additional +40 to dispel check (+40 DC)
As dispel magic, but the maximum is your caster level or +50, whichever is less.
White Wind Conjuration (Healing) Spellcraft DC: 71 Components: V, S, DF Casting Time: 1 standard action Range: 0ft. Area: 100ft. radius burst, centered on caster Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes To Develop: 639,00gp; 13 days; 25,560xp. Seed: heal (DC 25) Factors: change from target to area (+10 DC), increase area to 100ft (+8 DC), remove adverse conditions (+8 DC), decerease casting time to standard action (+20 DC)
All allied creatures within the spells area heal 200 points of damage, all ability damage, ability drain, negative levels, fatigue, exhaustion, and other adverse mental or physical conditions.
Go look at the DMG and Arms and Equipment Guide guidelines for intelligent item creation. If you want, I can show this to my husband and get him to work up XP costs, feat requirements, the Ego score of the thing, and anything else relevant.
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.
Thanks AoK that would be great help. I went through the DMG and Unearthed Arcana so i have some idea how the thing should go, i lack the Arms and Equipment supplement though, and im really bad at templating which is the thing i need the most (prior DM's have complained at the way my templates look :p).
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
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.
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.
These, on first glance, resemble full-hand gauntlets that look a bit bulkier than normal. Each takes up the bracer, glove, and one ring slot on each hand. They act as bracers of armor +6, with the right acting as a ring of protection +2 and the left as a ring of natural armor +2. Both must be worn to be effective. As a move action that does not provoke attacks of opportunity, the wearer can cause two chain whips to extend from the gauntlets. These have a range of 15ft. and require the Exotic Weapon Proficiency (chain whip) to use effectively. You cannot attack adjacent opponents with a chain whip without drawing attacks of opportunity, just as with a ranged weapon. These grant the wearer the benefit of the Alertness and Deflect Arrows feats, even if the wearer does not meet the prerequisites. They also grant a +2 competence bonus to Climb, Escape Artist, Intimidate, and Use Rope checks. You can use a chain whip to attempt to disarm or trip an opponent, and you gain a +2 bonus when doing so. However, unlike with other whips, you cannot drop Lasher to avoid being tripped if you fail.
Ego 30, Int 12, Wis 19, Cha 19 +4 Spot and +4 Search, speaks Common and Abyssal, darkvision 120ft, blindsense, and telepathy
Personality: Lasher is an arrogant, jealous type. He disdains those without the will to overcome tough obstacles, and will deny his greater powers to any prospective user who fails to beat his considerable Ego.
Weapon Statistics: +3 shock chain whip, 1d6+3 plus 1d6 electricity, crit 20*2, range 15ft, bludgeoning damage
Lesser Powers: Access to Alerness and Deflect Arrows feats, 4 ranks in Spot and Search, grants competence bonus on certain skill checks Greater Powers: Access to Two-Weapon Fighting and Weapon Finesse feats, improved grab ability (see Monster Manual)
CL 15th, Craft Magic Arms & Armor, Craft Wondrous Item, call lightning or lightning bolt, shield of faith, barkskin, mage armor, creator must have access to the Alertness, Deflect Arrows, Two-Weapon Fighting, and Weapon Finesse feats. Market Price: 172,250gp. Cost to Create: 86,125gp, 6,890xp.
Does this work, or does it need some modification?
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.
AoK this looks even better than i ever though it would (plus is not over 400k yay!!!), that Ego makes this item a real ***** though jejeejej, the only thing that i notice thats missing is the seeking ability (which could just be that i didnt notice or was simply redundant), and that the range was shortened (which is understandable), the only modification i would consider is changing the type from a full hand gauntlet to a light gauntlet (the item was designed with spellcasters in mind :p), now all i need is a magic-eating set of armor and my warlock is ready to be hated :D.
Thanks so much for the help, and like wuffles said: This is a VERY shiny whip:D
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
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 don't think you can put the seeking property on a non ranged weapon; whips are considered reach weapons, not ranged.
I intentionally kept the values low enough that you could have something like this pre-epic, because not every DM likes to play broken
The full-hand thing is basically how it's worn; it's probably just slightly heavier than your normal pair of bracers of armor. The only way I could make it as cheap as it is was for me to cause it to fill up all those body slots for item purposes.
It also makes it extremely difficult to disarm you. I don't think it would hinder spellcasting unless you had the weapons deployed.
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 don't think you can put the seeking property on a non ranged weapon; whips are considered reach weapons, not ranged.[quote] thats ok, only thing it denies me is the ability to whip someone from behind a corner (which would drive any DM nuts inside a dungeon i guess)
[quote]I intentionally kept the values low enough that you could have something like this pre-epic, because not every DM likes to play broken
thank you so much
The full-hand thing is basically how it's worn; it's probably just slightly heavier than your normal pair of bracers of armor. The only way I could make it as cheap as it is was for me to cause it to fill up all those body slots for item purposes.
that makes a lot of sense money wise.
It also makes it extremely difficult to disarm you. I don't think it would hinder spellcasting unless you had the weapons deployed.
Yay!!... wait a minute... does this mean i can use hideous blow+essence channeling the whips??? can i do this while the whips grapple someone???? OMG!!!!:o:o:o (goes into warlock nirvana)
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
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.
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.
Yeah i normally always play Chaotic Neutral (its just so fun to play). I also wanna agree on the Custom Items Thread, someone should make it and sticky it it would be so fun plus its a nice way to pool items as a resource for future campaings right?
Edit: Alacar i got no problem if you want to stick and rename it, its actually quite exciting since its the first time a thread of mine evolves in such a way :D)
edit2: Love the Idea of Custom Spells, but i think some rules are in order for that (well rules should be placed for the items as well i think)
Edit3: Renamed the thread... now someone with epic levels cast a sticky!!!!!:D
d20srd.org is always here to help! Basically, the cost of a magic item is the cost of the creation of the item + material components. As for specific magic items, you can poke around the site yourself, can't ya?
Guys, is there a chart anywhere for how much a magic item should cost approx? I've just been guessing, but it would be really useful.
The DMG has a chart refering to how much an enhancement would cost and the supplement books all make reference to that enhancement system, DMG also includes the price ranges for adding spell-like effects i think.
Edit: Alacar gave a better shorter answer
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
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.
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 got no problem including your Epic Spell Lists AoK, it would only add to the variety and make it a better thread IMO (though ill have to do a subsection for Epic Spells i think but thats ok im starting to enjoy mantaining the thread :D).
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
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.
This +2 rapier has a curse on it...it requires its wielder to make a Will save twice per day (DC 12) or stab himself with it. However, it isn't as bad as it sounds. This weapon, rather than dealing damage, heals whatever it strikes for 1d6 + 2, and on a critical hit, heals double that. It deals positive energy damage to undead creatures. CL 9th, Craft Magic Arms & Armor, cure light wounds, bestow curse.
This silver ring provides a +1 to +5 insight bonus to AC, saving throws, and skill checks. (Never have I allowed players to make these; they are found.) CL must be at least four times the item's bonus, Forge Ring, foresight.
This leather quiver creates nonmagical arrows...of a sort. It always looks full. Arrows fired disappear after one round, making your targets wonder exactly what it was that they got shot with. CL 10th, Craft Wondrous Item, minor creation.
======================================== Spells
Elemental Ray Evocation [Acid, Cold, Electricity, Fire, Force, Sonic] Sor/Wiz 9 Casting Time: 1 standard action Components: V, S Range: Medium (100ft. + 10ft./level) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
A shimmering ray composed of the five elements wound with sheer force springs from your hand. You must succeed on a ranged touch attack to deal damage to your target. The ray deals 4d6 acid, 4d6 cold, 4d6 electricity, 4d6 fire, 4d6 force, and 4d6 sonic damage.
Shalandra's Spellshaper Transmutation Sor/Wiz 5 Casting Time: 1 swift action Components: V Range: 0ft. Target: The next spell you cast Duration: 1 round
This spell allows you to alter a spell of 4th level or lower from an area of effect into a ray. A successful ranged touch attack is required to hit your target, and any spell so modified changes its range to Medium range. Any spell that required a Reflex or Will save now requires a Fortitude save for half damage. Nondamaging effects cannot be modified by this spell. If you don't modify a spell before the beginning of your next turn, this spell ends.
A greater version of this spell exists; it is 8th level and affects spells of 7th level or lower.
Spell Replication Transmutation Sor/Wiz 4 Casting Time: 1 swift action Components: V, S Range: 0ft. Target: The next spell you cast Duration: 1 round
The next spell of 2nd level or lower you cast this round is modified as if by the Twin Spell metamagic feat. This spell has no effect on spells already modified by the Twin Spell metamagic feat.
Shockwave Evocation [Electricity, Force] Sor/Wiz 8 Casting Time: I standard action Components: V, S, M Range: 20ft. Area: Creatures in a 20ft. radius spread, centered on you Duration: Instantaneous Saving Throw: Reflex half, Fortitude negates; see text Spell Resistance: Yes
This spell creates a field composed of equal parts electricity and force, which can possibly push foes away from you. It deals 1d6 points of damage/level (max. 20d6) half electricity damage, half force damage. If a creature fails its Reflex save, it must make a Fortitude save at the spell's normal DC or be forced to the edge of the spell's radius. Creatures pushed back do not provoke attacks of opportunity, and creatures with stability (such as a dwarf) may add that bonus to their Fort saves. Material Component: A rubber band, which is snapped during the casting of the spell.
Jack of All Trades Transmutation Bard 1, Clr 1, Sor/Wiz 1, Rgr 1, Pal 1 Components: V, S Casting Time: 1 standard action Range: Personal Duration: 1 round/level
You can make skill checks of all types, even those that normally can't be made untrained, as if you had one rank in that skill. This skill bonus increases by 1 for every 2 caster levels beyond 1st, to a maximum of +5. This is a competence bonus.
Prism Stars Evocation [Light] Sor/Wiz 9 Components: V S, M Casting Time: 1 round Range: Long (400t. + 40ft./level) Area: 40ft. radius burst Saving Throw: see text Spell Resistance: Yes
Creatures in the spell's area of effect are hailed with rainbow colored streaks of light, dealing 5d8 light damage (no save) and are blinded (Fort negates). Additionally, there is a 75% chance that each creature in the spell's area is struck with a random prismatic effect (see prismatic chart, PHB, and reroll all rolls of 8). Material Component: A handful of crystals worth 100gp.
You are enveloped in a second skin of invisible light that punishes those who dare to strike you. Whenever you are dealt damage from a melee attack, your attacker takes damage equal to 25% of the damage you recieved.
Forceward Abjuration, Conjuration [Creation, Force] Spellcraft DC: 45 Components: v, S Casting Time: 10 minutes Range: Touch Target: One creature or object Duration: Permanent Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) To Develop: 405,000gp; 9 days; 16,200xp. Seeds: armor (14), ward (14). Factors: +16 additional armor bonus (+32 DC), immunity to specific effect (+11 DC), permanent duration (x5 DC). Mitigating Factors: Burn 2,500xp (-25 DC), increase casting time to 10 minutes (-20DC) additional caster contributing 9th level spell slot (-17 DC)
Basically gives a +20 armor bonus as mage armor, but makes you completely immune to disintegrate as well.
Spellbreaker Abjuration Spellcraft DC: 79 Components: V, S Casting Time: 1 standard action Range: 300ft. Target: One creature, object, or spell Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 711,000gp; 14 days; 28,440xp. Seed: dispel ( DC 19) Factors: reduce casting time to standard action (+20 DC), additional +40 to dispel check (+40 DC)
As dispel magic, but the maximum is your caster level or +50, whichever is less.
White Wind Conjuration (Healing) Spellcraft DC: 71 Components: V, S, DF Casting Time: 1 standard action Range: 0ft. Area: 100ft. radius burst, centered on caster Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes To Develop: 639,00gp; 13 days; 25,560xp. Seed: heal (DC 25) Factors: change from target to area (+10 DC), increase area to 100ft (+8 DC), remove adverse conditions (+8 DC), decerease casting time to standard action (+20 DC)
All allied creatures within the spells area heal 200 points of damage, all ability damage, ability drain, negative levels, fatigue, exhaustion, and other adverse mental or physical conditions.
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.
OMG, that rapier is hilarious!!! i can only imagine the in-game jokes this item produces. The ring of insight is quite nifty very useful finding even if its +1.
The spells are nice... only thing i cant picture is a paladin doing a tumble or juggling in the middle of the square (perform) 0.o
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
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.
AS a special condition the Wearer must be accepted as an user by the weapon. if he is (need to make a DC check), the wearer is treated as if he had both the Weapon Finesse and two weapon fighting, if the check is failed by a margin of up to 5 points the weapon can be used but the feats are not granted any other result ends in negative levels.
Edit: Ill Add all Completed items and spells here in spoiler form.
Items:
These, on first glance, resemble full-hand gauntlets that look a bit bulkier than normal. Each takes up the bracer, glove, and one ring slot on each hand. They act as bracers of armor +6, with the right acting as a ring of protection +2 and the left as a ring of natural armor +2. Both must be worn to be effective.
As a move action that does not provoke attacks of opportunity, the wearer can cause two chain whips to extend from the gauntlets. These have a range of 15ft. and require the Exotic Weapon Proficiency (chain whip) to use effectively. You cannot attack adjacent opponents with a chain whip without drawing attacks of opportunity, just as with a ranged weapon.
These grant the wearer the benefit of the Alertness and Deflect Arrows feats, even if the wearer does not meet the prerequisites. They also grant a +2 competence bonus to Climb, Escape Artist, Intimidate, and Use Rope checks. You can use a chain whip to attempt to disarm or trip an opponent, and you gain a +2 bonus when doing so. However, unlike with other whips, you cannot drop Lasher to avoid being tripped if you fail.
Ego 30, Int 12, Wis 19, Cha 19
+4 Spot and +4 Search, speaks Common and Abyssal, darkvision 120ft, blindsense, and telepathy
Personality: Lasher is an arrogant, jealous type. He disdains those without the will to overcome tough obstacles, and will deny his greater powers to any prospective user who fails to beat his considerable Ego.
Alignment: Chaotic Neutral
Weapon Statistics:
+3 shock chain whip, 1d6+3 plus 1d6 electricity, crit 20*2, range 15ft, bludgeoning damage
Lesser Powers: Access to Alerness and Deflect Arrows feats, 4 ranks in Spot and Search, grants competence bonus on certain skill checks
Greater Powers: Access to Two-Weapon Fighting and Weapon Finesse feats, improved grab ability (see Monster Manual)
CL 15th, Craft Magic Arms & Armor, Craft Wondrous Item, call lightning or lightning bolt, shield of faith, barkskin, mage armor, creator must have access to the Alertness, Deflect Arrows, Two-Weapon Fighting, and Weapon Finesse feats.
Market Price: 172,250gp. Cost to Create: 86,125gp, 6,890xp.
This +2 rapier has a curse on it...it requires its wielder to make a Will save twice per day (DC 12) or stab himself with it. However, it isn't as bad as it sounds. This weapon, rather than dealing damage, heals whatever it strikes for 1d6 + 2, and on a critical hit, heals double that. It deals positive energy damage to undead creatures.
CL 9th, Craft Magic Arms & Armor, cure light wounds, bestow curse.
This silver ring provides a +1 to +5 insight bonus to AC, saving throws, and skill checks. (Never have I allowed players to make these; they are found.)
CL must be at least four times the item's bonus, Forge Ring, foresight.
This leather quiver creates nonmagical arrows...of a sort. It always looks full. Arrows fired disappear after one round, making your targets wonder exactly what it was that they got shot with.
CL 10th, Craft Wondrous Item, minor creation.
Moderate Evocation; CL 5th; Craft Wondrous Items, flame blade; Market Price 50,000 gp; Weight 1 lb.
Items of Extreme Caution (AoK specials :D):
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.
Spells:
Elemental Ray
Evocation [Acid, Cold, Electricity, Fire, Force, Sonic]
Sor/Wiz 9
Casting Time: 1 standard action
Components: V, S
Range: Medium (100ft. + 10ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A shimmering ray composed of the five elements wound with sheer force springs from your hand. You must succeed on a ranged touch attack to deal damage to your target. The ray deals 4d6 acid, 4d6 cold, 4d6 electricity, 4d6 fire, 4d6 force, and 4d6 sonic damage.
Shalandra's Spellshaper
Transmutation
Sor/Wiz 5
Casting Time: 1 swift action
Components: V
Range: 0ft.
Target: The next spell you cast
Duration: 1 round
This spell allows you to alter a spell of 4th level or lower from an area of effect into a ray. A successful ranged touch attack is required to hit your target, and any spell so modified changes its range to Medium range. Any spell that required a Reflex or Will save now requires a Fortitude save for half damage. Nondamaging effects cannot be modified by this spell.
If you don't modify a spell before the beginning of your next turn, this spell ends.
A greater version of this spell exists; it is 8th level and affects spells of 7th level or lower.
Spell Replication
Transmutation
Sor/Wiz 4
Casting Time: 1 swift action
Components: V, S
Range: 0ft.
Target: The next spell you cast
Duration: 1 round
The next spell of 2nd level or lower you cast this round is modified as if by the Twin Spell metamagic feat. This spell has no effect on spells already modified by the Twin Spell metamagic feat.
Shockwave
Evocation [Electricity, Force]
Sor/Wiz 8
Casting Time: I standard action
Components: V, S, M
Range: 20ft.
Area: Creatures in a 20ft. radius spread, centered on you
Duration: Instantaneous
Saving Throw: Reflex half, Fortitude negates; see text
Spell Resistance: Yes
This spell creates a field composed of equal parts electricity and force, which can possibly push foes away from you. It deals 1d6 points of damage/level (max. 20d6) half electricity damage, half force damage. If a creature fails its Reflex save, it must make a Fortitude save at the spell's normal DC or be forced to the edge of the spell's radius. Creatures pushed back do not provoke attacks of opportunity, and creatures with stability (such as a dwarf) may add that bonus to their Fort saves.
Material Component: A rubber band, which is snapped during the casting of the spell.
Jack of All Trades
Transmutation
Bard 1, Clr 1, Sor/Wiz 1, Rgr 1, Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level
You can make skill checks of all types, even those that normally can't be made untrained, as if you had one rank in that skill. This skill bonus increases by 1 for every 2 caster levels beyond 1st, to a maximum of +5. This is a competence bonus.
Prism Stars
Evocation [Light]
Sor/Wiz 9
Components: V S, M
Casting Time: 1 round
Range: Long (400t. + 40ft./level)
Area: 40ft. radius burst
Saving Throw: see text
Spell Resistance: Yes
Creatures in the spell's area of effect are hailed with rainbow colored streaks of light, dealing 5d8 light damage (no save) and are blinded (Fort negates). Additionally, there is a 75% chance that each creature in the spell's area is struck with a random prismatic effect (see prismatic chart, PHB, and reroll all rolls of 8).
Material Component: A handful of crystals worth 100gp.
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.
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 Two Weapon Fighting 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 Two Weapon Fighting feat. It gains a +1 enhancement bonus for every four caster levels you have.
Material Component: a tiny longsword made of bronze.
Regretful Consequences
Abjuration
Spellcraft DC: 87
Components: V, S
Casting Time: 1 minute
Duration: 24 hours
Range: Touch
Target: Creature touched
Saving Throw: None
Spell Resistance: Yes
You are enveloped in a second skin of invisible light that punishes those who dare to strike you. Whenever you are dealt damage from a melee attack, your attacker takes damage equal to 25% of the damage you recieved.
Forceward
Abjuration, Conjuration [Creation, Force]
Spellcraft DC: 45
Components: v, S
Casting Time: 10 minutes
Range: Touch
Target: One creature or object
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 405,000gp; 9 days; 16,200xp. Seeds: armor (14), ward (14). Factors: +16 additional armor bonus (+32 DC), immunity to specific effect (+11 DC), permanent duration (x5 DC). Mitigating Factors: Burn 2,500xp (-25 DC), increase casting time to 10 minutes (-20DC) additional caster contributing 9th level spell slot (-17 DC)
Basically gives a +20 armor bonus as mage armor, but makes you completely immune to disintegrate as well.
Spellbreaker
Abjuration
Spellcraft DC: 79
Components: V, S
Casting Time: 1 standard action
Range: 300ft.
Target: One creature, object, or spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 711,000gp; 14 days; 28,440xp. Seed: dispel ( DC 19) Factors: reduce casting time to standard action (+20 DC), additional +40 to dispel check (+40 DC)
As dispel magic, but the maximum is your caster level or +50, whichever is less.
White Wind
Conjuration (Healing)
Spellcraft DC: 71
Components: V, S, DF
Casting Time: 1 standard action
Range: 0ft.
Area: 100ft. radius burst, centered on caster
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
To Develop: 639,00gp; 13 days; 25,560xp. Seed: heal (DC 25) Factors: change from target to area (+10 DC), increase area to 100ft (+8 DC), remove adverse conditions (+8 DC), decerease casting time to standard action (+20 DC)
All allied creatures within the spells area heal 200 points of damage, all ability damage, ability drain, negative levels, fatigue, exhaustion, and other adverse mental or physical conditions.
"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.
"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.
Ahh the wonders of Wikipedia.
Heres some artwork to give a better idea behind the weapons/http://upload.wikimedia.org/wikipedia/en/thumb/2/25/Andromeda_shun_1.JPG/220px-Andromeda_shun_1.JPG" rel="nofollow"armor
[Note: Shun is male... forget what the art looks like... Shun.... IS..... MALE :o]
These, on first glance, resemble full-hand gauntlets that look a bit bulkier than normal. Each takes up the bracer, glove, and one ring slot on each hand. They act as bracers of armor +6, with the right acting as a ring of protection +2 and the left as a ring of natural armor +2. Both must be worn to be effective.
As a move action that does not provoke attacks of opportunity, the wearer can cause two chain whips to extend from the gauntlets. These have a range of 15ft. and require the Exotic Weapon Proficiency (chain whip) to use effectively. You cannot attack adjacent opponents with a chain whip without drawing attacks of opportunity, just as with a ranged weapon.
These grant the wearer the benefit of the Alertness and Deflect Arrows feats, even if the wearer does not meet the prerequisites. They also grant a +2 competence bonus to Climb, Escape Artist, Intimidate, and Use Rope checks. You can use a chain whip to attempt to disarm or trip an opponent, and you gain a +2 bonus when doing so. However, unlike with other whips, you cannot drop Lasher to avoid being tripped if you fail.
Ego 30, Int 12, Wis 19, Cha 19
+4 Spot and +4 Search, speaks Common and Abyssal, darkvision 120ft, blindsense, and telepathy
Personality: Lasher is an arrogant, jealous type. He disdains those without the will to overcome tough obstacles, and will deny his greater powers to any prospective user who fails to beat his considerable Ego.
Weapon Statistics:
+3 shock chain whip, 1d6+3 plus 1d6 electricity, crit 20*2, range 15ft, bludgeoning damage
Lesser Powers: Access to Alerness and Deflect Arrows feats, 4 ranks in Spot and Search, grants competence bonus on certain skill checks
Greater Powers: Access to Two-Weapon Fighting and Weapon Finesse feats, improved grab ability (see Monster Manual)
CL 15th, Craft Magic Arms & Armor, Craft Wondrous Item, call lightning or lightning bolt, shield of faith, barkskin, mage armor, creator must have access to the Alertness, Deflect Arrows, Two-Weapon Fighting, and Weapon Finesse feats.
Market Price: 172,250gp. Cost to Create: 86,125gp, 6,890xp.
Does this work, or does it need some modification?
"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.
My complements to your artificer, AOK
I didn't wait for my husband to get home. I spent an hour and a half looking all that up myself...it would have taken him ten minutes. Oh, I fail....
"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.
Thanks so much for the help, and like wuffles said: This is a VERY shiny whip:D
I intentionally kept the values low enough that you could have something like this pre-epic, because not every DM likes to play broken
The full-hand thing is basically how it's worn; it's probably just slightly heavier than your normal pair of bracers of armor. The only way I could make it as cheap as it is was for me to cause it to fill up all those body slots for item purposes.
It also makes it extremely difficult to disarm you. I don't think it would hinder spellcasting unless you had the weapons deployed.
"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.
that makes a lot of sense money wise.
Yay!!... wait a minute... does this mean i can use hideous blow+essence channeling the whips??? can i do this while the whips grapple someone???? OMG!!!!:o:o:o (goes into warlock nirvana)
You'd have to take the feat (Complete Mage) to let you do it in a grapple, though.
Oh, ouchies...all that eldritch blast damage....
"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.
This item is making me want to do a bunny dance :bunny::bunny::bunny:
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
I think the custom magic item thread is a great idea. I have TONS I could add to it, if people wanted to see them. Some of them aren't even broken.:D
"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.
Also, if we're doing that, we should also let custom spells into the thread as those can be just as interesting and they're really quite similar.
Anyway, nice item there, I like the flavor.
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.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Edit: Alacar i got no problem if you want to stick and rename it, its actually quite exciting since its the first time a thread of mine evolves in such a way :D)
edit2: Love the Idea of Custom Spells, but i think some rules are in order for that (well rules should be placed for the items as well i think)
Edit3: Renamed the thread... now someone with epic levels cast a sticky!!!!!:D
d20srd.org is always here to help! Basically, the cost of a magic item is the cost of the creation of the item + material components. As for specific magic items, you can poke around the site yourself, can't ya?
edit: Here too
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
The DMG has a chart refering to how much an enhancement would cost and the supplement books all make reference to that enhancement system, DMG also includes the price ranges for adding spell-like effects i think.
Edit: Alacar gave a better shorter answer
Now, for custom spells: Would you like to include AoK's Epic Spell List as well?
"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.
This +2 rapier has a curse on it...it requires its wielder to make a Will save twice per day (DC 12) or stab himself with it. However, it isn't as bad as it sounds. This weapon, rather than dealing damage, heals whatever it strikes for 1d6 + 2, and on a critical hit, heals double that. It deals positive energy damage to undead creatures.
CL 9th, Craft Magic Arms & Armor, cure light wounds, bestow curse.
This silver ring provides a +1 to +5 insight bonus to AC, saving throws, and skill checks. (Never have I allowed players to make these; they are found.)
CL must be at least four times the item's bonus, Forge Ring, foresight.
This leather quiver creates nonmagical arrows...of a sort. It always looks full. Arrows fired disappear after one round, making your targets wonder exactly what it was that they got shot with.
CL 10th, Craft Wondrous Item, minor creation.
========================================
Spells
Elemental Ray
Evocation [Acid, Cold, Electricity, Fire, Force, Sonic]
Sor/Wiz 9
Casting Time: 1 standard action
Components: V, S
Range: Medium (100ft. + 10ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A shimmering ray composed of the five elements wound with sheer force springs from your hand. You must succeed on a ranged touch attack to deal damage to your target. The ray deals 4d6 acid, 4d6 cold, 4d6 electricity, 4d6 fire, 4d6 force, and 4d6 sonic damage.
Shalandra's Spellshaper
Transmutation
Sor/Wiz 5
Casting Time: 1 swift action
Components: V
Range: 0ft.
Target: The next spell you cast
Duration: 1 round
This spell allows you to alter a spell of 4th level or lower from an area of effect into a ray. A successful ranged touch attack is required to hit your target, and any spell so modified changes its range to Medium range. Any spell that required a Reflex or Will save now requires a Fortitude save for half damage. Nondamaging effects cannot be modified by this spell.
If you don't modify a spell before the beginning of your next turn, this spell ends.
A greater version of this spell exists; it is 8th level and affects spells of 7th level or lower.
Spell Replication
Transmutation
Sor/Wiz 4
Casting Time: 1 swift action
Components: V, S
Range: 0ft.
Target: The next spell you cast
Duration: 1 round
The next spell of 2nd level or lower you cast this round is modified as if by the Twin Spell metamagic feat. This spell has no effect on spells already modified by the Twin Spell metamagic feat.
Shockwave
Evocation [Electricity, Force]
Sor/Wiz 8
Casting Time: I standard action
Components: V, S, M
Range: 20ft.
Area: Creatures in a 20ft. radius spread, centered on you
Duration: Instantaneous
Saving Throw: Reflex half, Fortitude negates; see text
Spell Resistance: Yes
This spell creates a field composed of equal parts electricity and force, which can possibly push foes away from you. It deals 1d6 points of damage/level (max. 20d6) half electricity damage, half force damage. If a creature fails its Reflex save, it must make a Fortitude save at the spell's normal DC or be forced to the edge of the spell's radius. Creatures pushed back do not provoke attacks of opportunity, and creatures with stability (such as a dwarf) may add that bonus to their Fort saves.
Material Component: A rubber band, which is snapped during the casting of the spell.
Jack of All Trades
Transmutation
Bard 1, Clr 1, Sor/Wiz 1, Rgr 1, Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level
You can make skill checks of all types, even those that normally can't be made untrained, as if you had one rank in that skill. This skill bonus increases by 1 for every 2 caster levels beyond 1st, to a maximum of +5. This is a competence bonus.
Prism Stars
Evocation [Light]
Sor/Wiz 9
Components: V S, M
Casting Time: 1 round
Range: Long (400t. + 40ft./level)
Area: 40ft. radius burst
Saving Throw: see text
Spell Resistance: Yes
Creatures in the spell's area of effect are hailed with rainbow colored streaks of light, dealing 5d8 light damage (no save) and are blinded (Fort negates). Additionally, there is a 75% chance that each creature in the spell's area is struck with a random prismatic effect (see prismatic chart, PHB, and reroll all rolls of 8).
Material Component: A handful of crystals worth 100gp.
=========================================
Epic Spells
Regretful Consequences
Abjuration
Spellcraft DC: 87
Components: V, S
Casting Time: 1 minute
Duration: 24 hours
Range: Touch
Target: Creature touched
Saving Throw: None
Spell Resistance: Yes
You are enveloped in a second skin of invisible light that punishes those who dare to strike you. Whenever you are dealt damage from a melee attack, your attacker takes damage equal to 25% of the damage you recieved.
Forceward
Abjuration, Conjuration [Creation, Force]
Spellcraft DC: 45
Components: v, S
Casting Time: 10 minutes
Range: Touch
Target: One creature or object
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 405,000gp; 9 days; 16,200xp. Seeds: armor (14), ward (14). Factors: +16 additional armor bonus (+32 DC), immunity to specific effect (+11 DC), permanent duration (x5 DC). Mitigating Factors: Burn 2,500xp (-25 DC), increase casting time to 10 minutes (-20DC) additional caster contributing 9th level spell slot (-17 DC)
Basically gives a +20 armor bonus as mage armor, but makes you completely immune to disintegrate as well.
Spellbreaker
Abjuration
Spellcraft DC: 79
Components: V, S
Casting Time: 1 standard action
Range: 300ft.
Target: One creature, object, or spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 711,000gp; 14 days; 28,440xp. Seed: dispel ( DC 19) Factors: reduce casting time to standard action (+20 DC), additional +40 to dispel check (+40 DC)
As dispel magic, but the maximum is your caster level or +50, whichever is less.
White Wind
Conjuration (Healing)
Spellcraft DC: 71
Components: V, S, DF
Casting Time: 1 standard action
Range: 0ft.
Area: 100ft. radius burst, centered on caster
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
To Develop: 639,00gp; 13 days; 25,560xp. Seed: heal (DC 25) Factors: change from target to area (+10 DC), increase area to 100ft (+8 DC), remove adverse conditions (+8 DC), decerease casting time to standard action (+20 DC)
All allied creatures within the spells area heal 200 points of damage, all ability damage, ability drain, negative levels, fatigue, exhaustion, and other adverse mental or physical conditions.
Enjoy!
"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.
The spells are nice... only thing i cant picture is a paladin doing a tumble or juggling in the middle of the square (perform) 0.o
Wanna make more items? Here's a challenge!
Make the strongest, most powerful, or most creative/clever Magic Armor OR Shield you can for under 25,000gp (+5 bonus)
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei