New Spells & Items by Kalthadrix

Originally posted by Kalthadrix

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.

Rod of Arcane Fuel

The first of these rods were developed by a group of Hamanu’s royal defilers when they had been tasked to recon the Dead Land. The expedition never returned and other matters soon claimed the attention of the Lion of Urik, so the matter was forgotten and so was the knowledge of the rod’s creation until recent times. In an effort to infiltrate the Veiled Alliance and gain Hamanu’s favor, a defiler named Merriam came across the original creator’s notes and constructed a rod of arcane fuel and began to make his move to uncover the leaders of Urik’s Alliance. His time among the preservers was short and in he end, Merriam lost his life and the rod. In the years since the Alliance came into possession of the rod, they have uncovered the secrets of the rods creation and have passed it along to several powerful members.

A rod of arcane fuel is normally carved from agafari and decorated with leaves, vines, and other plant life. It’s common appearance hides it’s true value. A new rod has the ability to power up 50 levels worth of arcane spell. When casting, the arcane spell user draws the life energy from the rod instead of from the plant life around him, allowing them to ignore the DC and spell caster penalties due to desolate and barren terrain, and even allowing them to continue to cast spells while in the Dead Lands. This also allows defilers to disguise their defiling. Any arcane spell caster using the rod to power their spells drains one charge per level of the spell being cast. The caster may also opt to drain one extra charge to gain a +1 to their Caster level and the spell DC, or to drain two extra charges to increase the bonus to +2.

The last feature of the rod is that it can be used to rejuvenate a defiled area. As a full round action that provokes an attack of opportunity, the wielder can plant the tip of the rod in a defiled area and unleash all the remaining charges in the rod. Doing this restores a circle of defiled land; the radius of the restoration is 5’ per charge left in the rod. Doing this or draining the rod of all charges causes the rod to disintegrate.

Strong (no school); CL 9; Craft Rod, creator must be a wizard that used plant energy to fuel spells; Market Price 6750 Cp.

Originally posted by Kalthadrix
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

Originally posted by Kalthadrix

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

Originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.

originally posted by Kalthadrix

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.

Terrain Type Regeneration Rate

Desolate None- spell ends regardless of remaining duration.

Barren Hit Points per round equals one-quarter caster level

Infertile Hit Points per round equals one-half caster level.

Fertile Hit Points per round equals three-quarter caster level.

Abundant Hit Points per round equals caster level.

originally posted by Kalthadrix

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.

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.