New Spells & Items by Kalthadrix

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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).

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.

Metamagic Additional

Effect Charges Cost

Enlarge +1 88,200 Cp

Empower +2 107,800 Cp

Extend +1 88,200 Cp

Heighten +1 to +4 127,400 Cp

Maximize +3 107,800 Cp

Quicken +4 127,400 Cp

Silent +1 88,200 Cp

Still +1 88,200 Cp

Widen +3 107,800 Cp

(Creation information and stuff to come later)

originally posted by Kalthadrix

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)

originally posted by kalthadrix

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)

originally posted by Kalthadrix

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 :smiley:

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.

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.