New Spells & Items by Kalthandrix

Post/Author/DateTimePost
#1

kalthandrix

Jun 22, 2005 8:49:06
This is the master index for all material that I have created and posted on this thread. Take a look at the stuff and use it if you like it.

Spells-
• Ray of No-Sky (see below)
Mantle of Retribution


Items-
• Rod of Arcane Spell Fuel (see below)
• Bracers of the Spiked Carapace
Rod of Spell Secrets

• Stonecutter (minor artifact)


Feats-
• True Ambidexterity
Extended Absence
Improved Restoration
Greater Restoration
Multicasting

Enchantments-
Deep Cutting
Diamond Edge
Diamond Razor

Weapons-
• Bard's Stinger
• Elven Knife


Ray of No-Sky
Transmutation
Level: Cleric (Earth and Air) 4, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25’+5’/ 2 levels)
Effect: 1 ray/ 3 caster levels past 5th, maximum of 5 rays at 17th level
Duration: 1 round/ caster level
Saving Throw: Will negates
Spell Resistance: Yes

The caster of this spell is able to generate a lead-colored ray that lances out from his hand and strips the ability to fly from any creature it hits, bringing flying opponents crashing to the ground.

As a standard or full-round action, beginning the same round that this spell is completed, the caster of this spell is able to generate and launch forth one or more rays at any creature within range by making a successful ranged touch attack. The number of rays the caster is able to fire in one round is determined by his base attack bonus.

Any creature hit with a ray of no-sky is allowed a Will save to try and throw off the effect of the spell. Those who fail their save feel their body become heavier and lathargic, and while this spell has no effect on the creature’s actual weight or ground movement, it cripples all forms of flight (magical, natural, or psionic) or any other means of aerial movement (magic items that give the ability to fly, feather fall, levitate, ect…), for the duration of the spell.

Those creatures that are flying when hit with this spell and fail their save throw find themselves crashing to the ground and take normal damage when they crash into the earth (1d6/ 10’ distance fallen).

This spell also negates all jumping (except if the victim of the spell effect is jumping down).

Material component is a lead bead or a broken feather.
#2

brun01

Jun 22, 2005 10:40:38
Very useful spell, don't like the name though, maybe something like 'Earthbind' would sound nicer...

Good work!

Maybe that item is a little overpowered for its price...
#3

Pennarin

Jun 22, 2005 12:16:30
The spell is nice! I do remember, though, a similar spell somewhere. But now a days there are so many books with spells that I can't remember from where...

As for the arcane rod of fuel, its price is way too low. I already have something like the rod in the works, using tree of life material...
#4

Sysane

Jun 22, 2005 12:22:43
There's a feat in Dragonlance that allows an arcane caster to drain energy from magic items in order to fuel their spells. Maybe you could adapt your items using those rules as a guide line.

I either plan on allowing that feat or creating a PrC of some sort that lets a characters drain magic items for spell energy if the campaign ever moves to the Dead Lands .
#5

kalthandrix

Jun 22, 2005 13:35:46
The spell is nice! I do remember, though, a similar spell somewhere. But now a days there are so many books with spells that I can't remember from where...

As for the arcane rod of fuel, its price is way too low. I already have something like the rod in the works, using tree of life material...

The price computation I used is from the DMG which follows:

50 charge item price= (spell level*caster level)*750gp so I came up with
6750cp= (1*9)*750.

I thought about the spell level being too low when I calculated the price but then I thought to myself, hey it only allows you to do what you normally can. If you think about it, an arcane spell caster has to draw 50 levels worth of spells from the land when making this, so it is kind of like filling up a waterskin at a stream to take with you later. With any other wand or rod type item, they let you cast spells that you maybe do not have or at levels you have not gained. This rod only lets you keep casting your spells in any terrain.

Thanks for the input :D

Very useful spell, don't like the name though, maybe something like 'Earthbind' would sound nicer...

Isn't that the name of a red magic card? I think it is. The name is something I have always thought did not fit perfectly too, but what are you going to do!

I thought this would be a cool spell that could have been developed during the Cleansing Wars by Lalali-Puy in her battles against the aarakocra.

I have more spells and items, but they need to make their way from paper to computer.
#6

brun01

Jun 22, 2005 13:42:07
Isn't that the name of a red magic card? I think it is. The name is something I have always thought did not fit perfectly too, but what are you going to do!

Exactly, the effect is so similar, the card came to mind.

I have more spells and items, but they need to make their way from paper to computer.

Well, keep'em coming!
#7

kalthandrix

Jun 22, 2005 14:29:11
Post Deleted by Kalthandrix
#8

ruhl-than_sage

Jun 22, 2005 14:53:08
:D Nice spells! I like the name Ray of No-Fly .
#9

kalthandrix

Jun 22, 2005 15:18:02
Another item for your amusement

Rod of Spell Secrets

The origin of these items has been lost, though it is thought that they originally were made during the early formation of the Veiled Alliance. These long rods are usually created to look like canes, carved from very durable material like bone or the wood of an agafari and modest in decoration. They have a comfortable grip and a three-foot long, octagonal shaped shaft about an inch and a half wide. A six-inch section below the rods grip is the only surface area decorated with what looks to be decorative scrollwork. Their usefulness remains in their inconspicuous nature.

The rod of spell secrets is a great tool for those that wear the veil, acting as both a last means of defense and as their secret spellbooks. The rod may be used by anyone as a club+1, but it’s true useful lies in the hands of a wizard.

This rod may be used to store a wizards most prized possessions, their spells. Following the normal rules for scribing a spell, the wizard can write a spell on the smooth, blank surfaces of the rod. The writing is magically absorbed and a new design appears below the grip. To access a spell to memorize, the wizard touches the design that is the representation of the spell and wills the spell fourth. The rod of spell secrets may be used to store up to 99 levels worth of spells.

The possessor may remove any spell stored in the rod by selecting the correct design and willing it to be gone. The spell will briefly reappear on the surface, where the ink will flake off on to the ground.

Read magic cast on the designs will not revel the presence of the spell, nor will detect magic show the rod of spell secrets as being magical in nature.

No magical aura; CL 9; Craft magical arms & armor, craft rod, secret page, erase, Nystul’s magic aura; Price 78,230 Cp

#10

Pennarin

Jun 22, 2005 18:17:11
Kalthandrix, can I import both items, and any future item, into the project for the Equipment Guide and have them tweaked and revised by the Equipment Bureau?
#11

kalthandrix

Jun 22, 2005 18:51:34
Kalthandrix, can I import both items, and any future item, into the project for the Equipment Guide and have them tweaked and revised by the Equipment Bureau?

Sure Pennarin.

I would be glad to help out on the equipment project if you need some more assistance. If you tell me what you want I can work on some more items and stuff- I have a horde of things I need to get from paper to computer and ideas that are charging the gate so to speak.
#12

kalthandrix

Jun 22, 2005 19:19:55
There's a feat in Dragonlance that allows an arcane caster to drain energy from magic items in order to fuel their spells. Maybe you could adapt your items using those rules as a guide line.

I either plan on allowing that feat or creating a PrC of some sort that lets a characters drain magic items for spell energy if the campaign ever moves to the Dead Lands .

I made two spells kinda simular to what you are talking about, but it is usable only to extract the xp (or instilled life energy if you will) from a magic item.

One spell let you only transfer xp from items (basically like transfering the keen enhansement from a keen dagger+1 to a longsword+1 to make it a keen longsword+1) The other spell allows the caster to store the xp for item creation or to fuel xp burn costs like for wish.

If you guys are interested I would type them up.
#13

Pennarin

Jun 22, 2005 19:46:47
Thanks for the permission, Kalthandrix.

An area we want to expand into, and that we find difficult to do so, is kreen- and wilder-specific items; kreen items being psionic or of divine magic in nature.
#14

ruhl-than_sage

Jun 22, 2005 19:50:50
Thanks for the permission, Kalthandrix.

An area we want to expand into, and that we find difficult to do so, is kreen- and wilder-specific items; kreen items being psionic or of divine magic in nature.

Wilder specific items????

:headexplo , I'm afraid you just blew my mind :D .
#15

Pennarin

Jun 22, 2005 20:07:52
Well yeah, the wilder is the only manifesting class that has lots of weird class abilities begging for items to enhance or reduce their effects.
#16

kalthandrix

Jun 22, 2005 21:30:23
Thanks for the permission, Kalthandrix.

An area we want to expand into, and that we find difficult to do so, is kreen- and wilder-specific items; kreen items being psionic or of divine magic in nature.

I will see what I can shake out of the magic box and get back with you. I have a couple things in mind but need a little bit to put my thoughts in order.
#17

jon_oracle_of_athas

Jun 23, 2005 3:51:35
Kalthandrix, all item contributions are welcome. We can't guarantee we will use all of them, but if they are good we will consider them.
#18

kalthandrix

Jun 23, 2005 7:14:15
I have given some thought to changing the name of he Ray of No-Sky to Ray of the Earth Bound.

Personally I think I like it slightly better then the original name.
#19

kalthandrix

Jun 23, 2005 7:24:53
Kalthandrix, all item contributions are welcome. We can't guarantee we will use all of them, but if they are good we will consider them.

Anything that I post can be used by anyone in the community, I just ask if anyone has suggestions on how to make them better, that they share them and also at least give me some recogniation for my work
#20

ruhl-than_sage

Jun 23, 2005 9:16:44
I have given some thought to changing the name of he Ray of No-Sky to Ray of the Earth Bound.

Personally I think I like it slightly better then the original name.

Yah, the latter name does sound better . I'm still going to have an Air Cleric NPC in my game call it Ray of No-Sky, my players will eat it up :D .
#21

kalthandrix

Jun 23, 2005 9:17:00
...
#22

kalthandrix

Jun 23, 2005 9:18:26
Yah, the latter name does sound better . I'm still going to have an Air Cleric NPC in my game call it Ray of No-Sky, my players will eat it up :D .

Thanks Sage- I am still torn about a name change- I might leave it and others came call it what they will.

Another thought came to me for the the Ray of No-Sky.

How about if it also imposed a -30 circumsatance penitaly to all jump checks? This spell is ment to be the bane of anything taking to the air. It could break the spell in game terms, but it is just a thought I just had.
#23

ruhl-than_sage

Jun 23, 2005 16:28:45
At that point you might as well just make it impossible to jump while under the effects of the spell. I don't think it unbalances the spell any to add that effect, but it does seem a little unwieldy to tack it on. I dunno.... it would only really have an effect on Kreen and Psi-Monks/maybe Half-Giants, It does make sense for the purpose of the spell.
#24

kalthandrix

Jun 25, 2005 7:28:06
I have updated the Ray of No-Sky spell to include prohibiting jumping. I am not sure that the wording is perfectly clear so if you look it over, tell me if you see where or if I should clearify more.
#25

kalthandrix

Jun 25, 2005 22:10:14
New enchantments for your weapons.

Diamond-Edge

This enhancement enables may only be applied to slashing and piercing weapons. A weapon enchanted with this ability has the ability to cut through natural armor much more effectively than other weapons. When determining the success of an attack roll, a diamond-edged weapon has an effective enhancement bonus four higher than normal, but only to determine if an attack succeeds or fails, the added enhancement does not increase the damage dealt. So a diamond-edged longsword+1 is effectively a +5 weapon when determining the success of an attack roll. This enhancement can be added to keen weapons, but not vorpal.
Moderate Abjuration; CL13th; Crafe Magic Arms and Armor, Antilife Shell; Price +3 bonus.

Diamond Razor

This epic enhancement bonus may only be applied to slashing or piercing weapons. A diamon razor weapon ignores all natural armor bonuses, cutting through the thickest of hides as if they were paper. The diamond razor enchantment may not be added to vorpal weapons
Strong Abjuration; CL 25th; Craft Arms and Armor, Craft Epic Arms and Armor, Antilife Shell ; Price: +8

Deep Cutting

This ability increases the critical multiplier by one. For example, if it was place on a long sword, which normally has a critical multiplier of x2, a deep cutting long sword would have a critical multiplier of x3. This ability may only be placed on piercing and slashing weapons.
Moderate transmutation; CL 13th; Craft Magical Arms and Armor; Mordenkain’s sword; Price +3

#26

kalthandrix

Jun 25, 2005 22:33:58
A new spell.
Mantle of Retribution
Abjuration
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/ level or special
Saving Throw: None
Spell Resistance: No

Upon completion of this spell, the wizard is covered in a slightly shimmering field of force and moves and bends with him. This field grants the caster a +4 deflection bonus to his armor class, which applies against touch attacks made by spells and incorporeal creatures. The added benefit of this protective ward is apparent when the caster is subject to a magic missile or any ray effect.

The mantle of retribution lives up to it’s name, in that when the caster of the spell is attacked with the magic missile spell or any ray effect, they are reflected back at their originator. Magic missiles automatically strike their original caster and reflected ray effects are resolved using the same attack roll that was used against the one protected with the mantle of retribution.

The mantle can reflect up to 1 bolt or spell level per caster level, which means that a 9th level wizard protected with this spell can reflect up to a total of nine magic missile bolts or nine levels worth of ray effects, or any combination as long as the sum does not exceed his caster level. When the spell has reached its limit of reflection, the mantle of retribution ends regardless of the remaining duration.

The material components for this spell is a shard of tortoise shell and a piece of mirror.

#27

kalthandrix

Jun 26, 2005 7:20:47
Pennarin- the Rod of Spell Secrets is simular to a Boccob's Blessed Book, but with a lot less storage capibility.

The book bolds 1000 pages of spells, whereas the rod only holds 99 levels, so if I am right about the number of pages a spell takes up, the rod could hold 11 9th level spells and the book could hold 111 9th level spells.
#28

colm_l

Jun 26, 2005 10:44:22
The Diamond Weapon enchantments are too expensive
#29

kalthandrix

Jun 26, 2005 17:04:29
The Diamond Weapon enchantments are too expensive

That is a very insighful observation. Do you have anything else to add?

I would say that they are rather moderately priced. The bane enhancement is only +1, but gives you but makes your weapon an extra +2 vs. a specific foe and deals extra damage. The diamond-razor enchantment allows one to ignore ALL natural armor- so if you were to take on, say, an adult force dragon from the ELH which normally has an armor class of 64, against a weapon which this enchantment it would only have an AC of 20.

Weapons with either enchantment will allow characters to cut through a creatures defenses with ease. Sure, they do not add damage, but to inflict damage you have to HIT them first. Say you had a diamond-edged keen scimitar+1, against creatures with natural armor, you would get a +5 to hit them and critically hit with a roll of 15-20. The +5 to hit aids in confirming the critical so you also have a better chance of actually scoring the extra damage. The above sword would only have a total modifier of +5, and have a final cost of 50,315 gold pieces (out side of Athas). Add bane vs. Thri-kreen and you have a weapon that, without a critical, gets a +7 to hit (not counting BAB), and deals 1d6+3+Str+2d6 damage for a total price of 72,315 gp.

But if you think they are overpriced, you must have a really good reason to think so.

Have a nice day :D
#30

ruhl-than_sage

Jun 26, 2005 18:19:56
:D , they are definately not overpriced. After looking over them, I would have to agree with you Kal.

Those are really orginal enchantments, I think it would be even cooler if you actually had to edge the weapons with diamond. That could be the main materials cost for making the weapons. Just a little flavor, for the description. ;)
#31

kalthandrix

Jun 26, 2005 19:05:53
:D , they are definately not overpriced. After looking over them, I would have to agree with you Kal.

Those are really orginal enchantments, I think it would be even cooler if you actually had to edge the weapons with diamond. That could be the main materials cost for making the weapons. Just a little flavor, for the description. ;)

Thanks Sage. I have been working pretty hard on these ideas. Partly because you have been adding a lot of great material and I thought I should be too.

Sure, like in the Crystal Shard by R A Salvator, when Aegis-fang is being created and Bruenor throws a pouch full of diamond dust in the air and it is absorbed into the weapon. That would be a sweet visual to use in relation to the creation of a diamond-edged weapon.

I hope no one though my earlier reply was harsh. I can take criticism, except when people will not or cannot explain their view about what they think is wrong, then that is just complaining.
#32

kalthandrix

Jun 28, 2005 22:29:00
Some more toys for the kids.

REVISED VERSION- with creative help given by Pennarin

Bracers of the Spiked Carapace

Crafted for generations by powerful thri-kreen psions to help protect their clutch-mates from feral wasteland creatures, these pairs of bracers are made of the spiked bony hide of a giant boneclaw.

A creature with at least a +3 natural armor bonus donning bracers of the spiked carapace gains a +3 enhancement bonus to its natural armor class as its hide or carapace visibly thickens. Bony or chitinous spikes also sprout everywhere, acting as armor spikes (see Chapter 7 of the Player's Handbook) with which the creature is considered proficient.

If any part of the +3 natural armor bonus required for this item to activate stems from an item, power, or spell, such as an amulet of natural armor, then the sprouting of the spikes causes the wielder to experience pain and suffer a -1 penalty to attack rolls, skill checks and saves, lasting as long as the bracers are worn.

Strong psychometabolic; ML 7th; Craft Universal Item, thicken skin ; Price 15,000 Cp; Weight 2 lb.

Bracers of the Spiked Carapace- Old Version

Developed by Ak’chakak, a powerful thri-kreen egoist who lived centuries ago, after a brief but savage encounter with a rather large, feral boneclaw that he barely survived. Bracers of the Spiked Carapace are more often made from then thorny hide of a boneclaw, though any thick chitin or shell will work, cut in section to overlap and riveted to a leather bracer. Wide leather straps on the underside of the bracer secure them to the wearer’s forearms. While not much to look at, these potent items prove that the best defense is offence.

When worn by a creature that has a natural armor class bonus of +3 of better, these powerful bracers fortify the creature’s defenses and insure that those facing the wearer do not escape unscathed. When a qualifying creature dons both bracers of the spiked carapace, the creature’s natural armor is thickened, granting the wearer a +3 enhancement bonus to their natural armor. The newly thickened hide of the creature also sprouts sharp, bony ridges that effectively grant the benefits and penalties as if they were wearing spiked armor. The wearer is considered proficient in there use as if they had the proper martial weapon proficiency.

A creature that dons these bracers and does not meet the natural armor requirements are racked with pain as their body tries to adapt itself to the powers bound within the bracers. They suffer 2d6 points of piercing damage as their body suddenly tries to form spikes and they thrust through the creatures skin. The creature continues to have 1d6 points of piercing damage dealt to them each round until the bracers are removed.

Strong Psychometabolic; ML 9th;Craft Universal Item, adapt body, thicken skin; Price 81,900 cp; Weight 2 lb

Price calculated by:
[(Power level * Manifester level) * 2,000] + {[(AC bonus squared) * 2000] * Multiple Different abilities} = Base Price, then
Base Price * Modifier due to special restrictions = Market Price

[(5 * 9) * 2,000] + {[(3 * 3) * 2000] * 1.5} = 117,000 then,
117,000 * (1 – 0.3) = 81,900

REVISED VERSION- with creative help given by Pennarin

Circlet of Psychic Enervation

This headband is made of the woven pliant bones of birds and encases three marine blue crystals, on the brow and temples.

On the brow of a wilder this item is the bane of other psionic users nearby. Three times per day, when the wilder uses his wild surge class feature, creatures with psionic powers or psi-like abilities within a 30 feet radius of the wilder must make a Will save DC 13. A successful save results in an harmless wave of emotions washing over it. On a failed save, a creature who tries to manifest a power or use a psi-like ability for the duration of the wilder's wild surge runs a chance of suffering psychic enervation equal to 5% per manifester level added through the wilder's wild surge. A creature overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to the circlet bearer's wilder level, or loses one use of his psi-like ability.

Greater versions of this circlet have been rumored to exist. These items may be activated whenever a wilder uses his wild surge class feature and have an effective radius of 60 feet. The Will save DC to resist the psychic enervation is increased to 18.

Faint telepathy; ML 6th, greater ML 11th; Craft Universal Item, creator must have the Wild Surge class feature, fate link; Price 15,120 Cp, greater 46,200 Cp.

Circlet of Psychic Enervation- Old Version

This simple headpiece is a thing of strange beauty, being constructed of very thin bones that have been soaked in a solution to make them slightly pliable and then woven together to make the form. A lacquer is then and three crystals are set in it, one set in the center so that it is touching, directly between the eyebrows. The other two, which are slightly smaller in size, are placed so they are in contact with the wearer’s temple on each side of the head.

In the hands of most, it is nothing but a decoration. It is only when resting on the brow of a wilder that the true power of this item is reveled. Three times per day, when the wilder uses his wild surge class feature, they force all creatures with psionic powers or psi-like abilities within a 30’ radius to make a Will save DC 16. Those who save feel a wave of emotion wash over them and suffer no ill effects. For those who fail, the consequences are felt immediately.

The raw emotion used by the wilder wearing the circlet strike the creatures that failed their save and resounds within their minds. Any creature who failed their save and trys to manifest a psionic or psi-like ability suffer the same percentage chance as the wilder who activated the circlet to suffer from psychic enervation, though in a slightly lesser form.

Those who are overcome with this backlash of emotion must roll the percentage dice, those who exceed manifest their power normally, while those who fail are unable to harness their Will sufficiently to successfully manifest their power. The power fails and they lose the number of power points that the power they tried to activate.

Moderate telepathy; ML 10; Craft Universal Item, creator must have the Wild Surge class feature, forced sense link; Price 15,120 Cp; Weight 2 lbs.

Price calculated by:
(Power level * Manifester level) * 1,800= Base Price , then
[Base Price / (5 / charges per day)] * Modifier due to class use restrictions = Market Price

(2 * 10) * 1,800 = 36,000 then,
[(36,000 / (5 / 3)] * (1 – 0.3) = 15,120

#33

kalthandrix

Jun 29, 2005 21:48:31
I thought that it would be nice to have all of the items that I have made/ converted on one thread (kinda). To this end I am putting links to the threads I made for both the Silencer and the Scourge.

It's like one-stop-shopping here! :D

The Silencer of Bodach

The Scourge of Rkard
#34

ruhl-than_sage

Jun 29, 2005 22:06:29
Good idea, you know I started looking around on other parts of the discussion boards. Particularly the psionics board and I saw something that other people were doing. It's a great idea really, they put links to their favorite creations right in their signatures. So, you read a PrC class that they've made and like it. If your interested in finding more of this persons creations you need look no further than their signature.

I don't know how many people on the DS boards are aware of this idea, but I just discovered it myself and thought others might be interested.
#35

methvezem

Jun 30, 2005 7:54:14
It's a great idea really, they put links to their favorite creations right in their signatures. So, you read a PrC class that they've made and like it. If your interested in finding more of this persons creations you need look no further than their signature.

Great idea Sage, I just added link to some of my creations in my sig. With the search function disabled most of the time, it will also help find some of the threads that we have seen in a long time and were somewhat forgotten ;)
I hope others will follow with this.
#36

kalthandrix

Jul 31, 2005 21:56:11
Here is a power I have been dreaming up since working with the group on the Crystallite PrC.

This power is a mixture of the Hide Life spell from the Tome and the Blood 3e book, and I took some thought out of my "Do Not Open" box to put this together.

I had a problem with the name- psionic hide life was to uncool for this power.

Let me now what you think about this.

Shelter of Mind and Soul
Telepathy
Level: Psion/wilder 9
Display: Auditory, Olfactory, Visual
Manifesting Time: 24 hours
Range: Personal
Target: You
Duration: Special
Power Points: See Text, XP

With this power you are able to insolate you mind and life force within a specially made flawless, obsidian orb. Once this power has been enacted, you become cannot be killed through ordinary methods and are better able to resist many powers or spells that effect the mind.

The benefits of this spell are as follows:

• If damage inflicted upon you would normally render you disabled, dying, or dead, you are able to ignore the normal effects of those conditions, and are instead staggered (allowing you to only take partial actions). Also while under the effects of this power, when you would normally lose hit points for being disabled or dying, you do not lose hit points for taking an action or if rendered to negative hit points. If your head is removed from your body (i.e. by a vorpal weapon), or if your body is totally destroyed (i.e. via disintegration or dissolution in acid) your mind is trapped within the obsidian orb, though you still retain full use of your powers and mental abilities. If your body and the obsidian orb holding your mind have both been destroyed, you are dead and nothing short of a wish, miracle, reality revision, or true resurrection will bring you back to life.

• You gain damage reduction 5/ bludgeoning or if you already have DR you increase the hit point threshold to ten if it is better and add -/ bludgeoning to the description of conditions needed to overcome your damage reduction. For example if a creature were to have DR 5/ metal, this power would make it a DR 5/ metal and bludgeoning. This effect does not stack with DR granted by other spells, psionics, or magical items. Feats and class features do stack.

• This power also grants you a +4 circumstance bonus to all mind effecting spells, powers, spell- and psi-like abilities due to your minds seperation from your body.

All power comes with a price, and this one is no exception.

• You no longer gain the benefit of normal healing or the ability to heal ability damage. If you are at negitative hit points, healing spells or effects do not automatically raise you up to zero, they only adjust your hit point total upward.

• This power requires a heavy power commitment on your part as well. While under the effects of this power, your psionic point total is reduced by 34.

• Additionally, you may not enter any area of null-psionics as it disrupts you connection to the obsidian orb. If subject to any effect such as catapsi or directly targeted by dispel psionics, you are automatically staggered for one round per level of the one who manifested the power and also suffer a -2 to all attacks rolls, damage rolls, saving throws, skill checks, and ability checks for the same duration. A sucessful dispel psionics that targets your obsidian orb ends the effect. Any attack that destroys your orb or a successful dispel psionics that targets your obsidian orb ends the effect, shatters the orb, and causes you to be stunned for 5 rounds as your mind and soul are forcefully ejected and snap back into your body.

This power requires a flawless obsidian orb costing 1000 Cp per manifester level and burns 10,000 XP during the 24 hour manifesting time. Unless this power is disrupted as detailed above, the effect lasts indefinitely, though the manifester may choose to end it at time by a force of will, leaving the obsidian orb intact.

#37

zombiegleemax

Aug 01, 2005 13:52:22
Here is a power I have been dreaming up since working with the group on the Crystallite PrC.

This power is a mixture of the Hide Life spell from the Tome and the Blood 3e book, and I took some thought out of my "Do Not Open" box to put this together.

I had a problem with the name- psionic hide life was to uncool for this power.

Let me now what you think about this.

Sweeeeeeeeeet! :D
#38

kalthandrix

Aug 01, 2005 17:18:51
If you like this power, just wait until I type up my next idea- a black burst of negative energy that not only will kill those standing around the mage, but also raise up those killed as undead slaves.

And I will soon be writing up my entry for the critter competition- so protect you children and psions, because the Mir'iseth are coming! :evillaugh
#39

kalthandrix

Aug 03, 2005 10:40:26
Here is a new spell for all of you necros out there. Enjoy and let me know what you think about it.

Dead Zone Blast
Necromancy
Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: 15’ radius burst hemisphere burst
Effect: Burst of concentrated negative energy centered on caster
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Upon completion of this spell, the caster rips open a hole into the Grey, flooding the area around himself with highly concentrated negative energy. The negative energy attempts to suck all of the life from everything within range, which creates a deafening boom as it does so. All creatures caught within a 15’ radius the caster suffers 1d6+1 points of negative energy damage per caster level (max of 25d6+25). A successful reflex save halves the damage.

Any creature killed in by the dead zone blast has their life force sucked them and their body become a desiccated husk. On the casters next turn, those slain rise up as grey zombies (see Terrors of the Dead Lands for stats) under the spell casters control and act on the casters initiative. All grey zombies rise with maximum hit points.

Undead creatures caught within the blast radius are healed by the amount of damage the spell deals to living. Constructs are not affected, unless they are made of living material or flesh.

The material component of this spell is a whole finger bone of an undead creature that is snapped in half upon the completion of this spell.

#40

csk

Aug 03, 2005 14:50:47
This spell seems quite similar to Animus Blizzard which is an epic spell with Spellcraft DC 78. Granted I think Animus Blizzard is a worthless spell that is much too costly for it's effect (maybe 5 wights with spellcraft DC 78?! ).

Your spell is less powerful (less damage, smaller area of effect, no range) and I'm not really a good judge of these things but I thought I'd point it out.
#41

kalthandrix

Aug 03, 2005 20:31:23
This spell seems quite similar to Animus Blizzard which is an epic spell with Spellcraft DC 78. Granted I think Animus Blizzard is a worthless spell that is much too costly for it's effect (maybe 5 wights with spellcraft DC 78?! ).

Your spell is less powerful (less damage, smaller are of effect, no range) and I'm not really a good judge of these things but I thought I'd point it out.

I did not even think of the epic spell when I wrote this one. I was actually modleing it after the fire burst from the Complete Arcane- higher damage dice for the same level of spell but very limited area of effect and no range was the trade off- I made it deal negative energy damage and raise those it slays because I thought it would be cool and kind of reasonable due to the huge influx of negative energy.

This is not ment to replace any epic spell so I know it deals less damage, but I would like to point out that dealing 20d8 points of damage would ruin most anyones day. I also forgot to add to the feature of the spell that it heals undead, I know it is a given with negative energy, but it is best if things like that are spelled out.

Thanks for the feedback- I was really hoping that I would have gotten more by now though!
#42

zombiegleemax

Aug 04, 2005 0:21:19
I make only one suggestion... increase the area of effect 10 feat is a very short distance, for the wizard that lets an enemy in that close it may mean death. i know it can be used on innocent by standing creatures but in a fight how many animals do you see hanging around really close to the fight?

increase it to at least 20' maybe 30'
or if you don't like that how about an incrament of 10 feet for every 6 caster levels?

[HTML]
levels area effect
1 - 6 10'
7 - 12 20'
13 - UP 30'
[/HTML]
#43

kalthandrix

Aug 04, 2005 14:18:25
I make only one suggestion... increase the area of effect 10 feat is a very short distance, for the wizard that lets an enemy in that close it may mean death. i know it can be used on innocent by standing creatures but in a fight how many animals do you see hanging around really close to the fight?

increase it to at least 20' maybe 30'
or if you don't like that how about an incrament of 10 feet for every 6 caster levels?

I disagree with your presumption that a mage is a gonner if an opponent is close by. Just like the fire burst spell, this one was made to inflict heavy damage to everyone close to the spellcaster, but leave him unharmed.

The whole purpose of this and the fire burst spell is to kill anyone who is close to them because honestly, who is a better target for a group, the heavely armored sword swinging fighter or the no-armor-wearing, kill-everything-from-a-distance mage. Nine times out of ten, a group will focus on the spellcasters first to remove the heavy damaging ranged spells that they can cast and then they will focus on everyone else.

This spell, with the smaller area of effect, allows a wizard to get some breathing room. At 20th level, this spell can deal 160 points of negative energy damage, and an empowered dead zone blast (9th level spell) can deal 240 points. There are also several other feats that will allow a high-level wizard to make this spell more powerful like, like if they had a tenth level spell slot the mage could widen the spell, making it a 20' radius, or they could maximize it too.

The whole reason that it deals d8 instead of d6 is due to the small area of effect- there has to be a trade off somewhere to balance the power of the spell.

Here is another little senero for you. Imagin a wizard with improved invisibility cast on himself, sneaking into an opponents camp while they are sleeping and casting a silent dead zone blast. I imagine that everyone would fail their reflex save and then, if there was anyone still alive, it would be the wizards turn again- everyone else would be prone and flat-footed. Then the wizard would be able to cast another heavy damage dealing spell, or dimension door out of the area as his campanions rush the camping group. An remember, anyone that would have been killed in the first blast would rise up and begin fighting their old companions.

Thanks for your comments though- I hope I was able to better explain how useful the spell is. :D
#44

kalthandrix

Aug 05, 2005 22:49:05
Some thing I thought was missing from the DS setting was this spell, which was originally a psionic enchantment.

Defiler Regeneration
Necromancy
Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 minute per creature effected by the spell
Range: Touch
Target: 1 creature per 4 caster levels
Duration: 1 turn per caster level
Saving Throw: Will negates
Spell Resistance: Yes

With this spell, a defiler may imbue himself and or other with the ability to regenerate themselves by draining the life energy from the land. Creatures regenerate at as rate determined by the terrain type that they are in (see table below) and the regeneration follows the rules in the Dungeon Masters Guide. The amount of land defiled equals one square foot per hit point regenerated. This spell requires a constant flow of energy, so even if the spell recipient is undamaged, the spell drains the equivalent of one square foot of land per round, which is seen as footprints made of ash.

The material component of this spell is a special ink to draw the mystic runes upon the recipients hands, arms, and face. The cost for the ink is 100 cp per creature affected by the spell. Applying the ink takes one minute per person and provokes an attack of opportunity.

[b]Terrain Type[/b] [b]Regeneration Rate[/b]<br /> Desolate None- spell ends regardless of remaining duration.<br /> Barren Hit Points per round equals one-quarter caster level <br /> Infertile Hit Points per round equals one-half caster level.<br /> Fertile Hit Points per round equals three-quarter caster level.<br /> Abundant Hit Points per round equals caster level.
#45

ruhl-than_sage

Aug 06, 2005 13:01:09
Since I'm accessing the internet at the library now I don't have the luxury of referencing books when I'm postingt feedback, so you'll have to do the referencing yourself.

Dead Zone Blast: this spell seems a little over powered to me. It deals negative energy, a more powerful energy type than fire/acid/electricity/etc., so right there I think you have to shift your reference point from wizard to clerical spells. I also animates zombies, I don't know how powerful grey zombies are, but they are at maximum hit points so that knocks a few effective levels of the damage part of the spell to. So what I would use for your reference on how much damage this spell should do is a 5th level cleric damage spell such as Flame Strike, that is unless the grey zombies are particularly powerful like challenge rating 4 or higher, then you might consider reducing it a little more. Of course the range is quite short so that helps to balance a little for extra damage.

Personally I would like to see the spell have a range of 20ft., 10 seems a little short even for a defensive spell like this.
#46

ruhl-than_sage

Aug 06, 2005 13:15:12
Some thing I thought was missing from the DS setting was this spell, which was originally a psionic enchantment.

Nice , I think you should make a more powerful version of this spell too.
#47

ruhl-than_sage

Aug 06, 2005 13:39:16
Here is a power I have been dreaming up since working with the group on the Crystallite PrC.

This power is a mixture of the Hide Life spell from the Tome and the Blood 3e book, and I took some thought out of my "Do Not Open" box to put this together.

I had a problem with the name- psionic hide life was to uncool for this power.

Let me now what you think about this.

Frankly all I have to say about this spell is WTF? I've seen the original, this one is like the original plus four other lower level spells all at once. I don't even understand the logic behind some of the power this spell grants. If you want the spell to be this powerfull you are going to have to make it an epic level spell. Something that only the inner circle of the order would be likely to have.
#48

kalthandrix

Aug 07, 2005 12:29:19
Okay here is some coments on the feedback from Ruhl-Than Sage.

Dead Zone Blast: this spell seems a little over powered to me. It deals negative energy, a more powerful energy type than fire/acid/electricity/etc., so right there I think you have to shift your reference point from wizard to clerical spells. I also animates zombies, I don't know how powerful grey zombies are, but they are at maximum hit points so that knocks a few effective levels of the damage part of the spell to. So what I would use for your reference on how much damage this spell should do is a 5th level cleric damage spell such as Flame Strike, that is unless the grey zombies are particularly powerful like challenge rating 4 or higher, then you might consider reducing it a little more. Of course the range is quite short so that helps to balance a little for extra damage.

Personally I would like to see the spell have a range of 20ft., 10 seems a little short even for a defensive spell like this.

Wizards also have the ability to create undead and the school of necromancy uses negative energy all of the time in its spells (enervation being a major one). That being said, I have made a few alterations to the spell. The level stayed the same and so has the range. I added some discriptive text and clarified some areas about who and what is effected by the spell. The damage has been reduced to d6+1 per level (max 20d6+20). I believe this is a fair trade off.

As for the grey zombies, well they are a 4HD creature but only a CR of 2. The reason for the max HP is due to them being created with such a large amount of negative energy.

Frankly all I have to say about this [power] is WTF? I've seen the original [spell], this one is like the original plus four other lower level spells all at once. I don't even understand the logic behind some of the power this spell grants. If you want the [power] to be this powerfull you are going to have to make it an epic level [power]. Something that only the inner circle of the order would be likely to have.

I have made a few adjustments to this power after giving it a good long look. Yes it is different then the original hide life spell from TaB, but I truely felt that the additions were warrented.

I increased the XP to 10,000 and reduced the DR to 5. I have also added additional text that explains how it works and what can end the effect. Read it over again and I think you will like it better. I do not see this version (or even my original) as being Epic. An Epic version of this power would, IMO, give a higher DR (15/ Epic and bludgeoning), better mantal protection, and possibly immunity to energy drain.

Like I said, read it over again and look at not only the benefits, but also the negatives to this power too.

And finally, I guess I do not understand you comment on the defiler regeneration- do you think it should be higher level or just that there should be an improved defiler regeneration spell (like 8th level)?

Thanks again Sage for your feedback :D
#49

Pennarin

Aug 07, 2005 16:01:33
Kal, why don't you just mix Circle of Death with Animate Dead? The spell would also need to have an appropriate costly material component that would be consumed, such as an onyx bracelet costing 500 Cp or more. (Animate dead is 25 Cp per HD!)

I would make this spell 8th or 9th level.


Also, about the Defilers Regeneration spell: why is it "Defilers"? AFAIK it's supposed to be Defiler Regeneration. Also, it being a 4th level spell is laughable. Its far too early to allow a wizard to get an healing ability, it steps on the divine spellcasters' toes. Its not for nothing the spell was a psionic enchantment in 2E...
Make it a 9th level spell, sraight up. Only the most powerful wizards can achieve a form of healing through sorcery.
I discussed this spell with someone from the Epic Bureau and it was very likely Defiler Regeneration would be made into a sub-epic spell, but a 4th level one?
#50

zombiegleemax

Aug 07, 2005 16:47:05
Here is a new spell for all of you necros out there. Enjoy and let me know what you think about it.

Dead Zone Blast

I like, but I still think it should be 8th level, even with the reduced damage. Too much possible of an instant (small) army effect against weak creatures.
#51

zombiegleemax

Aug 07, 2005 16:55:36
Some thing I thought was missing from the DS setting was this spell, which was originally a psionic enchantment.

Defiler's Regeneration

Dude, I love this spell. Really, love it! :D But I agree with Penn to a degree, way too good for 4th level. As it stands, I could see becoming a defiler just to cast this spell if I was playing a preserver up to then. Making it 6th or 7th level on the other hand seems about right.
#52

kalthandrix

Aug 07, 2005 18:02:56
Okay- I increased the level of both Defiler Regeneration and Dead Zone Blast to 8th level, but I have also changed a few other items as well. Defiler Regeration now effects 1 creature per 4 levels with no maximum and costs more for the mterial component.

As for Dead Zone Blast- I gave in a little and increased the radius to 15', but I also increased the maximum damage to 25d6+25. After looking over polar ray and circle of death I thought that both of these increases were reasonable. As for a more expensive material component- I thought of perhaps requiring the finger bone to be from a mage that died in the Dead Lands- that would be interesting and possibly pretty hard to obtain- I do not want it to be an item that costs a set price in ceramic.

Have you looked over Shelter of Mind and Soul? I did make some fixes earlier and would like to know what somw others think!
#53

zombiegleemax

Aug 07, 2005 18:24:16
Have you looked over Shelter of Mind and Soul? I did make some fixes earlier and would like to know what somw others think!

Still like it, still rocks! And I totally disagree with Sage, its just right for a 9th level power, although maybe increase the power point drain while its active from 34 to an even 50 (don't know for sure, just thinking out loud).
#54

zombiegleemax

Aug 07, 2005 18:40:38
Still like it, still rocks! And I totally disagree with Sage, its just right for a 9th level power, although maybe increase the power point drain while its active from 34 to an even 50 (don't know for sure, just thinking out loud).

50 is an illogical number to use when dealing with psionic powers. 34 makes sense - it is the cost of 2 unaugmented 9th-level powers. The closest number which makes sense in the same manner is 51, the cost of 3 unaugmented 9th-level powers - which is, ironically, extremely close.
#55

kalthandrix

Aug 07, 2005 20:49:37
Still like it, still rocks! And I totally disagree with Sage, its just right for a 9th level power, although maybe increase the power point drain while its active from 34 to an even 50 (don't know for sure, just thinking out loud).

I thought about that, but figured that the loss of 10,000 XP, at least 17,000 cp, and 32 PSP's (temporally) was a pretty big pill to swallow- Thanks Khaine and Aram- I did think that perhaps the psion could make instill the XP over time- like putting in some here and there so as not to burn 10,000 at one time, but have not decided.
#56

zombiegleemax

Aug 07, 2005 21:27:06
About Dead Zone Blast - if you do the calculations, you'll see that from d8 per level to d6+1 per level isn't really a reduction in damage at all - both deal 4.5 damage per level on average. The change merely made the damage more consistently closer to the average.
#57

zombiegleemax

Aug 09, 2005 0:05:48
50 is an illogical number to use when dealing with psionic powers. 34 makes sense - it is the cost of 2 unaugmented 9th-level powers. The closest number which makes sense in the same manner is 51, the cost of 3 unaugmented 9th-level powers - which is, ironically, extremely close.

Yeah, but I'm pretty illogical most of the time anyway :P :D
#58

kalthandrix

Sep 27, 2005 21:05:06
Here is a spell that I had been discussing with Pennarin on a thread one day and I decided to write it up- well, actually I copied and pasted most of it from the SRD open gaming material. I thought that this would be a cool idea and went with it. So here you go.

Stature of the Dragon
Transmutation
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft. + 5ft. / 2 levels)
Target: Up to creature per 5 levels
Duration: 1 min. / level
Saving Throw: Fortitude negates
Spell Resistance: Yes

When cast, stature of the dragon allows a wizard to increase the size of one or more creatures to truly frightening proportions. This spell increases a creature’s size category by one step for every five caster levels the wizard possesses, which provides all of the increases to Str, Con, natural armor class, and reach along with the penalties to Dex, armor class, and attack rolls (see MM Table 4-2, page 291). The wizard may also opt to spread out the size increases to multiple creatures, all of whom must be within 20 feet of one another to be affected by the spell. The original size of the creature effected by stature of the dragon alters the effectiveness of this spell, so bigger creatures require higher level wizards and reduces the number of size increases a wizard may allocate, due to the fact that it takes more power to make a large sized creature larger. For example, a 15th level preserver could increase a single medium sized creature to gargantuan size or increase the size of three medium creatures to large, but if the same wizard were to cast this spell on a half-giant, a large creature, he would only be able to increase its size to gargantuan, using all three incremental size increases to do so.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased 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 worn or carried by a creature has its size similarly increases by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties, such as enhancement bonuses are not affected by this spell. Any item effected by stature of the dragon that leaves the creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (though you still add your new Str bonus to damage), and projectiles deal damage based on the size of the weapon that fired them. Magical properties of items under this enchantment are not increased by this spell.

Multiple magical effects that increase size do not stack. Stature of the Dragon counters and dispels reduce person.

Material Component: A strand of giant hair and a seed.

#59

ruhl-than_sage

Sep 27, 2005 22:38:26
Nice spell simple, yet elegant.
#60

kalthandrix

Sep 28, 2005 9:28:24
Nice spell simple, yet elegant.

Thank you Sage- I still think it needs some tweeking and stuff but overall I think it is much better then the basic enlarge person spell- Oh, I need to add some text that says stature of the dragon will work on any race or creature type so humans, thri'kreen and dragons can all cast it on themsleves.

Does anyone think that there sould be some limits on how big a creature can become? I thought that I would add some thing like if this spell is cast on a large creature, the caster needs to be 10th level- so it would be something like size increases are always figured starting at medium, so a medium creature could become large if the caster was 5th lvl and huge if the caster was 10th, but making a large creatue huge would require that the caster be 10th lvl, this would limit to 10th stage Dragon would not get much use out of the spell if cast on himself due to their great size, but a high level wizard could make someone as big as a full Dragon.

Did any of that make any sense or is it just confusing babble?
#61

kalthandrix

Sep 28, 2005 14:58:19
There- I made some changes to the wording of the spell to clearify some issues.
#62

kalthandrix

Oct 06, 2005 15:22:25
Here is my first stab into the world of epic spell crafting. I am making this spell for Korengard- whom is in my campaing world still- and I plan on making another, more advanced version later that will allow travel to a much more distant point in time.

I could sure use some advice on this spell if any of you feel like throwing out your two bits!

Step Into the Past
Conjuration [Teleportation]
Spellcraft DC: 43
Components: V, S, XP
Casting Time: 1 day
Effect: Move caster and up to 1000 lbs. 5 days into the past.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 387,000cp; 8 days; 15,480 XP. Seed: transport (DC 27). Factors: move to time stream (+8 DC), move through the time stream up to 5 days in the past (+80 DC). Mitigating factors: Increase casting time to 10 minutes (-20 DC), increase casting time to one day (-2 DC), burn 5,000 XP (-50 DC).

With this spell, the caster is able to move himself and 1000 lbs. of gear or creatures up to 5 days in the past. This spell may not be cast again until those the spell caster and those who traveled back with him have caught up to the time that they originally left.

#63

ruhl-than_sage

Oct 06, 2005 23:50:42
Here is my first stab into the world of epic spell crafting. I am making this spell for Korengard- whom is in my campaing world still- and I plan on making another, more advanced version later that will allow travel to a much more distant point in time.

I could sure use some advice on this spell if any of you feel like throwing out your two bits!

Wow, a reasonable time travel spell. I like how you've restricted them from traveling in time again untill they have caught up with when they left. You might possibly want to restrict it so that the spell cannot be cast again until 5 days after time has caught up again, so that multiple time travel jaunts cannot overlap, just a thought.

Ex. of current overlap

Day 1: Korengard arrives from 5 days in the future
Day 2: Korengard again arrives from the future, there are now two copies of him from the future. Plus, the orignal.
Day 3: " ", there are now three of him from the future.
Day 4: " ", there are now four of him
Day 5: " ", there are now five. The orignal Korengard leaves for Day one.
Day 6: The second Korengard leaves for Day 2. Four remain.
Day 7: The third leaves for Day 3. Three remain.
Day 8: the fourth leaves for Day 4. Two remain.
Day 9: the fifth leaves for Day 5. One remains

As you can see this can get pretty ridiculous :D , depending on how time travel is handled more specifically (see below).

Version 1: Paradox leads to alternate timelines

In this version, if something paradoxical were to occur, it would lead to an alternate timeline. This means that the original casting of the spell does not have to occur again to allow the caster to arrive in the past to interfer with events. The problem with this version is that a caster can use it to effectively duplicate himself. Solution: Stipulate that if a paradox occurs preventing the time travel from occuring, once time catches up to the orignal time of casting, the traveler disappears. Not a very good fix

Version 2: Paradox leads to negation of events/ smoothing out of wrinkles.

In this version, if something paradoxical were to occur the timeline is automatically restored in some manner to make itself internally consistant. Example: Korengard travels back in time, but changes events to accidentally prevent himself from time-traveling in the first place. Traveler winks out of exsistance, but the affects of his actions are preserved in the timeline through other "players" and coincidental events. All traces of the time traveler are erased from the timeline except for the prevention of time travel caused by his actions.

Version 3: Traveler is incapable of causing paradox

In this version, the time traveler is completely incapable of causing paradox. The easiest way to do this is to only allow him/her to observe events and not interfere or interact in anyway. One implication of interpreting time travel this way, is that the time traveler could be immune to anything that happens in the enviroment, such as area effect spells, hunger, thirst, etc.

Another way to handle this is to merely have supernatural forces prevent actions that would lead to paradox, allowing the time-traveler to still interact with his surroundings in ways that would not lead to paradox.
#64

kalthandrix

Oct 08, 2005 22:34:30
Here is another time travel spell I am developing specifically for my campaign.

Both of these time travel spells, IMC, were developed by Oronis- the first one, Step Into the Past, was developed by him after his first student and follower in the path to become an avangion, Nerad, was killed by the SK's. I have decided that it was Oronis who brought Korengard back from the dead out of grief and guilt for his other student. This spell- Door of Time- will be one that I use to have the PC's in my group travel back in time to get something for Oronis, and also how they end up influencing Myron (which is why he turned against Rajaat) and some other sweet twists I have thought up.

Like the other spell, this one needs some work, but I would like to hear what everyone has to say or input on how to make it better.

Door of Time
Conjuration [Teleportation]
Spellcraft DC: 60
Components: V, S, M, XP
Casting Time: 3 days
Effect: Allows upto 6 creatures to travel back in time.
Duration: 1 day per caster level
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 540,000 cp; 11 days; 21,600 XP. Seed: transport (DC 27). Factors: move to time stream (+8 DC), move through the time stream up to 5 days in the past (+80 DC), move through the time stream into past up to twice casters current life time (+160 DC), five additional creatures (+50 DC). Mitigating factors: Increase casting time to 10 minutes (-20 DC), increase casting time to three days (-6 DC), burn 7,500 XP (-75 DC), required structure costing 1,000,000cp (-10 DC), 16 additional participants contributing a 5th level spell (-144 DC), backlash damage 10d6 (-10 DC).

With this spell was wizard is able to send up to 6 creatures back in time, upto twice the spellcasters current age. So an 80 year old wizard who cast this spell would be able to travel back in time up to 160 years. Those that travel back in time are not stranded in the time period that they step back into. While the time travelers are back in time, the additional participants whom aided in casting this spell are held in a type of status, needing no food, drink, or rest, nor do they feel any discomfort at all. They are held in this status for up to one day per level of the spellcaster, or until the caster dies or dismisses the spell. Those spellcasters who aided in the spell casting are completely helpless during this time, as they are the focal point that keep the time travelers connected to the time that they came from. If any participant is killed while the time travels are in another time, the remaining duration of the spell is reduced by two days. If eight or more of the additional participants are killed, the spell ends and the time travelers are ripped back into their own time. This forceful ejection through the time stream is very painful and inflicts 20d6 points of damage to all the time travelers (Fortitude save DC 30 for half). The wizard whom cast this spell need not be one of the time travelers.

#65

ruhl-than_sage

Oct 09, 2005 0:24:08
:D , I like this one even better. Nice touch on the group effort part and the idea of needing a time anchor.
#66

kalthandrix

Oct 12, 2005 15:05:18
Here is an item that I have been dreaming up for a while- a sword call Stonecutter- inspired by Fred Saberhagen's Swords books. This version is the draft- the final will be more comprehansive.
Stonecutter
Minor Artifact

When the Obsidian Man of Urik was uncovered and subsequently left Urik, Hamanu decided to send an excavation team back to the area that the giant statue was discovered. The force he sent out consisted of 20 templars, 100 half-giant guardsmen, and 300 light and medium calvary, also with excavators, engineers, and slaves to do the manual labor. After several weeks of digging in the area where the Obsidian Man was found, they unearthed another interesting discovery. There, encased in the obsidian, was a human skeleton, holding a greatsword of rather unusual make and design. Knowing that Hamanu would want this item brought back to Urik immediately, two thirds of the fighting force began the march back to the city-state.

The blade never made it into the city. Sometime during the night of the second day of travel, the sword was stolen by one of the human soldiers; secreted right out of the High Templar's guarded tent and out of the heavily warded chest that the sword was traveling in.

In the year’s sense, it has not been seen again.

The High Templar, after some rather heavy handed questioning, revealed all that he had been able to discover from the blade before it was taken.

Stonecutter is just over five feet in length, with the hilt making up about a foot of the total length to provide it's wielder a strong and secure grip in battle. The blade is formed by a single piece of obsidian, polished smooth and as straight as a steel blade. The obsidian of the blade reflects no light from its smooth surface. This weapon is also very dull and blunt, having nothing in the way of a sharp edge to it. The tip of the blade does come to a sharp point, but due to the length of the blade it is almost worthless as a thrusting weapon. Stonecutter's crossguard is just over six inches wide and is made of a very dense lacquered bone decorated with some silver gilding in the form of vines. The hilt is made from the same material as the crossguard and is wrapped with faded blue leather strips. Finally the pommel is rounded, like the end of a bone and has its center carved out in the shape of a circle.

In it's present state, Stonecutter is a +1 obsidian greatsword, bane vs. constructs. Stonecutter does not suffer from the penalties associated with weapons made from inferior materials. In addition, his blade inflicts bludgeoning damage, with a critical range of 20/x3.

Unknown by the High Templar who first studied it, this weapon is incomplete. It is missing three small parts that will unlock the blades full potential. One part is a wide adamantine ring that fits in a small circular notch below the pommel. The other two parts are two halves of a large sky blue diamond that is about and inch and a half in diameter. Each half bares a different mark; one having the image of a wedge, like those used to break apart stone, and the other has a hammer carved on to it's surface These two sections rest in the circular opening in the pommel. Each part grants Stonecutter additional powers and strength, but the sections need to be put on the weapon in the proper order or the piece will just fall out. The order of construction is ring, hammer, and then wedge.

Added Powers:

Adamantine Ring- Stonecutter is now a +2 weapon, and grants its wielder the Improved Sunder feat. The weapon is also gains all of the properties of adamantine (hp, hardness, bypass hardness).

Hammer-marked stone- the weapon enhancement is now +3 and gets the Impacting enchantment. This weapon is now able to deliver critical strikes against constructs.

Wedge-marked stone- Stonecutter now has a +6 enhancement. It also increases the wielder's Str and Con by +6 as long as it is wielded. When making Sunder attempts, the wielder gets an additional +4 bonus (including the sword’s +4 enhancement bonus) to the opposed roll when attempting to strike a foe’s weapon and adds +4 to the damage dealt. The wielder of Stonecutter gains an additional attack against his opponent if his sunder attempt breaks his opponents weapon or armor. The extra attact is made at the same attack bonus that was used to sunder the weapon or armor (without the additional bonuses for attacking at item though).

#67

kalthandrix

Oct 12, 2005 15:59:27
Made some changes to Stonecutter to make it artifact level (ie epic weapon enhancement) and added additional attack if sunder is sucessful just for the cool factor.
#68

Pennarin

Oct 12, 2005 17:27:28
Don't forget the powers of this ELH weapon:

Mace of Ruin: This +7 heavy mace ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, disintegrate; Market Price: 1,000,312 gp; Cost to Create: 500,312 gp + 20,000 XP.

#69

kalthandrix

Oct 12, 2005 17:47:11
Thanks for the post Pennarin.

Hummm... It is a thought. This weapon was designed to be a primary weapon to be used against the Obsidian Man- Maybe I will add the power that it ignores the DR of all constructs- it already ignored hardness due to it having the same properties as adamantine, though I might add the language that this weapon ignores DR requiring metal weapons to by pass.

One other thing I will add is the fact that it cannot be caried in a scabbard- the weapon seems to cut through them after a little while of being in a constructed carrier- it will do this regardless of the stage that the weapon is in- this is basically a role-playing thing for flavor.

I will add that the weapon emits a deep, even hammering sound when it is used against constructs or items- for fans of Fred Saberhagen's books you will see the similarity to the sound that Stonecutter emits when it is used to cut stone- again, just a flavor aspect of the weapon.

BTW- I could use some aditional feedback on the two time travel spells- anyone please let me know what you think or ideas if your think something could be fixed. Brian is making a picture from a drawing I did of the spell form construction Oronis uses for the Door of Time spell- He said he might have something this weekend- which would be sweet!
#70

cnahumck

Oct 12, 2005 18:31:11
BTW- I could use some aditional feedback on the two time travel spells- anyone please let me know what you think or ideas if your think something could be fixed. Brian is making a picture from a drawing I did of the spell form construction Oronis uses for the Door of Time spell- He said he might have something this weekend- which would be sweet!

i have no complaints about the spell. personally i really like the idea of time travel and how you can effect a campaign with it. i don't think it is a matter of how it works though, more a matter of how you plan to use it. when characters go back in time, what are they doing, how does it effect the future, and where do you want the campaign to go. if oronis uses the spell to bring back someone, why not go back and eliminate the source of all the problems that exist in the world - Rajaat. This would dramatically change the campaign world, but if it something you want to do, go for it. on a personal note, i have always wanted to do something like that, and tried it once (didn't work to well, ran out of time at school). i remember something somewhere speaking about nibenay's desire to return to the green age through time travel and thought that it would be great to have the PC's go back in time to assassinate Rajaat before he turned to evil. they would have to skip through time to research where he was before he went to the base of the cliffs and find out more about him. of course, the twist to things was once you change something, it stays changed, you can't go back and interact with yourself to stop it. (you can't go to a time where you have existed, hence nibenay's inabbility to go back to the green age, plus mistakes can't be fixed by you, which eliminates using time travel as a reset button.) the Big Twist though was that before the PC's attacked Rajaat, he was a normal pyreen, not disformed, not twisted, but the PC's assassination attempt was not as sucessful as they thought, and they are the ones who caused Rajaat to become angry and twisted, causing Rajaat's self hatred, causing the creation of magic, causing the cleansing wars.
#71

kalthandrix

Oct 12, 2005 18:53:54
i have no complaints about the spell. personally i really like the idea of time travel and how you can effect a campaign with it. i don't think it is a matter of how it works though, more a matter of how you plan to use it. when characters go back in time, what are they doing, how does it effect the future, and where do you want the campaign to go. if oronis uses the spell to bring back someone, why not go back and eliminate the source of all the problems that exist in the world - Rajaat. This would dramatically change the campaign world, but if it something you want to do, go for it. on a personal note, i have always wanted to do something like that, and tried it once (didn't work to well, ran out of time at school). i remember something somewhere speaking about nibenay's desire to return to the green age through time travel and thought that it would be great to have the PC's go back in time to assassinate Rajaat before he turned to evil. they would have to skip through time to research where he was before he went to the base of the cliffs and find out more about him. of course, the twist to things was once you change something, it stays changed, you can't go back and interact with yourself to stop it. (you can't go to a time where you have existed, hence nibenay's inabbility to go back to the green age, plus mistakes can't be fixed by you, which eliminates using time travel as a reset button.) the Big Twist though was that before the PC's attacked Rajaat, he was a normal pyreen, not disformed, not twisted, but the PC's assassination attempt was not as sucessful as they thought, and they are the ones who caused Rajaat to become angry and twisted, causing Rajaat's self hatred, causing the creation of magic, causing the cleansing wars.

These is a basic proble with the idea of killing someone before they can do something- like with Rajaat. Who is to know exactly when he came up with his plan to restore halflings as the ruling race on Athas and if you were to kill him as a child or when he was young, then who would discover magic- there is the problem- because you would be using a magic spell to time travel, magic developed by the one you killed.

I have plans to use this spell to have a recurring villien in my campaign named Sinoro- a defiler wizard that has clashed with the PC's several times. Now spell Sinoro backwards- ya thats right. The person that the PC's are fighting is none other then Oronis. Oronis/Keltis during the CL was actuall in the wrong time, but because of there being Oronis in the current time stream, he is not automatically pulled back when the spell ends. Oronis in the PC's time tries to teach and redeem the corrupt Sinoro, to teach him goodness (this is acter the PC's are tasked to capture Sinoro). He escapes during the time that Oronis is performing the Door of Time spell to send the PC's back into the Green Age (they will be tasked to get an item that Oronis needs for his next stage of transformation). Sinoro learns and earns redemption after he take part in the Cleansing Wars and learns the true horror of the things he has done.
#72

cnahumck

Oct 12, 2005 21:19:46
These is a basic proble with the idea of killing someone before they can do something- like with Rajaat. Who is to know exactly when he came up with his plan to restore halflings as the ruling race on Athas and if you were to kill him as a child or when he was young, then who would discover magic- there is the problem- because you would be using a magic spell to time travel, magic developed by the one you killed.

I have plans to use this spell to have a recurring villien in my campaign named Sinoro- a defiler wizard that has clashed with the PC's several times. Now spell Sinoro backwards- ya thats right. The person that the PC's are fighting is none other then Oronis. Oronis/Keltis during the CL was actuall in the wrong time, but because of there being Oronis in the current time stream, he is not automatically pulled back when the spell ends. Oronis in the PC's time tries to teach and redeem the corrupt Sinoro, to teach him goodness (this is acter the PC's are tasked to capture Sinoro). He escapes during the time that Oronis is performing the Door of Time spell to send the PC's back into the Green Age (they will be tasked to get an item that Oronis needs for his next stage of transformation). Sinoro learns and earns redemption after he take part in the Cleansing Wars and learns the true horror of the things he has done.

first i really like your idea about oronis, kind of a self made man. really good. i have ideas for Irokos myself (with an undead twist, which explains questions i've had regarding PrC's for AB undead, but that is a different thread). anything that allows players to help shape the world is good, even time hopping.

however, your problems with the way i was talking about using time travel stem from a different interpretation of how time travel would work. IF you are still anchored in the future when you kill Rajaat (which would not have happened if i had my way) then things would change and you would disappear and it really could not have happened in the first place, unless you timetravel with a epic psionic power you developed. (makes you wonder why this hasn't been done, altough the Order probably would hunt you down if they got wind of it) HOWEVER, IF you are not anchored to the future (your past) then the act of time traveling changes you and you can change things and go back. who is to say what would happen. perhaps oronis comes from the future and teaches only preserver magic, forcing people to accept some sort of "anti-defiling" curse. or perhaps the PC's stay and start to teach magic. really, a DM could do anything at this point. and who is to say what kind of world the PC's would return to some 11,000 some odd years after bashing Rajaat's baby brains on the wall. maybe the undead have taken over, maybe the Kreen have overrun everything, maybe the Rhulisti return and exterminate the Rebirth Races, maybe flying pig men rule the world through the clever sale of chicken products...

in the end, the only real reason to NOT let the PC's go and kill Rajaat (which wasnt what i suggested, check the post) is that then athas is no longer athas. anything else is cool though, at least in my book. have fun with it, and make sure the PC's end up causing something horrible, you know...

like being the REAL reason the Cleansing Wars happened...
#73

kalthandrix

Oct 13, 2005 14:27:48
Anyway cnahumck- do you have any suggestions of other comments on the spells or even on the sword Stonecutter- anything you think needs fixing or anything else?
#74

cnahumck

Oct 14, 2005 10:29:49
i really like the stonecutter, i think it is a great weapon. one of the things i like is that it is different and was designed for use against the obsidian man. i guess my only request would be more background on how these things were found together. the weapon's stacking powers based upon the different pieces put togther is really cool. plus, i am a sucker for a big sword. i LOVE the silencer.

the spells are great, i think the way you have them set up makes it so that you can control their use and avoid abuse, something that is important with time traveling. i think that your information that you have here is a real addition to anyone's game. keep it up.
#75

kalthandrix

Oct 14, 2005 11:02:53
Thanks cnahumck-

I will add some additional material to Stonecutter soon- and the history of the weapon will be fleshed out more. I think that by doing this sword, it will also kind of force me to do a conversion of the Obsidian Man so the swords powers will be revelant against the Obsidian Man.
#76

lyric

Oct 14, 2005 12:33:16
With Time Travel, I try to side step the whole paradox aspect of changing history. I use time travel in the sense that you cannot change your own past, for that might void you having the ability to do so in the first place.. However, you can substitute a past that brings about a similar result, and thereby alter the present and the future..

Example : Korgunard, dies, as do other Avangions in their developement process... So, you decide to 'save' them.. How do you do so?? do you go back in time to prevent their deaths?? yes... and no.. you go back in time, to "fake" their deaths.. preserving the timeline.. and you then bring them forward in time to the 'present' where they continue their works..

Same goes for swiping an artifact out of the past.. Why is it the item was never heard of again after its placement in the Ancient Temple?? Because you went into the past and took it that's why! And Brought it foward to the present.

Of course, any actions in the past that would not alter the time line, are perfectly acceptable... you wanna set up an epic level minature construct to observe Rajaat as he creates magic? and thereby learn aditional secrets of Arcane Lore?? (ha :P placing a Bug to watch over Rajaat :P) that's fine and dandy. It doesn't interract with him, altering none of his choices, it merely records, perfectly acceptable.. and provided you can manage the effect in a way he won't notice (in which case I'd say craft an epic spell to hide its presence from him prior to his ability to detect such things, and then bind it to him in such a way that he'll never be able to detect it from then on.. and you're ok..) of course.. when you get the information, will you survive its gathering?? Could that little bug of yours have been affected by its accumulation of Arcane Knowlege?? and become sentient and independent? Could you learning the Arcane knowledge have additional side effects? Like gaining Rajaat's megalomania and purposes?? Who knows only the DM :D

Time travel is so fun ;)
#77

kalthandrix

Oct 14, 2005 12:50:48
The spell Door to the Past I made are not necessarly PC a tool- it is more for the DM.

The Step Into the Past is a more minor effect (in terms of Epic power) and only relates to relatively recent history- so the spell has not had the ripple effect on other events as much.

I will be getting to work on detailing out both of these spells a little more and making things as clear as possible. I will incorporate some of the suggestions and limits on the role PC's may be able to take or how their actions may alter/change their time.
#78

ruhl-than_sage

Oct 14, 2005 13:23:25
Very insiteful, I like your take on time travel, Lyric ;)
#79

lyric

Oct 14, 2005 16:46:49
Very insiteful, I like your take on time travel, Lyric ;)

Thanks I find time travel a lot of fun

You know, a clever caster, might jump into the past, durring a time when he exists, scry on the area nearby or do some other reconisance that would benefit his past self, and then cast a sending, or whispering wind, advising his past self of the information he lacks, while still preserving his past self's lack of knowledge as to where the information is coming from.

And if all you hear the voice say is "there are elven raiders set to attack durring the night, prepare". you'll think to yourself, "what the???" and then just to be safe (since there are always elven raiders) you'll prepare. Then later in your career, you go time traveling, see yourself from afar, use your higher level abilities to spot the elven raiders, and send yourself a warning.. you could watch over and protect your past self, without affecting your younger self's ability to choose. Since he would be oblivious to his helper's identity. and then you could do double the adventuring when you are higher level! So your younger self prepares for the attack, but you as a higher level self, see that there is a high level cleric among the elves, and the defenses your younger self puts up won't succeed, unless you yourself help before the attack is made, by neutralizing the cleric just as the attack is made.. all while keeping hidden from your younger self!

You'd get to play through old scenarios, that you 'thought' you knew, but in reality, you need all your current skills just to keep your younger self alive!

then as a crowining point, you can meet your younger self as you send him on his way back in time to protect... himself! as he catches up to where you first started helping him out tada!

(gosh I love time travel ;) ) it allows for so many twists!
#80

Grummore

Oct 15, 2005 10:10:10
Of course, any actions in the past that would not alter the time line, are perfectly acceptable... you wanna set up an epic level minature construct to observe Rajaat as he creates magic? and thereby learn aditional secrets of Arcane Lore?? (ha :P placing a Bug to watch over Rajaat :P) that's fine and dandy. It doesn't interract with him, altering none of his choices, ...

If I would be handling time travel, I would tell my player to be careful but wouldnt say why.

In fact, IMO, if you return in time, let's say you move in time to the birth of Rajaat. Here is the big problem: How would you get back to your actual time since magic doesnt exist!?

I think we have to be careful since we are in a low magic setting where magic is a new born fact. Magic have been existing for a short period of time and so, how would you use magic to get back if actually, magic DOES NOT exist?
#81

kalthandrix

Oct 15, 2005 10:40:01
I started a new thread for this time travel discussion and reposted most of the comments that have been made on this thread.

Not trying to be rude, but I just did not want this thread to be derailed.

I would enjoy anyones futher thoughts on the design and playability of either of the two newest spells or Stonecutter.

Thanks.
#82

kalthandrix

Oct 19, 2005 9:38:26
Here is a new weapon I dreamed up to kinda go with a version of the assassin PrC that I am thinking about making (no psionics or spells version focusing on skills).

Bard’s Stinger

Exotic light melee weapon
Cost 25 Cp
Dmg 1d3 (small)/ 1d4 (medium)
Crit 18-20/ x2
Range --
Wt. 1 lb
Type Piercing

This weapon is usually made from giant scorpion stingers, but may also be constructed from bone or wood. It consists of a long, thin spike with a needle sharp tip. The hilt and blade are all one piece, measuring about a foot long in total length. Inside the hilt is a wax coated reservoir that will hold up to 4 doses of injury poison. A small channel is bored through the blade, exiting at the very tip of the weapon. The main purpose of the bard’s stinger is to deliver poison deeply into a victim to insure its effectiveness. As such, the DC for the poison is increased by +1 when a successful critical hit is scored.

#83

kalthandrix

Oct 19, 2005 10:20:45
I have went back through some of the older material that I created and have updated two of the items- the Bracers of the Spiked Carapace and the Circlet of Psychic Enervation. The revised versions are in the same post as the original versions, but are posted below their counterparts. These changes are due in part to feedback and writing critique from Pennarin :D

Here is the link to check out the two items= Revised Items
#84

kalthandrix

Oct 19, 2005 12:42:13
This spellis the brain-child of my musings on where all the metal in Athas went to. I am on a creative roll today (long day at work with absolutely NOTHING to do- I am so bored).

Render to Dust
Transmutation
Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft. + 5ft. / 2 levels)
Effect: Create ray that destroys objects
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: None

With this spell, a wizard is able to remove objects from his path or strip a warrior of his weapons or armor. Upon completion of this spell, a brilliant ray of energy shoots forth from the casters hand. With a successful melee touch attack, this spell deals 1d4 points of damage per caster level (maximum 10d4) to any unattended inanimate, non-living object and must over come the item’s hardness. Any item destroyed in this manner is reduced to a fine white dust.

If render to dust is used to attack a magical item (attended or not) or any other item held or worn by another, it is allowed a Fortitude saving throw to half the damage (use standard rules for item saves to determine any save bonus). Damage dealt is still reduced by the items hardness.

Metal items are always allowed a save and take either half damage or none upon a successful save. Adamantine items are immune to this spell.

#85

kalthandrix

Oct 19, 2005 19:25:22
Here is a somewhat revised version of Stonecutter- I believe that most of what has been added is the historical information and background on the blade.

I left the time of creation and place somewhat vague- partly due to the fact that I could not find the expanded timelione on the message board nor could I locate the system of naming the years in my books- I just did not take enought time to look through them all.

Stonecutter
Major Artifact

It is unknown how or when the huge statue known as the Obsidian Man was created. It has been theorized through the centuries that the force that inhabits the stone body of in fact one of the most ancient Spirits of the Land on Athas, who’s essence was cunningly trapped within the physical prison of the statue. Others have thought that it is actually a force created by Athas itself to punish those who have despoiled the land. Whatever its origins, the Obsidian Man is a neigh unstoppable, a fact discovered almost 5,000 years ago during the 130th King's Age in the year of Friend's Slumber by the ancient and now lost city-state known as the Crown City .

The Crown City was the peaceful and quite seat of King Rathart until it came under attack in the dead of night by a huge obsidian monstrosity. The Obsidian Man hammered down one of the cities twenty-foot thick walls like child’s play and it began the slaughter of the cities citizens before the dust settled. In an effort to stop the creature, the High Masters of Magic, the Way, and the Elemental Lords came together and with their combined power, moved the creature hundreds of miles away, to the top of the peak known as the High Crown Mountain. Feeling secure in their success, the city began the process of returning to its quite life. Acting on a whim several days later, one of the cities psionicists decided to locate the creature that had so recently brought chaos to the Crown City, and discovered that the creature was once again moving toward the city wit a single-minded purpose.

Once more, the powers of the mind, arcane, and elements came together to pluck the colossus creature from the earth, but this time it was hurled forcefully onto the jagged peaks of the High Crown. Acting quickly, the armies of the Crown City were gathered and the whole force of 10,000 was marched through huge portals to the very foot of the mountain where the obsidian thing was hurled.

There, the Obsidian Man and the fragile flesh of the Crown Cities warriors met. The human warriors were almost no match against the hulking force that inhabited the statue. During that night, hundreds died, pulped by the huge fists of the Obsidian Man, before the creature was reduced to a pile of broken rubble. Morning their comrades, but rejoicing in their success, the human force celebrated their victory all the next morning and afternoon. The following night, the horrific bloodbath began again as the army of the Crown City was taken unaware by the reformed Obsidian Man. Hundreds more died before the creature was laid low again.

Scholars were consulted and elemental powers beseeched, and finally a plan of sorts was formed.

Shards of the creatures obsidian body were collected and magically transported back to the Crown City where the mystical and psionic might gathered there, bent all their energies on forging a solution. For ten days and nights they labored on their hope and salvation, and for those ten nights the army of the Crown City met the creature. The death toll each evening was horrific, but the dawn of each day found the mortal forces holding the unstoppable creature at a standstill.

On the thirteenth day of blood and death, Stonecutter was delivered to the field of battle, and none too soon, for the sun was sinking and the Obsidian Man was soon to rise up again. Believing that victory was soon to be within their grasp, a majority of the remaining soldiers were withdrawn back to the foothills below the High Crown Mountain, leaving over 6,000 dead on the field and two companies of volunteers to hold the creature as Stonecutter was brought to bear. On this night, the battle began differently, with the hulking form of the obsidian statue moving toward the human force with apparent caution. The force took heart at this sight and charged into battle, Stonecutter leading the way and wielded by the King’s Champion. The black blade of the sword made a slow, deep thudding sound as it was carried forth into battle. The first stroke of the blade cut deeply into the stony flesh of the creature, sinking in like a hot knife in slicing through butter. Bolstered by the power of the weapon, the King’s Champion waded in, only to be smashed to the ground as the Obsidian Man surged forth suddenly to meet this challenge. While Stonecutter was highly effective against the monstrous obsidian statue, it offered nothing in the way of protection from the flesh pulping blows that smashed into the soft human flesh wielding it.

So it went, with the warriors fighting for all their worth, taking up Stonecutter whenever the last wielder was smashed to the ground. Soon, only fifty men remained standing upon the mountainside. Looking upon the battle from the Crown City, the High Masters of Magic, the Way, and the Elemental Lords feared that their efforts had been in vain and once again pooled the whole of their remaining strength in a final attempt to stop the creature.

Upon the battlefield, the latest to take up the burden of Stonecutter was none other then the aged Field Marshal of the army. Old as he was, the veteran soldier had so far evaded the creature’s blows longer and inflected more punishment then all the others whom had taken up the blade that night. Believing that one more concentrated assault upon the creature would finish this battle for good, the aged Field Marshal lead the way into the fight once again. Just as humans and obsidian were to clash again, the High Crown Mountain exploded! This was the final strike from those looking on from the Crown City.

The resulting explosion ripped the top off of the mountain and poured rivers of molten lave upon the thousands of dead, the surviving soldiers, the Field Marshal, Stonecutter, and the Obsidian Man. Everything was quickly consumed in the eruption and the shattered mountain smoked and seethed for weeks afterwards. When the remains of the High Crown Mountain settled, the area was scoured for any sign of the Obsidian Man or the blade Stonecutter, but nothing was discovered. The High Crown Mountain was renamed after the explosion, and has been called the Smoking Crown from that day forth.

Recent History

When the Obsidian Man of Urik was uncovered roughly ninety-seven years ago during the year of Wind’s Reverence, Hamanu decided to send an excavation team back to the area that the giant statue was discovered. The force he sent out consisted of 20 templars, 100 half-giant guardsmen, and 300 light and medium calvary, also with excavators, engineers, and slaves to do the manual labor. After several weeks of digging in the area where the Obsidian Man was found, they unearthed another interesting discovery. There, encased in the obsidian, was a human skeleton, holding a greatsword of rather unusual make and design. Knowing that Hamanu would want this item brought back to Urik immediately, two thirds of the fighting force began the march back to the city-state.

The blade never made it into the city. Sometime during the night of the second day of travel, the sword was stolen by one of the human soldiers; secreted right out of the High Templar's guarded tent and out of the heavily warded chest that the sword was traveling in.

In the year’s sense, it has not been seen again.

The High Templar, after some rather heavy handed questioning, revealed all that he had been able to discover from the blade before it was taken.

Stonecutter is just over five feet in length, with the hilt making up about a foot of the total length to provide it's wielder a strong and secure grip in battle. The blade is formed by a single piece of obsidian, polished smooth and as straight as a steel blade. The obsidian of the blade reflects no light from its smooth surface. This weapon is also very dull and blunt, having nothing in the way of a sharp edge to it. The tip of the blade does come to a sharp point, but due to the length of the blade it is almost worthless as a thrusting weapon. Stonecutter's crossguard is just over six inches wide and is made of a very dense lacquered bone decorated with some silver gilding in the form of vines. The hilt is made from the same material as the crossguard and is wrapped with faded blue leather strips. Finally the pommel is rounded, like the end of a bone and has its center carved out in the shape of a circle. The whole of the hilt and crossguard was in ages past, the scepter of rulership held by all of the king’s of the Crown City. It is through the latent power residing within these pieces of bone that bind the shards of obsidian taken from the Obsidian Man together to forge the blade.

Properties

In it's present state, Stonecutter is a +1 obsidian greatsword, bane vs. constructs. Stonecutter does not suffer from the penalties associated with weapons made from inferior materials. In addition, his blade inflicts bludgeoning damage, with a critical range of 20/x3. In addition, if this blade is ever damaged or broken, it will be found to be completely whole again when the sun sets. When wielded against constructs or used to cut through items, Stonecutter makes a deep, steady thudding sound.

Unknown by the High Templar who first studied it, this weapon is incomplete. It is missing three small parts that will unlock the blades full potential. One part is a wide adamantine ring that fits in a small circular notch below the pommel. The other two parts are two halves of a large sky blue diamond that is about and inch and a half in diameter. Each half bares a different mark; one having the image of a wedge, like those used to break apart stone, and the other has a hammer carved on to its surface. These two sections rest in the circular opening carved in the pommel. Each part grants Stonecutter additional powers and strength, but the sections need to be put on the weapon in the proper order or the piece will just fall out. The order of construction is ring, hammer, and then wedge

Added Powers:

Adamantine Ring- This adamantine ring was forged from the mystical blade of weapon named Fellstar, a weapon said to be able to shatter any weapon that came against it. Fellstar was brought to bear against the Obsidian Man on the first day of battle on the High Crown Mountain, and was broken against the ultra hard surface of that stony monolith. When set upon the hilt of Stonecutter, the weapon gains some of Fellstar’s properties, and is now a +2 weapon. In addition, this weapon now grants its wielder the Improved Sunder feat and it also gains all of the properties of adamantine (hp, hardness, bypass hardness).

Hammer-marked stone- This stone is said to have come from the elemental plane of earth as a gift, plucked from the crown of the mightiest of the Elemental Lords. It was set within the crown that the rulers of the Crown City had worn for generations. Now split in twain, this stone rests in the hollow carved for it and it’s twin in the pommel of Stonecutter’s hilt. This portion of the blue diamond grants the weapon an enhancement of +3 and further enchants the blade with the Impacting enchantment, increasing Stonecutters critical threat range to 19-20/x3. This weapon is now able to deliver critical strikes against constructs as if they were living opponents.

Wedge-marked stone- The other half of the beautiful blue diamond, this stone rests opposite it’s twin and completes Stonecutter, awakening the blades and restoring its full power. The weapon now has a +6 enhancement and it also increases the wielder's Strength and Constitution by +6 as long as Stonecutter is wielded. When making Sunder attempts, the wielder gets an additional +4 bonus (including the sword’s +4 enhancement bonus) to the opposed roll when attempting to strike a foe’s weapon and adds +4 to the damage dealt. The wielder of Stonecutter gains an additional attack against his opponent if his sunder attempt breaks his opponent’s weapon or armor. The extra attack is made at the same attack bonus that was used to sunder the weapon or armor (without the additional bonuses for attacking an item though).

Picture of Stonecutter

#86

kalthandrix

Oct 20, 2005 9:27:31
Everyone must be speechless due to my creative genius and oh-so awesome background story on Stonecutter that they have forgotten how to type!

Come on now fellows- I would like to hear what you like/dislike on Stonecutter, the spell, and the weapon I wrote up yesterday! Please- I am sooooo bored right now- absolutely nothing to do at work except fill the void with DS :D
#87

nytcrawlr

Oct 20, 2005 9:36:28
Everyone must be speechless due to my creative genius and oh-so awesome background story on Stonecutter that they have forgotten how to type!

I just need to hire you as my personal DS rules document creator since I lost xlorep due to him getting a kick ass job finally.

:D

Seriously, most of the things you do I like, and I'm damn jealous that I can't do half the DS work you do while on the job.
#88

brun01

Oct 20, 2005 9:41:36
Well, you could give your input on the 25 powers I converted, that oughta fill the void... :D
#89

nytcrawlr

Oct 20, 2005 9:50:46
Here is a somewhat revised version of Stonecutter- I believe that most of what has been added is the historical information and background on the blade.

Now this is an artifact!!!

Really like the history you added to the Obsidian Man of Urik. I had this crazy notion of tieing it to the Zodar of Athas's crystal sphere (as in it was the Zodar of Athas's Crystal Sphere) back in the day when I entertained certain parts of Spelljammer to be combined with Dark Sun.

I left the time of creation and place somewhat vague- partly due to the fact that I could not find the expanded timelione on the message board nor could I locate the system of naming the years in my books- I just did not take enought time to look through them all.

I just posted those recently, and they should also be in the forum archive if you want to use them to revise your fluff some.
#90

kalthandrix

Oct 20, 2005 9:53:29
Well, you could give your input on the 25 powers I converted, that oughta fill the void... :D

I thought I had- but I will go over the material again seeing as how I got nothing else to do.

Seriously, most of the things you do I like, and I'm damn jealous that I can't do half the DS work you do while on the job .

I like having the time- but then again I would like to be doing something productive- but this does give me some time to prep for my game next weekend :P .
#91

kalthandrix

Oct 20, 2005 9:56:48
Now this is an artifact!!!

Really like the history you added to the Obsidian Man of Urik. I had this crazy notion of tieing it to the Zodar of Athas's crystal sphere (as in it was the Zodar of Athas's Crystal Sphere) back in the day when I entertained certain parts of Spelljammer to be combined with Dark Sun.

I just posted those recently, and they should also be in the forum archive if you want to use them to revise your fluff some.

Thanks- do you think it is underpowered? I am NOT looking for the nuke effect here, just something cool to make the Obsidian Man something that could be taken on.

I looked in the archive, but I could not seem to find the timeline- I guess I will have to look again.
#92

nytcrawlr

Oct 20, 2005 10:04:16
Thanks- do you think it is underpowered? I am NOT looking for the nuke effect here, just something cool to make the Obsidian Man something that could be taken on.

Nope, I think it's just about right for what you are trying to accomplish.

I looked in the archive, but I could not seem to find the timeline- I guess I will have to look again.

My bad, I thought it was in the archive, but I don't see it there either other than the old crimsonsun.org link that it once pointed to.

Ah, it was in the Green Age thread: http://boards1.wizards.com/showpost.php?p=7488514&postcount=3

I'll get it in the DS forum archive too.
#93

kalthandrix

Oct 20, 2005 10:05:08
Thanx
#94

Pennarin

Oct 20, 2005 10:09:38
I've added the timeline to the Archive, I really thought it was int here, sorry folks.

http://www.pvv.org/~leirbakk/rpg/adnd/rules/adnd_rules_dstimeline.html
#95

kalthandrix

Oct 20, 2005 10:18:33
I placed the time around 500 years after Rajaat came back to begin his teaching- 130th King's Age during the year of Friend's Slumber.
#96

cnahumck

Oct 20, 2005 19:17:23
wonderful, inspiring work. i want to know more about the city that the weapon came from. the city seems interesting, to have all those groups woring together, but then i forget that magic wasn't always looked at badly on athas. tell us more, man. stonecutter was only used once, but i think it would be cool to have something more recent about it. like something within the last 15 years or so, something that can aid in tracking it down, or add to the legend. great suff.
#97

kalthandrix

Oct 20, 2005 19:29:20
I have added some additional descriptive text to each of the three pieces that add to Stonecutter's power and some other little tid-bits in one or two other sections- look it over again and let me know if you think it is cool or what.
#98

kalthandrix

Oct 20, 2005 19:30:45
wonderful, inspiring work. i want to know more about the city that the weapon came from. the city seems interesting, to have all those groups woring together, but then i forget that magic wasn't always looked at badly on athas. tell us more, man. stonecutter was only used once, but i think it would be cool to have something more recent about it. like something within the last 15 years or so, something that can aid in tracking it down, or add to the legend. great suff.

I will see what I can do- I will be doing a conversion of the Obsidian Man soon so maybe I will add some more stuff there.
#99

kalthandrix

Oct 21, 2005 12:38:27
Here is an updated version of Step into the Past- basically I just added a clearer discription of the spell effect and what you could/could not do. Let me know if it is unclear or could be done better.
Step Into the Past
Conjuration [Teleportation]
Spellcraft DC: 43
Components: V, S, XP
Casting Time: 1 day
Effect: Move caster and up to 1000 lbs. 5 days into the past.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 387,000cp; 8 days; 15,480 XP. Seed: transport (DC 27). Factors: move to time stream (+8 DC), move through the time stream up to 5 days in the past (+80 DC). Mitigating factors: Increase casting time to 10 minutes (-20 DC), increase casting time to one day (-2 DC), burn 5,000 XP (-50 DC).

With this spell, a wizard is able to briefly step into the timestream and take up to 1,000 pound of additional gear or creatures with him in his journey in to the past. The maximum amount of time that may be traveled back into is five days. The caster and anything traveling with him arrive in the past time selected by the wizard, and also in the place chosen by the spellcaster. The place of arrival can be any location that the caster is familiar with (as per greater teleport, with no chance of arriving off location).

The time traveler may do anything that they would normally do, though they have knowledge of events likely to happen that they themselves experienced. There are a few limitations though. At any time one of those under the effect of step into the past comes near their past selves, they experience a forceful repelling effect, like two magnets being pushed together, as the timestream tries to maintain its course. When those affected by this spell come within 500 feet of their past selves, they must make a Will save against a DC of 15, if they fail they are unable to approach closer. Those who succeed may move closer, but the force of the timestream becomes much stronger. For every 100 feet closer one approaches to a version of themselves, the DC is increased by 5. So at 400 feet, the DC is 20, then increases to 25 at 300 feet, ect. If at anytime, a past self and a future self come into direct contact, they are both rendered catatonic (no save) and will remain so until the time that was traveled back into has caught up. When the timestream gets to the point were step into the past was cast, the past version fades away, along with any duplicate gear and equipment that they originally had.

No one that has been transported through time with this spell may be affected by it again until the time traveled back has elapsed. So a wizard could not cast this spell to travel five days back into the past and then cast it again to move further back into time. He would have to wait until the five days he had originally traveled back had elapsed before he would be able to cast this spell again.

#100

kalthandrix

Oct 22, 2005 7:59:40
Inspired by the knife on the cover of Brazen Gambit and Elves of Athas books.

Elven Knife
Exotic Light Melee Weapon
Cost 35 Cp
Dmg 1d3 (small)/ 1d4 (medium)
Crit 18-20/ x2
Range --
Wt. 1 lb
Type Slashing/Piercing

This strange looking knife has long handle and two curved blades, one on either end. These knives are usually made from two rib bones of an inix and joined with a wood handle. The long, curved blades are honed to a very keen edge and the sweeping design are capable of making long, deep cuts. Most commonly, only the dangerous or foolhardy carry blades such as these due to the difficulties in properly wielding the double-bladed knife.

Whenever the wielder is able to catch an opponent not fully able to defend themselves, he is able to make a quick double strike with this weapon. Following a successful attack as part of a full-attack with this weapon against an opponent who is flatfooted or whenever the wielder is in a flanking position, the wielder is allowed to make a single additional attack against the same opponent using the same attack bonus as the initial successful attack but with a -4 penalty.

The reason this weapon is looked upon with distain is due to the great likelihood of the wielder being cut with his own blade. If the wielder of an elven knife rolls a natural 1, he must make an attack roll against himself using the same bonus as the failed attack. If a hit is successful against the wielder's AC he cuts himself with one on the long blades and damage is rolled normally.

#101

kalthandrix

Oct 22, 2005 8:39:15
wonderful, inspiring work. i want to know more about the city that the weapon came from. the city seems interesting, to have all those groups woring together, but then i forget that magic wasn't always looked at badly on athas. tell us more, man. stonecutter was only used once, but i think it would be cool to have something more recent about it. like something within the last 15 years or so, something that can aid in tracking it down, or add to the legend. great suff.

As for adding more to the history of Stonecutter, well, I would say put the blade in your campaign and see what you can do with it. IMC I have given the blade to the fighter in the group (I have had some recent turnover in my gaming group due to jobs and stuff, but was able to get additional people who had been waithing to get in on my game).

It was part of the 'reward' I gave the players at the conclusion of Whispers in the Storm adventure. Now I replaced the mage that got the PC's into the whole deal with a person the PC's knew as Shade, but was actually Korengard (I mix up the premade adventures to fit my campaign). Now the player who has the sword is a little perplexed on why the sword is dull as a spoon, but always seems to cut through any scabbard or carring device he comes up with (a property I did not detail in Stonecutters write up). Now sometime in the future, he will find out more about the blade and I will introduce the other parts if they want to go looking for them.

Take Stonecutter and throw it in your game and let me know what your players think and how you are able to blend it and the history into your game.
#102

ruhl-than_sage

Oct 22, 2005 17:30:07
Inspired by the knife on the cover of Brazen Gambit and Elves of Athas books.

I don't mean to be rude and I do like the idea of your weapon, but I'm pretty sure that was supposed to be a bard's friend. They also do 1d4 damage, are an exotic weapon, and have an 18-20 x2 critical.
#103

kalthandrix

Oct 22, 2005 22:46:17
I don't mean to be rude and I do like the idea of your weapon, but I'm pretty sure that was supposed to be a bard's friend. They also do 1d4 damage, are an exotic weapon, and have an 18-20 x2 critical.

Thanks and I know- I was thinking of making it more like a double-shortsword but thought thatt was too dumb- I was thinking of changing the stats of this weapon to have a crit range of 19-20/ x3 just for kicks.
#104

Pennarin

Oct 23, 2005 7:29:28
Sage, the Elves of Athas pic is definately not a bard's friend as it has none of the weird blade protusions of that weapon.

We're working on both of Kal's weapons in the Equipment Bureau, and the knife is in the process of inspiring us to make more elven-specific weapons.
#105

kalthandrix

Oct 23, 2005 13:24:27
We're working on both of Kal's weapons in the Equipment Bureau, and the knife is in the process of inspiring us to make more elven-specific weapons.

Really- that is interesting to know! I might be willing and able to come up with a little more where that came from if you fellows want.

With the work I did on Stonecutter, I was thinking about designing the Elven Kings blade (name escapes me at the moment)- would you want that item as well?
#106

Pennarin

Oct 23, 2005 14:41:29
The weapon itself, Galdra, I won't touch or try to incorporate in the Guide since its controversial. But the type of sword Galdra is based upon has been made into the elven longblade, already in DS3.
#107

kalthandrix

Oct 23, 2005 16:31:23
The weapon itself, Galdra, I won't touch or try to incorporate in the Guide since its controversial. But the type of sword Galdra is based upon has been made into the elven longblade, already in DS3.

I know about the longblade- but I was going to do a build of Galdra for kicks anyway.

That aside- let me know what you are looking for and I will design something.

BTW Greyorm has agreed to do a pic for Stonecutter- no time frame but he had plans to work on it soon- thanks again Rev.
And Brian had said he would do a pic for the spellform design for the Door of Time spell too- thanks to him as well. So be on the lookout for some wicked cool art to go with some of the items and spells on this thread :D
#108

ruhl-than_sage

Oct 24, 2005 17:18:04
Sage, the Elves of Athas pic is definately not a bard's friend as it has none of the weird blade protusions of that weapon.

We're working on both of Kal's weapons in the Equipment Bureau, and the knife is in the process of inspiring us to make more elven-specific weapons.

I would personally have attributed that to it having been drawn incorrectly, rather than it actually being a different weapon. Like I said "I think it was supposed to be a Bard's Friend".
#109

Pennarin

Oct 24, 2005 17:44:31
I would personally have attributed that to it having been drawn incorrectly, rather than it actually being a different weapon. Like I said "I think it was supposed to be a Bard's Friend".

I don't agree. Brom is the guy who drew the original b&w bard's friend (which I have), and the color weapon he did for the cover of EoA has nothing in common with it.
#110

kalthandrix

Oct 28, 2005 11:12:03
This is rough and could be written better, but it is an idea that I have been playing with for a while.

True Ambidexterity- OLD VERSION, SEE POST BELOW [General]

Through hard work and skill, you have been able to train yourself to be as proficient with one hand as the other, allowing you to function equally well with either hand.

Prerequisites: 17 Dex

Benefit: When wielding two weapons, you use your full Strength modifier when applying damage.

Normal: When two-weapon fighting, you may only apply half of you Strength bonus to damage with your off-hand weapon.

#111

brun01

Oct 28, 2005 11:21:02
Don't you think that should be and additional requisite? Maybe Two-Weapon Fighting?

Does it work with all the 4 arms of a thri-kreen?
#112

nytcrawlr

Oct 28, 2005 11:33:30
This is rough and could be written better, but it is an idea that I have been playing with for a while.

I was thinking of making the epic feat Perfect Two-Weapon Fighting have this as well as totally remove the penalties, as all it does now is give you one more attack.

On other notes, Kal, if you want to work on Galdra let's talk shop because I was going to do a writeup for it, as well as Sorak and a template for all his personalities. I'm still interested in doing all of that, it's just been put on the back burner for awhile.

As far as Stonecutter, I had an idea I was going to implement into it in my campaigns. I was thinking of making it glow and vibrate when ever one of the other pieces is near it, and the closer the piece is the brighter it glows and the harder it vibrates. I was going to give it a limited range, like a mile or something, but haven't decided how far to go with that aspect yet.
#113

nytcrawlr

Oct 28, 2005 11:35:02
Don't you think that should be and additional requisite? Maybe Two-Weapon Fighting?

Yeah, this definately needs more prereqs, and probably needs to be Epic, or damn near.

Does it work with all the 4 arms of a thri-kreen?

Indeed it would, hence why it probably needs to be pretty high up of a level to attain.
#114

kalthandrix

Oct 28, 2005 11:50:04
I was thinking of making the epic feat Perfect Two-Weapon Fighting have this as well as totally remove the penalties, as all it does now is give you one more attack.

On other notes, Kal, if you want to work on Galdra let's talk shop because I was going to do a writeup for it, as well as Sorak and a template for all his personalities. I'm still interested in doing all of that, it's just been put on the back burner for awhile.

As far as Stonecutter, I had an idea I was going to implement into it in my campaigns. I was thinking of making it glow and vibrate when ever one of the other pieces is near it, and the closer the piece is the brighter it glows and the harder it vibrates. I was going to give it a limited range, like a mile or something, but haven't decided how far to go with that aspect yet.

I do not think it would really be epic, but mayne you would need two-weapon and improved two-weapon fighting to use it.

As for your idea on Stonecutter Nyt- vibrate maybe, glow not so much. I will think about it. I could make it kinda like the Rod of Seven Parts in that the wielder of the sword can feel the location of the next peice- Something to think about.

About Galdra- I was thinking of something along this line- alot of elven tribes think that they have the 'real' Galdra, and the truth of the matter is is that they all do, or at least peices of the whole. Their King, seeing no end to the Cleansing Wars and having no heir, broke apart his sword and entrusted the parts to some of his chief conculers. They in turn took a portion of their people and fled, forming the seeds for the elven tribes of today.

I will write something up soon, I will think on this matter some more.

Brun01- I would say that if thri-kreen suffer the Str reduction for two-weapon fighting for their off-hands then I see no reason why this would not remove the penalty for them as well.
#115

nytcrawlr

Oct 28, 2005 11:56:56
I do not think it would really be epic, but mayne you would need two-weapon and improved two-weapon fighting to use it.

Let me go through all the d20 feats I have access to and get back to you. I think this is pretty potent for something with only a Dex 17 prereq, this should be somewhere in the TWF feat chain and should have many prereqs as well as be pretty high up level wise. In fact I think this feat already exists in one of the Quintessential books. Let me take a look at those and see what I find.

As for your idea on Stonecutter Nyt- vibrate maybe, glow not so much. I will think about it. I could make it kinda like the Rod of Seven Parts in that the wielder of the sword can feel the location of the next peice- Something to think about.

I was wanting it to be more of something the character has to figure out. If it just vibrates that's cool, but I wanted to stay away from the whole "character knows location" thing and have it be more of a it's in direction x thing and make the character go hunt for it.

About Galdra- I was thinking of something along this line- alot of elven tribes think that they have the 'real' Galdra, and the truth of the matter is is that they all do, or at least peices of the whole. Their King, seeing no end to the Cleansing Wars and having no heir, broke apart his sword and entrusted the parts to some of his chief conculers. They in turn took a portion of their people and fled, forming the seeds for the elven tribes of today.

I was debating going this route as well at one point. GMTA, and I wouldn't mind helping out some if you need it.
#116

kalthandrix

Oct 28, 2005 12:26:45
Let me go through all the d20 feats I have access to and get back to you. I think this is pretty potent for something with only a Dex 17 prereq, this should be somewhere in the TWF feat chain and should have many prereqs as well as be pretty high up level wise. In fact I think this feat already exists in one of the Quintessential books. Let me take a look at those and see what I find.

Well I will look through what I got and adjust it accordingly.
I was wanting it to be more of something the character has to figure out. If it just vibrates that's cool, but I wanted to stay away from the whole "character knows location" thing and have it be more of a it's in direction x thing and make the character go hunt for it.

Well, The new version (part in the new Dungeon Mag- go mine in the mail yesterday) requires a knowledge check IIRC. I think it should not be something like "20 paces left, 15 right, down 6 ft." <= too dumb. Instead it would require a series of checks and then some down and dirty searching.
I was debating going this route as well at one point. GMTA, and I wouldn't mind helping out some if you need it.

Sure- I will get something put together soon and I will send it out to you- just pm me you e-mail address or just e-mail me using the link on my profile and we can bounce some stuff around and make something that is not too controversial for the community, as Pennarin has pointed out that these items sometimes are.
#117

kalthandrix

Oct 28, 2005 14:35:26
Revised Version- still need work on the text but I think that the mechanics are worked out with the higher prereqs.

True Ambidexterity [General]

Through hard work and skill, you have been able to train yourself to be as proficient with one hand as the other, allowing you to function equally well with either hand.

Prerequisites: Dex 17, two-weapon fighting, improved two-weapon fighting, base attack bonus +9

Benefit: When wielding two weapons, you use your full Strength modifier when applying damage.

Normal: When two-weapon fighting, you may only apply half of you Strength bonus to damage with your off-hand weapon.

#118

kalthandrix

Oct 29, 2005 9:54:32
Here is what I have so far- it is kinda adapted off of the control weather spell. I hope this helps with the athasian vampire stuff brun01.

As always, comments about my coolness and/or feedback on the spell are welcome.

Mists of the Gray
Necromancy
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 10 minutes
Range: Centered on location
Area: 500 ft. radius circle + 100 ft. / caster level
Duration: 1d10 hours + 1 hour / caster level
Saving Throw: None
Spell Resistance: No

With this spell, a wizard opens a small crack into the plane of the dead and draws forth the aether of that dread place, which consolidates into a cold, dead-gray fog that seeths with the necromantic energies of the Gray. The fog looks normal enough from afar, covering a large cirular area that is 10 to 20 feet tall. Observent individualy will notice though that the fog is not burned off by the relentless rays of the crimson sun nor is it effected by light winds.

Living creatures that enter the area covered with the mists of the gray, feel the cold life-sapping fogs effects immediatly. While in the affected area, living creatures receive a -1 to all skill checks and attack rolls due as their life-force is assulted by the negative energies that infuse the fog. Any spell or effect that negates the effects of negative energy also nullifies this lathargicness. The living also find that the mists of the gray also inhibits their vision and ability to heal normally. Visibility is cut in half and the rate of natural healing is reduced by half as well.

While acting as a bane to living creatures, this spell is like a soothing balm to the undead, providing several benefits to them while they are within the misty realms of the Gray-infused fog. The necromantic energies within the effected area serves to slightly bolster undead creatures, giving them a +1 circumstance bonus to their skill checks, attack rolls and turn resistance. It also heals them 1 hit point per hour that they spend in the fog, though their hit point total max never exceed their maximum.

In addition, any undead creature that has an aversion to the sun or is harmed by its rays find that the suns ligh cannot effectively penitrate the area of this spell and are therefore not harmed by roaming around during the daytime hours.

Material component- A skull from an undead creature and 100 Cp worth of incense that is to be burnt within the skull.

#119

brun01

Oct 29, 2005 10:36:19
I'm only taking a quick look, but I think it is great and my little vampire will like it too...

Soon more in-depth comments
#120

kalthandrix

Nov 22, 2005 7:24:41
New feat idea- I wanted something like practiced spellcaster for DS. I plan on using this in my write up on Dregoth.

I am not sure about the name though. And I do realize that the prerequisites are higher them practiced spellcaster but that is due to this feat being stackable and ability to be applied to any spellcasting or manifesting class.

Erudit Lore

Prerequisites: Int 17, Psicraft or Spellcraft 10 ranks

Benefit: When this feat is selected, choose a manifester or spellcaster class that you possess. Your caster or manifester level for that class increases by 2. This increase does not affect you power points, number of powers known, or spells per day nor can this benefit increase your caster or manifester level above your Hit Dice. The increase to your caster or manifester level does affect any numeric variable of spells or powers (range, duration, number of targets), checks to penetrate psionic or spell resistance, and it increases the number of power points that can be spent.

You also gain 3 extra skill points that may be applied to and of the following skills; Craft (any), Decipher Script, Knowledge (any), Psicraft, or Spellcraft. The limit on maximum ranks still applies.

Special: This feat may be selected multiple times and its effects do stack.

#121

flip

Nov 22, 2005 9:30:40
New feat idea- I wanted something like practiced spellcaster for DS. I plan on using this in my write up on Dregoth.

I am not sure about the name though. And I do realize that the prerequisites are higher them practiced spellcaster but that is due to this feat being stackable and ability to be applied to any spellcasting or manifesting class.

Ummm ... that sounds a little potent for a 5th level feat.

Consider that defiling only gives +1 spellcaster level, and that's *when* you defile (of course, that might be considered an argument for bumping it up to +2 spellcaster levels ...)

it's basically a permanant boost to range, area of effect, damage dice and duration .... deciding to take that feat is pretty much a no-branier...
#122

kalthandrix

Nov 22, 2005 11:02:35
Ummm ... that sounds a little potent for a 5th level feat.

Consider that defiling only gives +1 spellcaster level, and that's *when* you defile (of course, that might be considered an argument for bumping it up to +2 spellcaster levels ...)

it's basically a permanant boost to range, area of effect, damage dice and duration .... deciding to take that feat is pretty much a no-branier...

I had a really good reply before but then the wizard board when down when I posted it.

All I have to say is practiced spellcaster is a no brainer too- this feat is just a spin-off of that one, but instead to get the same benefit you would have to burn two feat slots instead of one and it is better for higher level manifesters/spellcasters IMO.

I would not be opposed to upping the prerequ to require ranks of like 12 but nothing higher though.
#123

Pennarin

Dec 04, 2005 13:59:17
New feat idea- I wanted something like practiced spellcaster for DS. I plan on using this in my write up on Dregoth.

I strongly suggest starting a thread on the psionics board entitled Practiced Manifester?. You'll have lots of bad comments but with any luck detailed explanations against and/or constructive comments.

There has been about half a dozen threads on the psionics board on that very subject.
#124

kalthandrix

Jan 22, 2006 20:29:20
Here are the three feats I came up with for the Keeper of the Guarded Land PrC

Extended Absence
Requirements: Must have the bonded spirit class feature.
Benefit: This feat allows a person with the bonded spirit class feature to extent the length of time that they are gone from their guarded lands by one day per point of Constitution modifier they possess.
Normal: Depending upon their level, a character with the bonded spirit class feature may only be absent from their guarded lands for one to ten weeks at a time before they begin to incur temport Constitution damage.

Improved Restoration
Prerequisit: Must have the restoration class feature.
Benefit: By burnig a point of Strength, Dexterity, and Constitution, and spending a day caring for the land you are able to restore a 10' radius of land.
Normal: One point of Strength, Dexterity, and Constitution per 5' radius, and they must spend a day within the area careing for the soil by watering and planting things within the area for each 5' radius section of land is the normal cost and area effected by using this ability.

Greater Restoration
Prerequisits: Improved Restorationist and Body of the Land class feature.
Benefit: Calling out the the land, you are able to merge with the local spirit of the land, sinking into the every earth. While in this state, you are able to restore a 15' radius of land for every day you spend like this and by burning one point of Strength, Dexterity, and Constitution per day.
Normal: One point of Strength, Dexterity, and Constitution per 5' radius, and they must spend a day within the area careing for the soil by watering and planting things within the area for each 5' radius section of land is the normal cost and area effected by using this ability.

#125

kalthandrix

Jan 22, 2006 20:43:53
Another Feat- a revised version of the Multicasting Feat

Multicasting
Prerequisits: Four or more arms, Silent Spell, Combat Casting, Int 20, Dex 20.
Benefit: With this feat a spellcaster with multiple arms is able to cast an additional spell that has already been modified by the Silent Spell feat, by utilizing their other set of hands. Doing this requires an extreme amount of concentration and time. As a full round action, the spellcaster must succeed in a concentration check with a DC equal to 15 + the combined effective level of both spells being cast. Failure in results in the loss of both spells.
Normal: A spellcaster can only cast one spell per round using a standard action.

#126

kalthandrix

Feb 13, 2006 15:57:54
He is a new item I dreamed up today- it may need a bit of tweeking but I think its really cool.

Feedback is always welcome

Arcanis Rod

These rods vary in size and appearance, though they are usually shaped to appear like a cane of masterful workmanship. The one feature that all have in common is that one end will have the open maw of some creature carved upon it. Aside from their beautiful design, these rods appear to be nothing more then a rod or cane, but their common appearance hides their great power.

With an arcanis rod, a spellcaster may store up to 50 charges of spells from any number of wands and access them at a later time without the need to carrying multiple wands around with them. When a spellcaster wished to store the energy from a wand within an arcanis rod, they need only hold the end of the wand up to the open mouth carved on the rod and speak the command word for the wand, which discharges one charge from the wand as normal. The wielder of the rod may then use the powers of the rod and siphon off as many charges as they wish from the wand, up to the number remaining within the item, and place them into the rod. The rod will automatically stop drawing charges from a wand when it reaches its storage limit of 50 charges. Each wand effect still maintains its own charges and caster level, so no spell effect can be cast forth using another wands charges. For example, a preserver with an arcanis rod stores 5 charges of magic missile charges (CL 5), 10 of light (CL 1), 8 of dispel magic (CL 10), and 3 of fireball (CL 8). Casting a fireball from this arcanis rod, the wielder would only be allowed to use charges remeining that were specifically for fireball, he could not power the spell with light charges.

All arcanis rods also have an additional feature built into them in the form of a specific metamagic feat. If the wielder of the rod wills it, he may modify a spell effect he is activating from within the rod with the metamagic feat the rod is enchanted with. Activating this ability used up some of the additional spell energy stored within the rod depending upon the metamagic it is using (see table below). The spell effected with the metamagic feat can only powered charges from the spell effect being activated, so for example heightening a fireball can only be done with fireball charges from the rod and if there are not enough charges of the spell remaining in the rod to power the metamagically altered version of the spell, the rod does not function but a singlecharge is still expended.

Effects modified with the Silent Spell metamagic feat require no command word, and Still spell only requires that the wielder have contact with the arcanis rod and see their target. Spells modified with the Heighten Spell feat can have their level increased up to four levels, making them harder to resist and dispel.

In addition, arcanis rods never detect as magical, being protected by a modified version of the non-detection spell.

[b]Metamagic[/b] [b]Additional[/b]<br /> [b][u]Effect[/u][/b] [b][u]Charges[/u][/b] [b][u]Cost[/u][/b]<br /> Enlarge +1 88,200 Cp<br /> Empower +2 107,800 Cp<br /> Extend +1 88,200 Cp<br /> Heighten +1 to +4 127,400 Cp<br /> Maximize +3 107,800 Cp<br /> Quicken +4 127,400 Cp<br /> Silent +1 88,200 Cp<br /> Still +1 88,200 Cp<br /> Widen +3 107,800 Cp
#127

Pennarin

Feb 13, 2006 17:34:25
Cool concept Kal! Dunno if its DS-ish though, it might just be neutral. (I might not use it for DS, but I would definately use it for classic D&D.)

In any case, you'll get far better feedback if you post that item on the Spells and Magic board since the item has no DS-specific elements to it. By that I mean that the people there respond pretty well to non campaign-specific material.

I do that with spells and powers and any preliminary questions I have for items. Once I add in the DS elements it ends up back here for further feedback.

My suggestion of the day :D
#128

ruhl-than_sage

Feb 13, 2006 17:43:53
Hmmm... that's an amazingly powerful magic item.

I don't like the name. You should call it "The Portable Wizard" or maybe "Pocket Wizard", yah that sounds go "Pocket Wizard"! Oh wait I know: PokeWiz!! :D
#129

kalthandrix

Feb 13, 2006 19:45:08
Hmmm... that's an amazingly powerful magic item.

I don't like the name. You should call it "The Portable Wizard" or maybe "Pocket Wizard", yah that sounds go "Pocket Wizard"! Oh wait I know: PokeWiz!! :D

I will slay you Sage In the most horrific and sadistic manner I could contrive- and I have a very sick and twisted mind, full of the darkest manner of torture and scream fill pastimes.

Anyway..the fun stuff for later

Arcanis is actually a preserver wizard I have been dreaming up.

Now come of fellows- if you are looking for more DS give there is no reason the rod could not contain raze feats too.
#130

Pennarin

Feb 13, 2006 19:52:47
Kal, I'm not complaining your item has little DS in it, I'm stating that since IMO it has very little or none of it that you have an opportunity to post it on the Spells and Magic board, which will mean lots of feedback from people who do nothing else each day but give feeback on new items, spells, and connundrums involving them. Its a good thing!
#131

ruhl-than_sage

Feb 13, 2006 20:37:56
I will slay you Sage In the most horrific and sadistic manner I could contrive- and I have a very sick and twisted mind, full of the darkest manner of torture and scream fill pastimes.


AAHAHAAHAHAHAHAHAHHAHAHAHAH!!!!!!!

IMAGE(http://DammitJa.net/lj/dopple/nc-neener.gif)IMAGE(http://DammitJa.net/lj/dopple/nc-peekaboo.gif)IMAGE(http://DammitJa.net/lj/dopple/sm-thefinger.gif)

Bring it on!
#132

kalthandrix

Mar 15, 2006 17:51:53
There is a link on the actual item too- but I thought I would post a link to the Picture of Stonecutter that greyorm drew up for me.

Thanks a bunch Rev- I love it.
#133

cnahumck

Mar 15, 2006 18:55:06
That is awesome. Nothing else to say, other than keep the goodies coming.
#134

kalthandrix

Apr 17, 2006 21:41:09
I am reposting this spell (no changes as of yet) but I wanted to put it and the picture Brian made for me together. The picture shows the spellform structure made by Oronis when he created this spell (at least IMC)

A revised version of the spell will be forth coming. Enjoy

Door of Time
Conjuration [Teleportation]
Spellcraft DC: 60
Components: V, S, M, XP
Casting Time: 3 days
Effect: Allows upto 6 creatures to travel back in time.
Duration: 1 day per caster level
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 540,000 cp; 11 days; 21,600 XP. Seed: transport (DC 27). Factors: move to time stream (+8 DC), move through the time stream up to 5 days in the past (+80 DC), move through the time stream into past up to twice casters current life time (+160 DC), five additional creatures (+50 DC). Mitigating factors: Increase casting time to 10 minutes (-20 DC), increase casting time to three days (-6 DC), burn 7,500 XP (-75 DC), required structure costing 1,000,000cp (-10 DC), 16 additional participants contributing a 5th level spell (-144 DC), backlash damage 10d6 (-10 DC).

With this spell was wizard is able to send up to 6 creatures back in time, upto twice the spellcasters current age. So an 80 year old wizard who cast this spell would be able to travel back in time up to 160 years. Those that travel back in time are not stranded in the time period that they step back into. While the time travelers are back in time, the additional participants whom aided in casting this spell are held in a type of status, needing no food, drink, or rest, nor do they feel any discomfort at all. They are held in this status for up to one day per level of the spellcaster, or until the caster dies or dismisses the spell. Those spellcasters who aided in the spell casting are completely helpless during this time, as they are the focal point that keep the time travelers connected to the time that they came from. If any participant is killed while the time travels are in another time, the remaining duration of the spell is reduced by two days. If eight or more of the additional participants are killed, the spell ends and the time travelers are ripped back into their own time. This forceful ejection through the time stream is very painful and inflicts 20d6 points of damage to all the time travelers (Fortitude save DC 30 for half). The wizard whom cast this spell need not be one of the time travelers.

IMAGE(http://i52.photobucket.com/albums/g28/Kalthandrix/epicspell_digipaint2.jpg)
#135

master_ivan

Apr 17, 2006 21:45:57
WOW! That's an awesome picture.
#136

Pennarin

Apr 17, 2006 23:21:42
Kudos Brian, nice integration of cg and hand drawn elements.
#137

kalthandrix

Apr 18, 2006 6:22:59
Yeah- Brian worked his magic that is for sure- the picture below was one I did to give him an idea of what I was looking for, (I really have no skilz at drawing as you can see- which is way I went to the professional!)

Oh yeah- photobucket rulz!

IMAGE(http://i52.photobucket.com/albums/g28/Kalthandrix/draft2.jpg)
#138

ruhl-than_sage

Apr 18, 2006 11:10:48
Oh yeah- photobucket rulz!

Your welcome :D
#139

kalthandrix

Aug 02, 2006 20:21:37
Just posting a link to my Knowledge (warcraft) skill change -

http://boards1.wizards.com/showthread.php?t=615311
#140

kalthandrix

Nov 29, 2006 23:37:16
It has been a while since I posted any of my materail on this thread - but here you are.

This Epic spell seed is the answer to some of the problems that I have had in some of the Epic spell conversions that I have done. This may be a bit rough seeing as how I designed this spell seed in the last two and a half hours, but I think it is pretty comprehensive.

Phear the skilz :D

Seed: Imbue
Enchantment
Spellcraft DC: 30
Components: V,S, plus special
Casting Time: 1 minute
Range: Touch
Target: Touched creature or object of 1,000 lbs or less
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes

With this spell, the caster can enable a creature to manipulate mystical energies without the need for training or innate ability. This allows them to activate items such as wands, staffs, or scrolls as long as they succeed in making a Will save with the DC being equal to 10 + the level of the spell they are activating + the caster level of the effect. This effect is permanent.

They may also link a spell to imbue that the target may activate as a spell-like ability once per day. For imbued spells, the Spellcraft DC increases by +2 per spell level imbued. The number of activations per day can also be increased by taking the increase caused by the spell and multiplying that amount by twice the number of usages per day desired. For example, the Spellcraft DC (before other factors or mitigating factors) to imbued a creature with the fireball spell useable 3 times per day would be: 30 (base) plus 6 (3 spell levels multiplied by 2) plus 36 (spell increase of 6 multiplied by the 6, the number of activations per day times 2) for a total Spellcraft DC of 72.

Multiple spells can be linked to imbue, increasing the Spellcraft DC by +2 per linked spell multiplied by the spell level. So linking a second spell would add +4 per spell level, a third spell would add +6 per spell level, ect… Linking spells of differing levels is always figured by using the lowest level spell first. The number of activations per day uses the same calculation as above, with each linked spell being figured independently of the others. So a creature imbued with mage armor, invisibility, and fireball each useable 3 times per day would require a Spellcraft DC of 114.Spells modified via metamagic feats are calculated using the level of the spell slot used.

The spellcaster of imbue is required to use or burn 50 times cost of expensive material components or XP at the time the spell-like ability is imbued

The caster level of the spell-like abilities gained through imbue equals the creatures total level or hit dice (maximum equal to the caster level of the one who cast imbue). The save DC is equal to 10 + spell level + creatures Cha modifier. The spell-like abilities gained are permanent.

Imbue can also be used to invest inanimate objects with a spell effect that can be activated by anyone who meets the conditions set forth by the spellcaster. To imbue an object with a spell, the Spellcraft DC increases by +3 per spell level imbued and is only useable once before the effect fades. Multiple usages of a spell can be imbued by taking the DC increase and multiplying that number by the number of uses desired. So a sleet storm effect useable three times would have a Spellcraft DC of: 30 (base) plus 9 (3 spell levels times 3) plus 27 (9 times three usages) for a total DC of 66.

Spell effects that have a personal target affect the one who activates the imbued spell. All other spells activate in the location that the imbue was laid down. Caster level equals the level of the spellcaster who linked the spell to imbue.

The imbued spell placed upon an object can be made permanent by multiplying the DC increase from the spell by 10.

Thieves can remove this type of imbue if they make the appropriate skill checks to locate the spell. Removing the imbued effect requires a Disable Device skill check DC equal to the caster level of imbue + the level of the spell linked to imbue + the spellcaster’s primary spellcasting ability modifier.

#141

thebrax

Nov 30, 2006 0:44:12
Hmmm... that's an amazingly powerful magic item.

I don't like the name. You should call it "The Portable Wizard" or maybe "Pocket Wizard", yah that sounds go "Pocket Wizard"! Oh wait I know: PokeWiz!! :D

Hey, no cheap shots at my Kurnan cards of monster summoning :D
#142

kalthandrix

Nov 30, 2006 8:44:47
Figures that the day I post something good, everyone is gone Where are all you Epic-gurus now :P

As a side note - I think I will give the arcanis rod another revision when I get the time - there is a lot of possibilities there and I think that it would be a great item - though since I have seen the Craft Sceptar feat in a FR book, I have been having some additional thoughts on how the arcanis rod could work.
#143

cnahumck

Nov 30, 2006 9:15:56
Figures that the day I post something good, everyone is gone Where are all you Epic-gurus now :P

As a side note - I think I will give the arcanis rod another revision when I get the time - there is a lot of possibilities there and I think that it would be a great item - though since I have seen the Craft Sceptar feat in a FR book, I have been having some additional thoughts on how the arcanis rod could work.

Not being a great person at the Epic stuff yet, the only thing that I have a question about is the number of times per day. How would this work for a "times per week" or a "times per turn" or minute. I like the idea though. I see an interesting combo with this seed and the life seed to make an intelligent area, or even create a new Spirit of the Land.
#144

brun01

Nov 30, 2006 13:24:15
Stop slacking around and finish the Appendix II already, slacker!
#145

kalthandrix

Nov 30, 2006 13:48:11
Stop slacking around and finish the Appendix II already, slacker!

Please - this seed is money and was begging to be written! And I am working on the Appendix II - seems we just had a pruge of like 8 or 10 PrCs today - hummmm :P

But really - the appendix is still coming along.
#146

Pennarin

Nov 30, 2006 14:25:05
Is this a spell or an epic seed? The name suggests the latter, while the format suggest the former.
#147

kalthandrix

Nov 30, 2006 14:34:28
Is this a spell or an epic seed? The name suggests the latter, while the format suggest the former.

Not really - some of the other seeds allow for things like this - look at the fortify seed. There are several seeds that allow for specific additions and changes - I just linked the changes to specific formulas to great spell like abilities. Spell seeds can be case seperatly as well.
#148

Pennarin

Nov 30, 2006 14:42:17
Again, is this an epic spell or an epic seed?
#149

kalthandrix

Nov 30, 2006 14:51:09
It is a spell seed.
#150

Pennarin

Nov 30, 2006 16:34:54
The set the record straight, it was a straightforward question to which you answered nebulously, why I repeated it.
#151

kalthandrix

Dec 13, 2006 8:00:35
I do not ever remember posting this spell, but I think it could use some fixing.

The purpose of this spell is to enable a wizard to speak with the dead, though not like a cleric. By tappin ginto the Gray, the wizard would actually speak with the spirit of the dead - so I would like to work in a part where the wizard could actually be deceived, though he would also gain some bonus' to his sense motive checks maybe depending on caster level.

So comments and aid are welcome. Thanks.

I am including some of the cleric's speak with dead spell to aid people in compairing and insuring that the spells are different.

Gray Speak
Necromancy
Level: Sor/Wiz 3
Components: V, S, M. F
Casting Time: 10 minutes
Range: Touch
Target: Corpse or skull of sentient creature
Duration: 1 minute/ level

Upon completion of this spell, the caster is able to call forth the spirit of the corpse this spell was cast upon to gain knowledge and secrets that it knew in life. The caster may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life and it can only communicate with the languages it spoke in life.

This spell compels the spirit to speak, but if the casters alignment is dramatically opposed to the spirit’s, it may attempt to Bluff in order to give false or misleading information. The caster received a circumstance bonus of half his arcane spellcaster level to all Sense Motive checks.

Due to the nature of the Gray, some creatures are not able to be contacted, as over time, the very essence of a creature is absorbed into the Gray. Success depending upon how long ago the creature died and the relative strength of their spirit.

NEEDS MORE

Speak with Dead
Necromancy [Language-Dependent]
Level: Clr 3
Components: V, S, DF
Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: No
You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.

If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.

This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.
Indeed, it can’t even remember being questioned.

This spell does not affect a corpse that has been turned into an undead creature.

#152

brun01

Dec 13, 2006 9:24:28
It would be nice to be similar in abilities (and name, perhaps?) to the gravespeaker class ability from the necromant...
#153

kalthandrix

Apr 14, 2007 8:05:17
Burst of Enslavement
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 6
Display: Mental, Visual
Manifesting Time: 1 standard action
Range: 10 ft. radius centered upon manifester
Duration: Concentration
Save: Will partial
Power Resistance: Yes
Power Points: 11

With this power, you send out a powerful mental command that temporally displaces nearby creatures personal wants and desires and replaces it with the need to full fill your desires. Every creature caught within the area of effect must make a Will save in order to shrug off the mental assault. Those that make their save are shaken for 1 round due to the power and suddenness of the mental struggle.

Creatures failing their saving throw are dominated (see dominate person). Each creature dominated receives is allowed to make a new Will save each round during your turn as their mind tries to shrug off the domination. If their save is successful, the creature is considered shaken as noted above.

Augment
You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
3. If you spend 3 additional power points, this power’s radius is increased by 5 ft.
4. If you spend 1 additional power point, this power’s duration persists for 1 round past the time that you cease concentrating.
5. If you spend 1 additional power point, those held in thrall by this power are not allowed to make their new saving throws for 1 round.

In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.
#154

brun01

Apr 14, 2007 9:54:06
The power seems very interesting, but I fail to see its application... you already can do everything you mentioned with psionic dominate.

As the dominate person spell, except as noted here.

Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
3. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
4. If you spend 1 additional power point, this power's duration is 1 hour rather than concentration. If you spend 2 additional power points, this power's duration is 1 day rather than concentration. If you spend 4 additional power points, this power's duration is 1 day per manifester level rather than concentration.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

#155

kalthandrix

Apr 14, 2007 21:39:35
---
#156

brun01

Apr 15, 2007 0:31:50
So, just because something is way more powerful than something else, it is automatically better? Why not make just a fireball spell that deals 1d8 damage per level then?

BTW, I thought that

Target: up to 1 creature per manifester level

So, how can you dominate 239 people at 20th level?

Thanks for the comment Bruno :D

You're welcome
#157

kalthandrix

Apr 15, 2007 13:13:00
That line actually contradicted the text in the body of he power - so I removed it.

And they do have a fireball-like effect that deals d8 damage - it is fireburst and greater fireburst - granted they have a limited radius, but it is simular, right.

I did make an adjustment to the area and augment though - making it 10 ft and then 3 power points to increase the radius by 5 ft. so the largest area of effect would be 25 ft at 20th level.
#158

kalthandrix

Apr 16, 2007 12:45:14
Here is an idea I was playing with to make this power not so "broken" - but on top of allowing a new save each round - giving those under the powers affects a cumulative +1 to subsequant saves?

Thoughts?