25th November 2016 at 4:11pm

When blown, only friendly ears will hear the whistle.

Alassea

14th July 2016 at 6:49am

Player Character Record

NameAlassea
AlignmentNN
SexFemale
Age?

Movement

Base rate18
Light( )
Mod( )
Hvy( )
Svr()
Jog(x2)
Run(x3)
Run(x4)
Run(x5)

Saving throw

Paralyze/Poison7
Rod/Staff/Wand11
Petrify/Polymorph10
Breath Weapon13
Spells12

Armour & Hit Points

ArmourAdjusted ACHit pointsWounds
4Surprised22Injury
Shieldless
RearStrain
Defences

Weapon Combat

Weapon#ATAttack adj/Dmg adjTHAC0Damage (SM/L)RangeWeightSizeTypeSpeed
Cat (natural)3- / -171-2-???-
Dog (natural)3- / -171d4 1d4 2d4-???-

Special

  • 20% magic resistance
  • Only surprised on a 1
  • Polymorph
  • ESP
  • Tree (2/day)
  • Trip (1/day)
  • 99% move silently
  • 90 hide in shadows
  • If struck my 2 Cooshee paws, can be knocked down

Ambidexterity

19th March 2017 at 1:19pm

1 slot, Dexterity

Ambidextrous characters are able to use either hand with equal coordination and skill. They are neither right-handed nor left-handed. When fighting in two-weapon style, an ambidextrous character has two "primary" hands, and suffers a –2 penalty to hit with either weapon. If the ambidextrous character spends a slot to specialize in two-weapon fighting style, he suffers no penalty to attacks with either weapon.

Anderia Sylvar

26th January 2018 at 5:02pm

Fighter 8 (Myrmidon), Human female (Oeridian)

13STRHit prob0Dmg adj-Wt allow45Max press140Open door7Bb/Lg4%
15DEXRctn adj0Missile atk adj0Def adj-1
17CONHP adj+2Sys shock97%Res sur98%Pois save0Regen-
12INT#Lang3Spell level6thLrn spell50%Spells/level7Spell immun-
11WIS#Mag def adj0Bonus spells-Spell fail10%Spell immun-
14CHRMax henchmen6Loyalty base+1Rctn adj+2
  • Specialised in Shortsword
  • Specialised in heavy crossbow
  • Expert in rapier
  • Missile Weapon Style
  • Two Weapon Fighting Style

THAC0 14

AC -3 (Field Plate +3) (Shield +2 Abyssal) (Ring of prot +1)

Weapon Combat

Weapon#ATAttack adj/Dmg adjTHAC0Damage (SM/L)RangeWeightSizeTypeSpeed
Molten Blade +2 (One-handed)2+3 / +4121d8/1d123SP1
Molten Blade +2 (Two-handed)2+3 / +4122d4/2d83SP3
Short Sword +3 Farseer2+4 / +5121d6/1d83SP0
Heavy Crossbow of Speed3/2+1 / +1121d6/1d81410
+1 bolt (7)+1 / +1121d4+1/1d6+180 160 240P10
+2 bolt (2)+2 / +2121d4+1/1d6+1P10
Rapier2/10 / 0121d8+1 / 1d12+13SP1

90HP

Experience

  • Ghoul

Appraise

15th June 2016 at 4:19pm

intelligence

This proficiency is highly useful for thieves, as it allows characters to estimate the value and authenticity of antiques, art objects, jewelry, cut gemstones, or other crafted items they find (although the DM can exclude those items too exotic or rare to be well known). The character must have the item in hand to examine. A successful proficiency check (rolled by the DM) enables the character to estimate the value of the item to the nearest 100 or 1,000 gp and to identify fakes. On a failed check, the character cannot estimate a price at all. On a roll of 20, the character wildly misreads the value of the item, always to the detriment of the character.

Arquebus

25th November 2016 at 3:42pm

Arquebus: This weapon may be disallowed by your DM and you must check with him before you purchase it. An arquebus is an early form of the musket, almost as dangerous to its user as it is to the target. To use an arquebus, you must have a supply of powder and shot and a piece of slow-burning match or cord. These items may or may not be commonly available. (Powder is treated as a magical item in these rules.) The weapon can be fired only once every three rounds, and then only if the character is not attacked while loading. When firing an arquebus, all penalties for range are doubled.

If the attack roll for the arquebus is a 1 or 2, the weapon backfires, causing 1d6 points of damage to the firer. It is also fouled and cannot be used again until it has been cleaned, which takes about 30 minutes. When a arquebus scores a hit, it normally does 1 to 9 points of damage on 1d10. When a 10 is rolled, the die is rolled again and this amount is added to 10. Each time a 10 is rolled, the die is rolled again and added to the previous total. Thus, in a rare instance, a single shot could inflict 37 points, for example, if three consecutive 10s were rolled, followed by a 7. The damage caused by an arquebus is never modified for a high Strength score.

Arvoreen's Sling of Fireseeds

27th July 2017 at 1:40pm

Arvoreen's Sling of Fireseeds (Ignites bullets fired for an additional 1d6 fire damage. Magical bullets must save vs. magical fire or disintegrate when fired, causing no damage. The sling can ignite 10 bullets per day, no additional to hit or damage bonus) - 12000GP

Astrology

15th June 2016 at 4:18pm

2 slots, intelligence

This proficiency gives the character some understanding of the supposed influences of the stars. Knowing the birth date and time of any person, the astrologer can study the stars and celestial events and then prepare a forecast of the future for that person. The astrologer's insight into the future is limited to the next 30 days, and his knowledge is vague at best. If a successful proficiency check is made, the astrologer can foresee some general event–a great battle, a friend lost, a new friendship made, etc. The DM decides the exact prediction (based on his intentions for the next few gaming sessions). Note that the prediction does not guarantee the result–it only indicates the potential result. If the proficiency check is failed, no information is gained unless a 20 is rolled, in which case the prediction is wildly inaccurate.

Clearly this proficiency requires preparation and advance knowledge on the part of the DM. Because of this, it is permissible for the DM to avoid the question, although this shouldn't be done all the time. Players who want to make their DM's life easier (always a good idea) should consider using this proficiency at the end of a gaming session, giving the DM until the next session to come up with an answer. The DM can use this proficiency as a catalyst and guide for his adventures–something that will prompt the player characters to go to certain places or to try new things. Characters with the astrology proficiency gain a +1 bonus to all navigation proficiency

Bag of Animated Caltrop

25th November 2016 at 3:01pm

The bag of Animated Caltrops follow the same rules as regular Caltrops regarding placement, damage and effects. The Animated Caltrops will follow the command of whoever holds its bag, they can follow one word movement commands only, such as follow, stay, stop, left, right, north, south, east, west. They can be ordered to return to the bag if you place the bag on the ground.

Bell of the Church

15th June 2016 at 4:10pm

This bell has no clapper and must be struck by a priest using a holy symbol to create its magical effect. When striking the bell properly, the priest temporarily gains one level of experience; this effect lasts only one hour at most. Hit points and spells which wou1d be gained are obtained immediately and require no training or meditation; damage taken after that is subtracted first from the magically gained hit points. The effect can also absorb one energy drain; the priest then merely drops back to the original level. The bell may be used only three times per week and only once in any 24-hour period. A wish merely extends the effect to eight hours' duration; the gain in level cannot be made permanent.

Blankvisk

23rd September 2017 at 8:26am

Level 4 thief, level 3 illusionist

Bald gnome with white beard

4 * Colour Spray 3 * Improved Phantasmal Force

hp 8

Boldo

20th June 2017 at 5:56pm

Graff's fire giant friend

AC -2 Banded iron (black, lacquered) + shield + helmet

THAC0 5 Longsword (Giant sized) 2d10 + 10 damage

58hp -6 -15 -27

Throw rocks 200 yards (600ft)

18ft tall

INT 6 Fire giant (50% any other giant) Communicate in common

+9 initiative

Bone Ring

25th March 2017 at 4:25pm

This plain finger ring is always carved from human bone; the method of making such magical rings is secret, but they seem numerous. When worn, a bone ring prevents energy and strength drain from all sources (such as undead and hostile spells). Each such ring has from 1d100 charges; each attempted drain against which it protects exhausts one charge, until the ring crumbles to dust. The wearer is not made aware of how many charges a given bone ring has remaining. Bone rings are not rechargeable.

Boon of Fortune

25th March 2017 at 4:32pm
Ruddian Spells
3rd Level
Boon of Fortune (Alteration)
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: 7 rounds
Casting Time: 6
Area of Effect: One being
Saving Throw: None

This spell temporarily increases an adventurer’s skills and abilities. While a boon of fortune is in effect, its recipient can wield an unfamiliar weapon as if he was proficient with it, gains an attack and damage bonus of +2 with all weapons he is truly proficient in the use of (not one this spell has just allowed him to wield with temporary familiarity), and enjoys a +2 bonus on all ability checks. Boons of fortune are only effective on bipedal land mammals (and not even on them when underwater). Once cast, a boon of fortune cannot expire before its normal duration, even if its caster no longer wishes the recipient to enjoy it.

It is considered sinful for a priest of Rudd to use this spell on himself unless not doing so directly leads to a frustration of the aims of the goddess or causes immediate harm to her sacred property or faithful worshipers (other than the caster). The material component of a boon of fortune spell is a four-leaf clover.

Boots of Elvenkind

8th October 2017 at 12:53pm

These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a creaky wooden floor and make only a whisper of noise—95% chance of silence in the worst of conditions, 100% in the best.

Boots of Speed

18th January 2018 at 2:17pm

These boots enable the wearer to run at the speed of a fast horse—24 base movement speed. For every 10 pounds of weight over 200 pounds, the wearer is slowed by 1 in movement, so a 180-pound human with 60 pounds of gear would move at 20 base movement rate. For every hour of continuous fast movement, the wearer must rest an hour. No more than eight hours of continuous fast movement are possible before the wearer must rest. Boots of speed give a +2 bonus to Armor Class in combat situations in which movement of this sort is possible.

Brass Ioun Stone

14th July 2016 at 6:50am

Brass Ioun Stone – This ioun stone bestows 2d4+2 HP on its user once per day on command. The hit points are held on to for 24 hours or until used in combat. Damage is deducted from these bonus points first, in the manner of an aid spell - 10,000GP

Brewing

29th December 2016 at 12:04pm

The character is trained in the art of brewing beers and other strong drink. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product.

Buckler Shield

25th March 2017 at 4:15pm

A buckler, also known as a target shield, is a small round shield of wood or metal that fastens to the forearm. It can be worn by crossbowmen and archers with no hindrance to their attacks with their chosen weapons.

Because of its small size (approximately 1' in diameter), a buckler protects against one attack per melee round. The user can choose which attack he wishes to use his buckler against, but he must declare this before the attack roll has been made. This increases the defender's armor class only by 1 (more if magical) against that single attack.

Note: Bucklers should be treated not as full shields when determining the armor class of the user, but more as a special item that can be called upon to add extra protection for

Camaenil's Character Sheet

5th November 2016 at 12:21pm

Chacter Record

NameCamaenilLevel4/3
AlignmentNGRaceElf
SexFemaleAge244
Ht.5'8"Wt.120
HairGoldenEyesBlue

Abilities

15STRHit prob-Dmg adj-Wt allow55Max press170Open door8Bb/Lg7%
17DEXRctn adj+2Missile atk adj+2Def adj-3
10CONHP adj-Sys shock70%Res sur75%Pois save-Regen-
18INT#Lang7Spell level9thLrn spell85%Spells/level18Spell immun
8WIS#Mag def adj-Bonus spells-Spell fail-Spell immun-
16CHRMax henchmen8Loyalty base+4Rctn adj+5

Movement

Base rate12
Light( )
Mod( )
Hvy( )
Svr()
Jog(x2)
Run(x3)
Run(x4)
Run(x5)

Saving throw

Paralyze/Poison14
Rod/Staff/Wand11
Petrify/Polymorph13
Breath Weapon15
Spells12

Armour & Hit Points

ArmourAdjusted ACArmour typeHit pointsWounds
-1 (-3)SurprisedElven Chainmail +122Injury 22
Shieldless
RearStrain
DefencesBonus AC (level/2)+1

Weapon Combat

Weapon#ATAttack adj/Dmg adjTHAC0Damage (SM/L)RangeWeightSizeTypeSpeed
Longsword +1/+3 vs LE3/2+3/+5 / +2/+4171d8 / 1d12-???4

Abilities & Proficiencies/Skills/Languages

Special abilitiesWeapon ProficienciesNon-Weapon ProficienciesLanguages
+1 hit & dmgLongsword (expert)Blind-Fighting(?/?)Common(S/RW)
+1 disarm / 4 lvlSingle weapon proficient (x2)Dancing(?/?)Elvish(S/RW)
Bonus DEX & CONcheck lvl/2two handed fighting (+1 dmd, -3 speed)Singing(?/?)Ancient Suloise(S/RW)
Tumbling(?/?)Orcish(S/RW)
Bladesong: 5rd + 2 rd/lvlArtistic Ability - Painting(?/?)Abyssal(S/RR)
AC Bonus (lvl/2)+1
+2 initiative for casting
+1 spell every 3 lvl

Gear + Money

ItemLocationWeight
Money
EP0
PP0
GP0
SP0
CP0

Camaenil's Spells

14th July 2016 at 6:51am
LevelSpellComponent#
1Colour spray
1Jump
1Magic Missile
1Armour
1Friends
1Detect magic
1Charm Person
1Shocking grasp
1Burning hands
1Chilltouch
1Shield
2Forget
2Cat's Grace
2Strength
2Displace Self

Cartography

29th December 2016 at 11:38am

This proficiency grants skill at map making. A character can draw maps to scale, complete with complex land formations, coastal outlines, and other geographic features. The character must be reasonably familiar with the area being mapped.

The DM makes a proficiency check in secret to determine the accuracy of the map. A successful proficiency check means that the map is correct in all significant details. If the roll fails, the map contains a few errors, possibly a significant one. A roll of exactly 20 means the map contains serious errors, making it useless.

Cliffsaver

4th July 2016 at 2:42pm

Chainmail +3, Acts as ring of feather fall three times per day

Cloak of Elvenkind

10th January 2017 at 12:53pm

This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleonlike powers. Outdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is:

Outdoors, natural surroundings
heavy growth100%
light growth99%
open fields95%
rocky terrain98%
Urban surroundings
buildings90%
brightly lit room50%
Underground
torch/lantern light95%
infravision90%
light/continual light50%

Fully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4 feet or so in height).

Cloak of Reflection

29th May 2017 at 8:46am

Experience Point Value: 1,500

Gold Piece Sale Value: 10,000

Lore: These cloaks were made to protect rangers and other traveling messengers in the service of the High Lady of Silverymoon. The precise magical defenses against each spell are now unknown, the knowledge having died with the maker of the cloaks, the mage Irentalar. The attacking caster or wielder can escape the cloak’s reflective effects only by escaping into another plane (or extra-dimensional space). Momentary dislocations such as blink, dimension door, and teleport are not sufficient to escape, and distance is not a factor. Elminster does not know of any instance in which the wearer of such a cloak faced a creature having spell-like natural powers akin to the spells reflected by the cloak, but believes that such spell-like powers would be reflected as are spells and magic-item functions.

Functions: This cloak (many have been made) confers a limited spell immunity upon any one living creature wearing or covered by it. The following spells and spell-like magical item functions— and only the following spells—are directed back at the caster/wielder as follows:

  • Magic missile — reflected back at caster with full effect (no saving throw).
  • Shocking grasp — discharge directed back instantly into caster and nullified; caster takes no damage, but spell is lost.
  • Forget — Spell distorted and thrown back at caster, who is confused as per the 4th level magic-user spell confusion for the following round (no saving throw); the forget spell is lost, and neither caster nor cloak wearer forgets anything.
  • Irritation — Reflected back at caster, who is affected normally unless save is made (negates effect).
  • Ray of enfeeblement — Reflected back at caster, who is affected normally unless save is made (negates effect).
  • Hold person/animal/monster (if cast at cloak wearer) — Distorted by the cloak and reflected back at caster, who must save vs. spells (at par) or be slowed for two rounds.
  • Tasha’s uncontrollable hideous laughter — Reflected back at caster, who is affected normally unless save is made (but the caster’s saving throw is always at par, never at a minus due to intelligence).
  • Polymorph other — Reflected back at caster, who must save at +2 or be affected normally (system shock roll must be made, form received is as caster intended.)
  • Feeblemind — Reflected back at caster, who must save vs. spells at +2 or be affected normally.
  • Color spray — Reflected back at caster, who must save vs. spells or be struck unconscious for 1-2 rounds.
  • Entangle — Cloak wearer is unaffected by entangle, but the spell has normal effect on other creatures within area of effect; magic is not reflected back on the caster.

Clockwork Creation

15th June 2016 at 4:25pm

2 slots, dex

This proficiency is known to the clockwork mages of Zakhara, and is only taught to those devoted to the craft and to very few others. This proficiency allows the individual to produce intricate mechanical devices, machines made up of tiny gears and clockwork mechanisms. This skill is required for a clockwork mage to produce a clockwork device. Merely having the proficiency does not grant a non -clockwork mage the ability to create one. This proficiency is used for checks involving mechanical devices construction or repair.

Cooshee Cloak of the Vale

14th July 2016 at 6:54am

Gives the wearer a +3 dexterity bonus (to racial maximum). Once every 3 turns the wearer can sprint for 3 rounds at a movement rate of 45”. At night under a moonless sky, the wearer can turn into a cooshee for up to 6 hours in any 24-hour period.

Coullannwyn, Defending Dagger +3

8th October 2017 at 12:44pm

This weapon is a parrying dagger with a basket hilt and a sturdy blade about 15 inches in length. Coullannwn is a dagger of defense +3, +6 vs dragons, its wielder can choose from round to round whether its magic bonus is applied for attack or for defense. lf the wielder uses the weapon in his offhand solely for defense, skipping his opportunity for a second attack, Coullannwyn grants a +4 (+7 vs dragons) bonus to the wielders Armour Class versus attack from the side or the front. In addition to its powers as a weapon, Coullannwyn can indicate the general direction to any dragon named by the wielder, but this power functions only once per week. The AC bonus vs dragons acts from all sides and can take the AC down further than -10 with regards to attacks from dragons.

Defender Sword

29th December 2016 at 11:11am

This gives its wielder the option of using all, some, or none of the +x bonus in defense (improving his Armor Class) against any opponent using a hand-held weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other two bonus factors to be added to his Armor Class. This can be done each round.

Denaich Arcanabula

15th June 2016 at 4:29pm

Acts as a ring of spell turning

The contents of the facets are as follows: audible glamer, change self, gaze reflection, hypnotic pattern, magic mouth, misdirection, dispel magic, nondetection, phantom steed, spectral force, shadow monsters, shadow magic, true seeing and also the following spells.

Dark Mirror

(Abjuration, Alteration)

Level: 2

Range: 10 yards/level

Components: V, S, M

Duration: 1 round/level

Casting Time: 2

Area of Effect: Special

Saving Throw: Special

The caster chooses to do one of three things at the instant of casting: to prevent magical darkness from forming around the caster, to reflect an incoming magical darkness effect back upon its source (up to 10 yards per level distant), or to allow himself to see perfectly in or through any darkness (up to 10 feet per level; this effect lasts one turn per level). The only time a saving throw applies to this spell is when darkness is to be reflected back upon a source creature. In this case, a successful saving throw vs. spell by the source creature causes the magical darkness to pass out of existence; failure means the darkness is centered directly on its own caster. Note that if the caster of dark mirror chooses to reflect darkness back at the original source, but not directly upon the specific source creature, then no save is allowed.the darkness is stationary and a mobile being can leave the area freely. Once cast, dark mirror remains in effect and can either prevent the formation of or reflect back multiple darkness effects (even several in the same round) until the spell expires.The material components of this spell are a small mirror and a candle, which need not be lit.

Shadow Hand

(Illusion/Phantasm)

Level: 5

Range: 10 yards/level

Components: V, S

Duration: 1 round/level

Casting Time: 5

Area of Effect: Creates 1 hand

Saving Throw: Special

A shadow hand is a smoky, translucent coalescence of force, shaped like a human hand. Appearing in midair near the caster, its size, initial location, handedness (left or right), and luminosity (ranging from nothing to the equivalent of faerie fire) are chosen during casting. The shadow hand moves as the caster wills, remaining within 10 yards per level of the caster at all times. The handis under the control of the caster: It can point the way or in-dicate items of interest (such as concealed doors), warn away intruders, engage in combat, and so on. Changing its activity requires the caster.s attention, but continual concentration is not required to maintain the spell.the caster can choose to perform other actions, such as spellcasting, rather than manipulating the hand.

A shadow hand has no direct effect against the undead, golems, mechanical monsters or constructs, creatures from the Outer Planes, or living things with extremely primitive nervous systems (oozes, slimes, nonsentient plants, etc.). Otherwise, the hand can slow to half speed any opponent of less than 1,000 pounds weight trying to push past it, moving to block one opponent per round as the caster desires. (If the shadow hand is operating in a narrow tunnel or passage, slowing the foremost of a group of creatures may impede those behind it.)

Alternately, a shadow hand can strike an opponent as directed by its caster; the caster cannot cast another spell in the same round. The shadow hand attacks once in a round for every three levels of the caster and an attack roll is required for each attack. The hand has the same THAC0 as the caster and inflicts 1d4 points of damage with a successful hit. An individual who tries to disbelieve in the hand receives a saving throw vs. spell. If successful, hand strikes against that individual inflict only 1 hit point of damage each. A shadow hand cannot be dispelled by physical attacks, nor can it carry weight. It has no appreciable force.it cannot push an opponent off-balance, nor can it shatter breakables.

Prismatic Eye

(Alteration, Evocation)

Level: 6

Range: 0

Components: V, S, M

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: Creates 1 eye

Saving Throw: None

This magic creates a visible orb resembling an eye, much like a wizard eye, that floats above one shoulder of the caster. The caster can cause the eye to move at 120 feet per round and can see through it if he desires. The eye can be sent up to 10 yards away per experience level of the caster. The eye has 20-foot infravision and normal vision up to 60 feet in good light.

In the round in which it appears (the round after casting) and every fourth round thereafter, the prismatic eye can emit a straight, pencil-thin beam of clashing colors equal in effect to the 1st-level wizard spell color spray. The beam affects only one creature, and the caster must make a successful attack roll to strike a target. If the beam misses or if the caster chooses not to have the eye emit a ray, the color spray power is lost for another four rounds. The beam will strike a creature of up to 6 Hit Dice or levels unconscious for 2d4 rounds. A creature with less than 6 Hit Dice is automatically affected, a creature with 6 or more Hit Dice receives a saving throw vs. spell to avoid the effect. A creature of 7 or 8 Hit Dice or levels must successfully save vs. spell or be blinded for 1d4 rounds. A creature with more than 8 Hit Dice must similarly save vs. spell or be stunned (reeling and unable to think or act coherently) for one round. Instead of a color spray, the caster can will the eye to emit light (as the 1st-level wizard spell), centered on the eye itself and lasting four rounds. The intensity is controlled by the caster but cannot be made so bright as to blind. If attacked, the eye is AC 3 and has 9 hit points. If it is destroyed, the spell ends. The material components of this spell are an eyeball (dried or preserved) from any sort of creature, and a polished, rainbow- hued slice of abalone, oyster, or tortoise shell.

Shadow Gauntlet

(Evocation, Illusion/Phantasm)

Level: 6

Range: 10 yards/level

Components: V, S

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: Creates 1 gauntlet

Saving Throw: Special

A shadow gauntlet is a more powerful version of a shadow hand that can wield weapons, snatch at items, or act as a shield for the caster or other creatures. The spell effect appears in midair, as a gleaming, silvery metal gauntlet. Its size may range in proportion from human to gargantuan (12 feet long), and its luminosity can range from dark to the intensity of faerie fire. These specifics, the handedness (right or left), and the initial location of the gauntlet are chosen by the caster during the casting. Thereafter, the gauntlet moves as the caster wills, up to 240 feet per round. The caster need not concentrate upon the spell to maintain it, but he cannot cast a spell in any round in which the gauntlet attacks or shifts to a new opponent or function. The gauntlet can strike weaponless once in a round for every three levels of its caster (normal attack rolls apply). All weaponless attacks in a given round must be directed at a single opponent. Successful hits inflict 1d4+1 points of damage. An individual who disbelieves the existence of the gauntlet and makes a successful saving throw vs. spell takes only 2 points of damage from a weaponless hit by the gauntlet. The gauntlet can wield a weapon, striking once per round, using the caster.s THAC0. Magical weapons can be employed by a shadow gauntlet, but it cannot use any special abilities of the item (for example, powers triggered by empathy or command words). Inattention will cause a previously attacking shadow gauntlet to hang motionless in midair until control is reapplied. If the caster falls unconscious, the gauntlet ceases its actions; if the caster dies, the gauntlet silently vanishes. If a caster goes insane, the gauntlet wildly attacks random living beings within range, at double speed (six attacks per round, three at one opponent, three at another). Alternately, a gauntlet can snatch at items held by others. It lacks the strength or solidity to dislodge an object from any grasp, but it can foil telekinesis and hamper enemy weapons as described below. It can carry objects weighing up to one pound (e.g., a key, a ring, a gem) for up to two rounds. A gauntlet can hamper one creature in a given round, slowing it to half its movement rate, temporarily worsening its Armor Class by one point, causing any attacks made by the creature to be at a -2 penalty to hit, and ruining all of the creature.s spellcasting except verbal-only spells (magical item command words can be used also). Finally, a gauntlet can be interposed between a specific creature and foes attacking it. The gauntlet adds a +1 bonus to saving throws against special attacks from the protected side. It also absorbs 1d2 points of damage from any attack that strikes the protected side, and the absorbed damage counts against the gauntlet itself. The shadow gauntlet can perform only one function during a round. If its caster does not concentrate on it, it will continue to perform the last function it was directed to do (other than attacking), moving about as necessary to perform its function. If the gauntlet is attacked, it has an effective Armor Class of 2 (AC 4 if interposing). The gauntlet has as many hit points as its caster; when these are expended, it is destroyed and the spell ends. The spell has a maximum duration of one round per level of the caster.

Shriek

(Illusion/Phantasm)

Level: 1

Components: V

Range: 10 yards/level

Casting Time: 1

Duration: 1 round/level

Saving Throw: Special

Area of Effect: Hearing range

This specialized form of an audible glamer spell is released by the caster with only minimal utterance. Its casting is all but silent and untraceable, requiring a minimum of concentration (thus enabling it to be cast during melee or when the caster is in pain, constrained, or the like). The magic produces a shrieking, crying, shouting, or other verbal utterance. Once cast, the sounds cannot be ended before the spell expiration. The sounds carried by this magic are limited to those produced by the caster.s voice (although mimicry is possible), and are typically used to produce shouted warnings or cries to suggest a fight or attack .offstage,. or the presence of unseen intruders, so as to distract opponents of the caster. The spellcaster must emit all of these sounds while memorizing the spell, and cannot later alter them.

Shadow Bolt

(Illusion/Phantasm)

Level: 3

Range: 10 yards/level

Components: V, S

Duration: 2 rounds maximum

Casting Time: 1 round

Area of Effect: 1 creature

Saving Throw: Special

By means of this spell, the caster brings into being a semi-real phantasm of an onrushing missile. The large, gray, teardropshaped illusory projectile can be made to glow with a faerie fire radiance of any hue the caster desires; it appears behind the caster and rushes at any one creature the caster chooses. The caster must be able to see the target as the spell is cast.

The projectile begins as a tiny, silent mote that rapidly grows in size with a frightening, increasing moan of rushing air, so that it appears to have come from a great distance at great speed (the bolt actually travels at a movement rate of 27). A shadow bolt strikes in the round following casting. It will swerve to follow the target creature, even if the creature escapes the caster.s view. The bolt can be stopped only by a magical barrier, though it can be dodged by shifting to another plane of existence. If this occurs, the bolt pauses at the creature.s last location and flashes back during the next round to strike at its caster. The bolt inflicts 1d8 damage +1 hp/level of the caster. If disbelieved (contingent on a successful save vs. spell) a bolt inflicts half damage. A being unfamiliar with the details of magical illusions who encounters a shadow bolt for the first time will have little reason to disbelieve such an attack. The strike of a shadow bolt is a considerable blow; the creature struck must make a Strength check to avoid being knocked prone, and fragile items might be damaged by the characters fall.

Shadow Skeleton

(Illusion/Phantasm)

Level: 4

Range: 30 yards

Components: V, S, M

Duration: 1 round +1 round/level

Casting Time: 4

Area of Effect: Special

Saving Throw: None

This spell allows the caster to create semi-real phantasms of human, demihuman, or humanoid skeletons. All the skeletons created by a single shadow skeleton spell must be of the same type. One skeletal image per level of the caster can be created; the caster can choose to create fewer images if desired. Shadow skeletons cannot grasp, carry, or wield solid objects such as weapons. They appear smoky and vague in outline,of ivory or bloody hue, and may have any appearancethe caster wishes (split skulls, missing limbs, etc.). They canbe created with illusory clothes and weapons, so as to appear from a distance as living guards or servants. The spell cannot, however, be worked to give the illusion of life or flesh. The skeletons materialize in an area of 15-foot radius, and can move about freely thereafter. The skeletal images are silent and cannot be turned, dispelled, or affected by heat, fire, or cold; they are under the control of the caster just as a priest controls skeletons animated, by use of animate dead. The shadow skeletons have these statistics: AC 6; MV 12; 2 hp each; #AT 1; Dmg 1d4. Shadow skeletons vanish at the spell.s expiration or upon the death or unconsciousness of the caster. Solid matter, including living creatures, can pass through shadow skeletons without resistance. Any living creature that comes into direct contact with a shadow skeleton must save vs. spell at +2 or be stunned (reeling and unable to act coherently) for one round. Such contact does not harm or dispel a shadow skeleton, but it is possible for a living creature to charge through one. The spell requires a piece of bone. This serves as a focal point for the spellcaster.s concentration and is not consumed or altered by the magic.

Chromatic Blade

(Alteration)

Level: 5

Range: 0

Components: V, S, M

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: Creates 1 blade

Save: None

This spell creates a shimmering blade of constantly changing hue, of needle-width and magical sharpness. The blade glows at all times with a gleaming shimmering radiance, which flickers between colors continually and uncontrollably. It is safe to touch a chromatic blade only at its hilt or guard; the blade itself is all edges, and even its lightest touch will cause harm. While the blade can be wielded by any creature, the caster can will it out of existence when he chooses. The blade is considered a +1 magical weapon for attack purposes (no damage bonus). It weighs nothing, and makes no sound upon impact. Its merest touch inflicts 2d4 hit points of damage and it can sever extremeties like a sword of sharpness (see table). If a sever result is achieved against an individual in +3 or better magical armor, the chromatic blade shatters into shards of colored light without inflicting any harm at all.

Opponent/Score to Sever (Natural roll, considering only the blades +1 attack bonus)

Normal/armored = 19-21

Larger than man-size = 20-21

Solid metal or stone = 21

The bearer of a chromatic blade is protected from color spray attacks, which will shatter upon the blade as soon as they come into contact it. A prismatic spray can be likewise scattered, but the blade loses 2d6 rounds of duration. The blade can destroy one color of a prismatic sphere or one layer of a prismatic wall upon contact, but the blade is destroyed. An individual of exceptional determination can strike with the blade so as to shatter the entire sphere or wall, but has a 50% chance to suffer the effects of all of the colors simultaneously (any saves are allowed), while leaving the barrier intact. A chromatic blade can be destroyed by a successful dispel magic, disintegrate, or properly worded limited wish. It cannot be physically damaged in any way by weapons of less than +3 enchantment, although it can be parried or blocked like a normal blade. A chromatic blade is not affected by changes in light or darkness or by magnetic effects. The blade cannot be mentally wielded or influenced from a distance, except for the caster willing it out of existence. The material component of this spell is a small lightning forged dagger set with gems of the seven spectrum colors, the total worth no less than 100 gp.

Triple Strike

(Alteration, Enchantment, Illusion/Phantasm)

Level: 4

Range: Touch

Components: V, S, M

Casting Time: 4

Duration: 1 round/level or 4 hits/image

Area of Effect: One hand-to-hand weapon

Saving Throw: None

When cast, the triple strike forms two arcane duplicates of a target weapon held by the caster, which hover within an inch of the actual physical weapon to which they are linked. The glowing images do not interfere with the wielder.s movements or grip on the actual weapon. These slightly translucent phantom weapons follow the same exact movements as the wielded weapon, allowing multiple attacks with only one strike. The triple strike images add light equivalent to a torch in their vicinity for the duration of the spell.

This mirror image variant spell triplicates the melee weapon touched by the caster when this spell takes effect. After casting, the true weapon can be handed to a wielder who can take advantage of its effects (or the caster can cast the spell while the weapon is held by its wielder as well). Each of the three weapons rolls separately to hit, the real weapon always striking first. The images hit and affect targets as +2 silver weapons. Each illusory weapon (whether a staff, sword, dagger, etc.) inflicts the same damage as a normal weapon of its type without any Strength or magical bonuses. If the true weapon leaves the hand of the wielder (only one other person can touch the enspelled weapon after the caster), the spell ends.

The Coronal Sakkratars, long considered one of Cormanthyr.s most elegant swordsmen and a great fighter-mage, created this spell merely to even the odds for lone scouts, as the orcs often singled out lone elves for ambushes. Long held secret among the fighter-mage scouts of the Akh.Faer, this spell came into usage among Akh.Velahr scouts by the time of the Shadow Wars, and the armathors of Myth Drannor commonly used this two centuries before the mythal.s rise.

Circle of Swords

(Alteration, Enchantment, Illusion/Phantasm)

Level: 6

Range: 60 feet

Components: V, S, M

Casting Time: 6

Duration: 1 round/2 levels of caster

Area of Effect: One target creature

Saving Throw: None

When this spell is cast, the target creature.s weapon (or hands) glows and weaves a glittering swath of magic while in motion. Within a few seconds, the magic sketches out a perimeter 20. in diameter around the target, and illusory swords of dancing materialize along that perimeter. The images defend the target until dispelled or the duration expires. The number of dancing blades whirling within 10. of either side of the target depends on the caster; for every three levels of experience, one dancing blade appears. The images are enspelled to surround and defend the target creature, and they move quickly enough to both parry up to their number of hand-to-hand or missile attacks (and suffering damage thusly) and attack opponents within 14. of the target creature (a 10.-radius perimeter plus reach of weapon). Each dancing blade image chooses a separate target unless the caster distributes the images otherwise (focusing defense and attacks on a weaker flank). Each image can intercept and absorb incoming physical attacks as if the dancing blade were wielded by an invisible person of AC6 and 18 hit points. If an attack is parried or intercepted, the damage is taken by the image. Once its hit points are spent, the image dissolves at the end of the round. Each dancing blade image also attacks with the target.s unadjusted THAC0, though they affect targets as if they were +2 silver weapons (like Sakrattars triple strike). The blades always deal 1d6+1 hit points of damage to those foes struck. The circle of swords images can be altered visually by either the recipient or the caster. They can mimic any weapon ever seen by either manipulator. In general, elves visualize long swords identical to their own, but some have made the circle of swords into hovering quarterstaves, whips, or even ephemeral fists with brass knuckles! None of these cosmetic changes alter the spell.s effects or damage, and simply serve to impress or frighten onlookers.

As an expansion of his earlier triple strike spell, Coronal Sakkratars created his circle of swords as a defensive spell for both the Akh.Faer and the Akh.Velahr. After much study of a sword of dancing, the Coronal crafted this spell to allow elves the freedom to defend themselves from a crush of enemies on all sides. This spell allowed them to continue spellcraft or other attacks in relative safety from a surrounding battle. In general, officers memorized this spell and, while watching battles from above in the trees, casted it on those elves separated from their fellows in battle.

Glamour Glove

(Abjuration)

Level: 2

Range: Personal

Components: V, S, M

Casting Time: 2

Duration: 4 rounds +1 round/3 levels of caster

Area of Effect: Caster.s hands

Saving Throw: None

This spell wraps the caster.s hands in glistening magical fields that protect them from contact with any fell substances, be they poison or magic. While the spell is in effect, the glamour glove spell allows the caster to touch places and things without incurring any ill or beneficial effects, since nothing comes into contact with his hands. He can touch portals coated with contact poison and open them safely; this doesn.t apply if the trap.s damage is not limited to the hands of the intruder or if the poisons are injected by a puncturing needle trap. (Gloves protect only the surface of the hand.) Cursed magical items can be touched or worn (and identified with other spells) without affecting the glamour glove wearer, unless the items remain in contact with the wearer after the duration expires. This spell makes it safe to handle any magical items, but without other magic, the caster cannot determine if the item.s effects are good or ill. Magical items worn on the hands at the time of or previous to the casting of this spell continue to operate normally (gauntlets of ogre power or a ring of protection and the like), but if removed and placed on while glamour gloves are in place, they too are negated and do not affect the wearing caster. The only drawback of this spell is the delay in casting other spells while this continues. All spells cast by a wizard using Khiidel's glamour gloves add a casting time penalty of +3 due to careful castings needed to not have both spells disrupted. The caster can cancel the gloves any time before the spell.s duration expires.

Direction Sense

29th December 2016 at 11:38am

A character with this proficiency has an innate sense of direction. By concentrating for 1d6 rounds, the character can try to determine the direction the party is headed. If the check fails but is less than 20, the character errs by 90 degrees. If a 20 is rolled, the direction chosen is exactly opposite the true heading. (The DM rolls the check.)

Furthermore, when traveling in the wilderness, a character with direction sense has the chance of becoming lost reduced by 5%.

Disguise

15th June 2016 at 4:22pm

1 slot, charisma –1

The character with this skill is trained in the art of disguise. He can make himself look like any general type of person of about the same height, age, weight, and race. A successful proficiency check indicates that the disguise is successful, while a failed roll means the attempt was too obvious in some way.

The character can also disguise himself as a member of another race or sex. In this case, a -7 penalty is applied to the proficiency check. The character may also attempt to disguise himself as a specific person, with a -10 penalty to the proficiency check. These modifiers are cumulative, thus, it is extremely difficult for a character to disguise himself as a specific person of another race or sex (a -17 penalty to the check).

Elhadron's Adventures in Greyhawk

6th November 2016 at 4:38pm

Elhadron

Character Sheet

Alassea

Spell List

0 fate points

Blessing of Heironeous: +1 STR, +1 bonus THAC0

Items

  • 1 x Protection from evil 10ft
  • 1 x Hold Portal

Spells

1st level (4 + 2 bladesong)

  • Shocking grasp (Signature spell)
  • Shocking grasp
  • Shocking grasp
  • Magic missile
  • Detect Magic
  • Magic missile
  • Magic missile

2nd level (2)

  • Mirror image (signature spell)
  • Knock
  • Strength

3rd level (2)

  • Melf's Minute Meteors
  • Melf's Minute Meteors

Experience

Camaenil

Character Sheet

Spell List

Items

Items

Spells

1st level (2 + 1 bladesong)

  • Burning hands
  • Jump
  • Magic missile

2nd level (1)

  • Displace self (Signature spell)
  • Displace self

Experience

Elhadron's Character Sheet

6th November 2016 at 4:39pm

Chacter Record

NameElhadronLevel5/6
AlignmentLGRaceElf
SexMaleAge100
Ht.4'8"Wt.112
HairBlondEyesBlue

Abilities

16 (18 %20)STRHit prob- (+1)Dmg adj+1 (+3)Wt allow70 (160)Max press195 (305)Open door9 (13)Bb/Lg10% (25%)
16DEXRctn adj+1Missile atk adj+1Def adj-2
12CONHP adj-Sys shock80%Res sur85%Pois save-Regen-
20INT#Lang9Spell level9thLrn spell96%Spells/levelAllSpell immun2nd
7WIS#Mag def adj-1Bonus spells-Spell fail-Spell immun-
9 (7)CHRMax henchmen5 (3)Loyalty base0 (-2)Rctn adj0 (-1)

Movement

Base rate12
Light( )
Mod( )
Hvy( )
Svr()
Jog(x2)
Run(x3)
Run(x4)
Run(x5)

Saving throw

Paralyze/Poison14
Rod/Staff/Wand11
Petrify/Polymorph13
Breath Weapon15
Spells12

Armour & Hit Points

ArmourAdjusted ACArmour typeHit pointsWounds
4SurprisedBracers AC 6 (-4)30Injury
Shieldless
RearSingle weapon proficiency (-2)Strain
DefencesBonus AC (level/2)+1

Weapon Combat

Weapon#ATAttack adj/Dmg adjTHAC0Damage (SM/L)RangeWeightSizeTypeSpeed
longsword (+2/+4*/x3**)3/2+4 / +3151d8/1d12-???3
  • against dragon
    • against red dragon

Abilities & Proficiencies/Skills/Languages

Special abilitiesWeapon ProficienciesNon-Weapon ProficienciesLanguages
+1 hit & dmgLongsword (expert)Blind-Fighting(?/?)Common(S/RW)
+1 disarm / 4 lvlSingle weapon proficient (x2)Dancing(DEX/0)Elvish(S/RW)
Bonus DEX & CON check lvl/2two handed fighting (+1 dmd, -3 speed)Hunting(WIZ/-1)Oridian(S/–)
Etiquette(CHA/0)Flan(S/–)
Bladesong: 5rd + 2 rd/lvlSpellcraft(INT/-2)Suloise(S/–)
AC Bonus (lvl/2)+1Quickness (-2 initiative)(DEX/0)Gnomish(S/–)
+2 initiative for castingOrcish(S/–)
+1 spell every 3 lvlGoblin(S/–)

Gear + Money (Stolen Equipment)

ItemLocationWeight
Waterproof spell book
Bracers AC 6
Elven Chain +3
2 x Potion of healing
3 x Potion of Extra Healing
1 x Potion of Invisibility
1 x Potion of Flying
1 x Potion of Vitality
4 x Bottle of bubbly fei wine
1 x Protection from evil 10ft
1 x Hold Portal
Money
EP0
PP525
GP6885
SP3590
CP750

Elhadron's Spells

17th July 2016 at 7:32am
LevelSpellComponent#
1ArmourBlessed leather4
1FriendsChalk, soot, vamillion3
1Nystuls magical auraSilk square3
1Shocking grasp - Signature spell
1Colour sprayColoured sand1
1Detect magic
1Magic missile
1Murdock's feathery flierEagle feather
1Burning hands
1Chilltouch
1Shield
2Glitterdust
2Melf's Acid Arrow
2Invisibility
2Spectral Hand
2Mirror image - Signature spell
2Strength
2Knock
3Blink
3Melf's Minute Meteors

Elhadron's Stolen Equipment

14th July 2016 at 6:52am

Gear + Money

ItemLocationWeight
Ring of Jumping
Ring of Spell Storing - Fly (0), Wraithform (1), Enervation(2)
Periapt of Wound Closure
Cooshee Cloak of the Vale
Potion of firebreathing (1 draft left)
Filter of love
Backpack
Iron pot
Bullseye lantern
Map case + Map
Signal whistle
Wineakin
Winter blanket
Honeyleather tent
Fei wine
Silk rope
Book of elven history on Elven city of Seline
Waterproof spell book
Money
EP0
GP180
SP250
CP1580

Eminence

19th March 2017 at 1:22pm

1 slot Charisma

This skill allows priests to wrap themselves in an aura of divine power.

A successful check creates an aura that lasts one round for each level the caster has attained. The aura is undetectable except by a true seeing spell, which reveals it as a bright silver, inky black, or pearl gray halo depending on the priest’s alignment. The aura gives the priest a +4 encounter reaction bonus when dealing with worshippers of the priest’s deity or creatures of the same alignment.

Any hostile creature feels a shudder of fear when within 30 feet of the priest. If the priest wills it, the fear takes hold, causing creatures of less than 4th level or 4 Hit Dice to flee until the priest is no longer in sight. More powerful creatures are allowed a saving throw vs. spell to negate the fear. The skill works against all types of creatures—even those normally immune to fear attacks, such as undead. A cloak of bravery or remove fear spell breaks the effect, as does a successful use of the warrior skill bravery or the priest skill divine will. Once a creature has resisted the fear effect once, it is not subject to fear effects from the same priest for the rest of the day.

Creatures within 30 feet of an opposing priest using the eminence skill are not subject to the fear effect if the second priest’s level is equal to or higher than the priest using the fear effect.

Each attempt to raise the aura, successful or not, reduces the priest’s base eminence score by two for one week. When the character’s base eminence score is reduced to zero or less, the skill is ineffective.

The eminence skill is a prerequisite for the divine strength, divine voice, divine will, detect deception, and invincibility skills. Each time one of these skills are used, the character’s base eminence score is reduced by two for either one day or one week, depending on the skill used. Once the priest’s base eminence score falls to zero, the character cannot use eminence or any of the other skills. The smite skill is also connected to the priest’s eminence score, but can be used (at some risk to the priest) when the eminence skill has been reduced to zero or less.

Engineering

15th June 2016 at 4:26pm

2 slots, int -3

The character is trained as a builder of both great and small things. Engineers can prepare plans for everything from simple machines to large buildings. A proficiency check is required only when designing something particularly complicated or unusual. An engineer must still find talented workmen to carry out his plan, but he is trained to supervise and manage their work. An engineer is also familiar with the principles of siege-craft and can detect flaws in the defenses of a castle or similar construction. he knows how to construct and use siege weapons and machines, such as catapults, rams, and screws.

Evasive Armour

8th October 2017 at 12:45pm

This armour provides an Evasion bonus. When subject to saves vs area of effect spells, a pass means no damage is taken rather than half. A failed saving throw still results in full damage taken. This only works on area of effect spells for which the saves are adjusted by dexterity. The leather is a dark brown hue.

Eye of Flame

20th November 2016 at 11:12am

Eye Of Flame (Grafts a crimson eye shaped gem into the eye socket. Once per day can create a 10ft radius divine fireball for 5d6 damage)

Faerie Dagger +5

8th October 2017 at 12:44pm

Faerie Dagger +5

This dagger will outline anything struck by it in faerie fire for one round as per the spell, revealing any invisible (or blurred, displaced etc) creatures. When wielded it has a pale glow about its blade.

Fan of Flames

20th November 2016 at 11:10am

Fan Of Flames (Once per day, 15' cone of flames for 3d6 fire damage)

Farseer

27th July 2017 at 1:47pm

Shortsword inlaid with Suloise runes along the blade indicating it is named Farseer. The blade hums in the hands of its wielder, and it speaks Common and Ancient Suloise. (Shortsword +3, Neutral Good, Detects Magic 10’ Radius, Clairvoyance 30yard range, 1/day)

Fast-Talking

15th June 2016 at 4:18pm

1 slot, Charisma, special modifier

Fast-talk is the art of distraction and conning. If a successful proficiency check is made, the fast-talker is able to get away with whatever scam he is attempting. Modifiers are based on the Intelligence and Wisdom of the target, as shown on Table 3. The DM may also introduce modifiers according to the difficulty or plausibility of what the character is attempting.

Target IntelModifierTarget WisdomModifier
3 or lessn/a3-5
4 - 5-34 - 5-3
6 - 8-16 - 8-1
9 - 1209 - 120
13 - 15+113 - 15+1
16 - 17+216 - 17+3
18+318+5
19+519+n/a
20n/a

Modifiers are cumulative. Targets of Intelligence 3 or less are so dim that attempts to fast-talk them fail automatically because they can't follow what's being said. (Creatures that are so stupid are easy to fool in other ways, however.) Targets with Intelligence of 20 or more or Wisdom of 19 or more are impervious to fast-talking.

Example: Julina the Silent, spy extraordinaire, is discovered by guards as she sneaks around the emperor's palace. She quickly decides to fast-talk them into believing that she is the mistress of the Steward of the palace and she just got lost in the labyrinthine halls. Unknown to Julina, the Steward is an elderly, faithfully and happily-married gentleman; and it is possible that the guards know of this reputation. The DM assumes the guards to have average Intelligence and Wisdom (no modifier), but he adds a -3 modifier because Julina's story contradicts the Steward's reputation. A 1d20 roll of 7 is less than 10 (Julina's Charisma of 13, with the -3 modifier), so she succeeds. The guards buy her story, and suggest that she go where she belongs immediately. If she failed they would call her bluff—and perhaps escort her straight to the door of the Steward and his wife!

Flame Tongue Short Sword

8th July 2016 at 5:39am

Sword +1, flame tongue, +2 vs. regenerating creatures, +3 vs. cold-using, inflammable, or avian creatures, +4 vs. undead: This sheds light when its possessor speaks a command word or phrase. When activated, the flame tongue sword's fire illuminates the area as brightly as a torch. The flame from this sword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. Cold-using creatures are those whose attack mode involves cold (ice toads, white dragons, winter wolves, yeti, etc.).

Gadzooks Ganderveil

30th October 2017 at 5:02pm

Player Character Record

NameGadzooks GanderveilLevelFighter 6/Sorcerer 6/Thief 7
AlignmentCGRaceChaos Gnome
SexMaleAge?
Ht.2"8'Wt.?
HairvariesEyesvaries

Abilities

10STRHit prob0Dmg adj-Wt allow40Max press115Open door6Bb/Lg2%
18DEXRctn adj+2Missile atk adj+2Def adj-4
17CONHP adj+2Sys shock97%Res sur98%Pois save0Regen-
13INT#Lang3Spell level6thLrn spell55%Spells/level9Spell immun-
9WIS#Mag def adj0Bonus spells0Spell fail20Spell immun-
16CHRMax henchmen8Loyalty base+4Rctn adj+5

Movement

Base rate6
Light( )
Mod( )
Hvy( )
Svr()
Jog(x2)
Run(x3)
Run(x4)
Run(x5)

Saving throw

Paralyze/Poison9
+4Rod/Staff/Wand12
Petrify/Polymorph11
Breath Weapon13
+4Spells13

Armour & Hit Points

ArmourAdjusted ACArmour typeHit pointsWounds
3SurprisedBracers AC8 (-2)49Injury
ShieldlessRing of protection +1 (-1)
RearStrain
DefencesSingle Weapon Flighting (-2)

Weapon Combat

Weapon#ATAttack adj/Dmg adjTHAC0Damage (SM/L)RangeWeightSizeTypeSpeed
Short Sword +21+3/+4151d6 / 1d81SP3
Boomerang Dagger +21+3/+4151d4/1d31SP1

Abilities & Proficiencies/Skills/Languages

Special abilitiesWeapon ProficienciesNon-Weapon ProficienciesLanguages
GnomeShortsword (expertise)Disguise(?/?)Common(S/RW)
+4 save (wands & spells)Dagger (expertise)Tumbling(?/?)Gnome(S/RW)
20% magic item failureSingle Weapon Fighting (2 ranks)Tightrope Walking(?/?)Ancient Thorass(-/RW)
+1 vs kobolds and gnomesVentriloquism(?/?)
+4 ac vs gnolls, bugbears, ogres, trolls, giants, titansGaming(?/?)
60ft infravisionLooting(?/?)
Chaos Gnome
Immunity to confusion effects
Luck Of Chaos - Reroll 1/day before the DM announces effects
Rogue Abilities
Pick Pockets60%
Move Silently50%
Hide In Shadows50%
Detect Noise60%
Climb Walls65%
Forge Documents60%
Bribe Officials55%
Escape Bonds50%
Backstabx3

Gear + Money

ItemLocationWeight
Magical Items
Ring of Protection +1
Potions
1 x Potion of Superior Healing
5 x Potion of Extra Healing
0 x Potion of Moderate Healing
0 x Potion of Healing
Weapons
Short Sword +2
Boomerang Dagger +2
Misc
2 x Scroll of Knock
Money
EP0
GP5000
SP0
CP0

Gadzooks Spells

19th March 2017 at 2:51pm

1st - Change Self, Chromatic Orb, Charm Person, Colour Spray

2nd - Invisibility, Blur

3rd - Blacklight

Gauntlet Of Infinite Blades

25th November 2016 at 3:01pm

This gauntlet is made of braided mithral links. 5 charges per day. Creates a dagger for the next three rounds. 1 charge - dagger +3, 3 charges - seeking dagger +3, 5 charges - seeking bane danger +3. (Seeking - no miss chances applied, Bane - +2 extra enhancement against a subtype, extra 2d6 damage)

Gem of insight

19th March 2017 at 1:28pm

This jewel appears to be a well-cut stone of not less than 5,000 gp value. If magic is detected for, the gem radiates a faint aura of the enchantment sort. If any character possesses the item, he will begin to feel its power after keeping the gem on his person for one week. At the end of two weeks, the individual will discover that he is able to understand things more easily, have better insight, memory, recall, etc. In fact, possession of the gem on a continuing basis (three or more months) raises the Intelligence and Wisdom of the character by one point each. If for any reason the gem is not kept beyond the three-month period, the additional Intelligence remains, but the additional Wisdom is lost. A gem of insight functions once every 50 years. If a character acquires a second gem, the second item has no effect.

Graff

2nd April 2018 at 2:18pm

Player Character Record

NameGraffLevel18
AlignmentCGRaceHalfling
SexMaleAge37 (1st of Planting)
Ht.3'7"Wt.58lb
HairBlondEyesBlue

Abilities

10 (6)STRHit prob0Dmg adj-Wt allow40Max press115Open door6Bb/Lg2%
17DEXRctn adj+2Missile atk adj+2Def adj-3
16 (12)CONHP adj+2Sys shock95%Res sur96%Pois save0Regen-
12INT#Lang3Spell level6thLrn spell50%Spells/level7Spell immun0
20WIS#Mag def adj+4Bonus spells1st x 3, 2nd x 3, 3rd x 2, 4th x 2Spell fail0Spell immuncause fear, charm person, command, friends, hypnotism, forget, hold person, ray of enfeeblement, scare, fear
15CHRMax henchmen7Loyalty base+3Rctn adj+3

Movement

Base rate6
Light( )
Mod( )
Hvy( )
Svr()
Jog(x2)
Run(x3)
Run(x4)
Run(x5)

Saving throw

+4Paralyze/Poison4
+4Rod/Staff/Wand8
Petrify/Polymorph7
Breath Weapon10
+4Spells9

Armour & Hit Points

ArmourAdjusted ACArmour typeHit pointsWounds
-3*SurprisedSplint Mail +381 (-18)Injury
Shieldless
RearStrain 40
DefencesBuckler Shield +1 (-2 to AC) (2/rd)

Weapon Combat

Weapon#ATAttack adj/Dmg adjTHAC0Damage (SM/L)RangeWeightSizeTypeSpeed
Kelesho Short Sword +3 Defender2+4 (+7) / +5 (+12)101d6/1d83SP0
Shortsword of Quickness +22+3 (+6)/ +4 (+11)101d6/1d83SP1
Staff of Striking +32??101d6/1d83SP1
Sling +2 Seeking2+5* / +210S4
Arvoreen's Sling of Fireseeds2+3* / 010S6
Sling bullet (50)1d4+1 / 1d6+150 100 200SB
Sling bullet +3 (2)1d4+4 / 1d6+450 100 200SB
Sling bullet +2 (5/day)1d4+3 / 1d6+350 100 200SB
Sling bullet +1 (Unlimited)1d4+2 / 1d6+250 100 200SB
Sling stone1d4 / 1d440 80 160SB
Don't forget: Lesser Scarlet Tentacle Rod

19 STR, +3 hit, +3 dmg

Abilities & Proficiencies/Skills/Languages

Special abilitiesWeapon ProficienciesNon-Weapon ProficienciesLanguages
HalflingShortsword (Specialist)Cartography(INT/-2)Common(S/RW)
Infravision 60ftSling (Expertise)Direction Sense(WIZ/+1)Halfling(S/RW)
Detect incline 75%Missile weapon styleNavigation(INT/-2)Oeridian(S)
RuddTwo Weapon FightingWeather Sense(WIZ/-1)( )
Raise dice roll by 1 1/dayHunting(WIZ/-1)( )
lvl3 - Moment 1/dayObservation(INT/-)( )
lvl5 - Haste (self) 1/dayRiding, Land Based(WIZ/+3)( )
lvl7 - Feat 1/dayBrewing(INT/-)( )
lvl10 - Specialise as fighterSage Knowledge: Inner Planes(INT/-2)( )
Riding, Airborne (1/2)(WIS/-2)( )

Gear + Money

ItemLocationWeight
Magical Items
Wand of Magic Missiles (26)
Pouch of Everbountiful bullets
Lesser Scarlet Tentacle Rod
Wand of Magic Detection (51 charges)
Robe of Blending
Amulet of Magic Resistance 10%
Ring of Protection +1
Staff of Curing (11 charges)
Bone Ring
Ring of Jumping
Wand of Enemy detection
Ring of Regeneration
Wand of Negation
Ring of Free Action
Green Ioun Stone (+1 level)
Potions
1 x Conjour earth elemental
0 x Potion of Superior Healing
2 x Potion of Extra Healing
0 x Potion of Moderate Healing
2 x Potion of Healing
1 x Oil of disenchantment
Scrolls
1 x Omniscient eye
1 x Chaotic commands
1 x Dragonbane
1 x Heal (13th lvl)
1 x Speak with Plants
1 x Summon Insects
1 x Fortify
1 x Plant Door
1 x Divination
1 x Animal Summoning 1
1 x Repair Injury
1 x Protection vs. Possession
1 x Scroll (Hold Poison, Spiritual Hammer, Chaos Ward, Magic V)
1 x Scroll (CLW, CMW)
1 x Scroll of Cure Moderate Wounds
1 x Scroll: Native Item
Weapons
Short Sword +3 Defender
Short Sword +3 Farseer
Sling +2 Seeking
Arvoreen's Sling of Fireseeds
Buckler Shield +1
Splint Mail +3
Misc
A Crystal Parrot (“Annoying, please file away.”)
Power Key +2 (Silver jack card)
Cartography books from the Library of Vecna
Money
PP0
GP4100
EP0
SP0
CP0

Graff's Adventures in Greyhawk

2nd April 2018 at 2:17pm

Graff

Character Sheet

Graff's Spells

0 Fate Point remaining (Golden 6-sided die, with a rapier where the one should be, and a cake in place of a 6.)

DONT FORGET:

  • 20% Magic Resistance
  • Heart of Vecna
  • Kelesho
    • Save with advantage OR
    • Save when not possible (-4 penalty)
  • -2 spell save
  • Graff's Hand of Fate: Urzyl, Leonti, Xiakro, Zraa'zig, Graff, Valkinos

Ring slots:

  • Ring of Free Action
  • Ring of Protection +2

Spells

Level 1 (7 + 3)

  • Sanctuary
  • Bless
  • Command
  • Cure light wounds
  • Cure light wounds
  • Cure light wounds
  • Cure light wounds
  • Protection from Evil
  • Calculate
  • Calculate
  • Random Slot: Cure light wounds

Level 2 (8 + 3)

Level 3 (8 + 2)

  • Boon of Fortune
  • Boon of Fortune
  • Prayer
  • Prayer
  • Negative Plane Protection
  • Repair Injury
  • Choose Future
  • Dispel Magic
  • Dispel Magic
  • Bestow Curse
  • Random Slot: Dispel Magic

Level 4 (8 + 2)

Level 5 (6 + 1)

Level 6 (3)

  • Luckbolt
  • Luckbolt
  • Reverse Time
  • Physical Mirror
  • Random Slot: Reverse Time

Level 7 (2 + 1)

  • Spacewarp
  • Hovering Road
  • Age Dragon
  • Random Slot: Spacewarp

Priestly Abilities

  • Raise dice roll by 1 1/day
  • lvl3 - Moment 1/day
  • lvl5 - Haste (self) 1/day
  • lvl7 - Feat 1/day
  • lvl10 - Specialise as fighter

Magical Items

Experience

Graff's Hand of Fate

18th January 2018 at 2:00pm

Level 4

Sphere: Protection

Range: Touch

Components: V, S

Duration: 1 hr. + 1 hr./level

Casting Time: 1

Area of Effect: Creature touched

Saving Throw: None

This spell is a special blessing from the priest’s deity upon an individual or creature the priest believe threatened. When the creature would otherwise die, a translucent hand appears to save him. A blow that would strike down the recipient misses, a block falls to obstruct dragon breath, and so on. The Hand of Fate intervenes after attack rolls and saving throws are resolved and death, not merely incapacitation, would have been the outcome. A creature can be affected by one only Hand of Fate at a time.

Graff's Helping Hand

30th April 2017 at 11:16am
Graff's Helping Hand (Protection)
Range: 30 yds. + 5 yds./levelDuration: 2 rds./level
Area of Effect: 1 allyComponents: V, S
Casting Time: 5Saving Throw: None

The spell causes a glowing hand-like shape to materialize next to the caster and move as the caster desires. The hand can move anywhere within range during a round and deliver a non-offensive touch spell cast by the priest in the same round. When the hand is idle it will return to the caster's side.

The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand is vulnerable to magical attack but has an Armor Class of -2. Any damage to the hand ends the spell.

Graff's Spells

24th November 2017 at 3:21am

Major: All, Charm, Numbers, Protection, Healing, Time, Travellers

Minor: Combat, Divination, Astral

TypeLevelName
Numbers1Analyze Balance
Divination1Analyze Balance
Astral1Astral Celerity
All1Bless/Curse
Numbers1Calculate
All1Combine
Combat1Command
Charm1Command
Healing1Cure Light Wounds/Cause Light Wounds
Divination1Detect Evil/Detect Good
All1Detect Magic
Divination1Detect Poison
Protection1Endure Cold/Endure Heat
Time1Know Age
Travelers1Know Direction
Time1Know Time
Combat1Magical Stone
All1Orison
Numbers1Personal Reading
Protection1Protection from Evil/Protection from Good
All1Purify Food & Drink/Putrefy Food & Drink
Charm1Remove Fear/Cause Fear
Protection1Ring of Hands/Ring of Woe*
Charm1Sanctuary
Protection1Sanctuary
Astral1Speak with Astral Traveler
Combat2Aid
Astral2Astral Awareness
Divination2Augury
Travelers2Aura of Comfort
All2Chant
Healing2Cure Moderate Wounds/Cause Moderate Wounds
Divination2Detect Charm/Undetectable Charm
Charm2Enthrall
Astral2Ethereal Barrier
Divination2Find Traps
Protection2Graff's Helping Hand
Time2Hesitation
Charm2Hold Person
Travelers2Lighten Load
Numbers2Moment
Numbers2Music of the Spheres
Charm2Music of the Spheres
All2Mystic Transfer*
Time2Nap
Protection2Resist Acid and Corrosion
Protection2Resist Fire/Resist Cold
All2Sanctify/Defile*
Healing2Slow Poison
Charm2Snake Charm
Combat2Spiritual Hammer
Protection2Withdraw
Time3Accelerate Healing
Astral3Astral Window
Combat3Boon of Fortune
Time3Choose Future
Travelers3Create Campsite
Healing3Cure Blindness or Deafness/Cause Blindness or Deafness
Healing3Cure Disease/Cause Disease
Divination3Detect Spirits
Charm3Dictate
All3Dispel Magic
Charm3Emotion Control
Numbers3Etherealness
Astral3Etherealness
Divination3Extradimensional Detection
Numbers3Extradimensional Detection
Travelers3Helping Hand
Healing3Hold Poison
Travelers3Know Customs
Protection3Line of Protection/Line of Destruction
Divination3Locate Object/Obscure Object
Protection3Magical Vestment
Numbers3Moment Reading
Protection3Negative Plane Protection
Combat3Prayer
Protection3Protection from Evil 10’ Radius/Prot. from Good 10’ Radius
All3Remove Curse/Bestow Curse
Protection3Remove Paralysis
Healing3Repair Injury
Divination3Speak with Dead
Numbers3Telethaumaturgy
Combat3Unearthly Choir*
Time3Unfailing Premonition
Numbers4Addition
Time4Age Plant
Time4Body Clock
Travelers4Circle of Privacy
Charm4Cloak of Bravery/Cloak of Fear
Healing4Cure Serious Wounds/Cause Serious Wounds
Numbers4Dimensional Folding
Rudd4Feat
All4Focus*
Healing4Fortify*
Charm4Free Action
Protection4Graff’s Hand of Fate
Charm4Imbue with Spell Ability
Astral4Native Item
Healing4Neutralize Poison/Poison
Numbers4Probability Control
Protection4Spell Immunity
All4Tongues
Travelers4Tree Steed
All4Uplift*
Time5Age Object
Protection5Antiplant Shell
All5Atonement
Travelers5Clear Path
All5Commune
Numbers5Consequence
Healing5Cure Critical Wounds/Cause Critical Wounds
Numbers5Dimensional Translocation
Travelers5Easy March
Numbers5Extradimensional Manipulation
Numbers5Extradimensional Pocket
Protection5Impregnable Mind
Protection5Improved Protection from Misadventure
Numbers5Improved Protection from Misadventure
All5Meld*
Time5Othertime
All5Quest
Time5Repeat Action
Time5Time Pool
All5True Seeing/False Seeing
Time6Age Creature
Protection6Antianimal Shell
Charm6Command Monster
Healing6Heal/Harm
Rudd6Luckbolt
Travelers6Monster Mount
Numbers6Physical Mirror
Time6Reverse Time
Numbers6Seclusion
Time6Skip Day
All6Speak with Monsters
Time7Age Dragon
Protection7Antimineral Shell
Charm7Confusion
Charm7Exaction
All7Gate
Travelers7Hovering Road
Protection7Impervious Sanctity of Mind
Healing7Regenerate
Numbers7Spacewarp
Numbers7Timelessness

Greater Mirror Image

30th October 2017 at 2:51pm

Greater Mirror Image

  • Level: 4
  • Range: 0
  • Save: None
  • AoE: Caster
  • Duration: 1 rd/lvl
  • Sphere: Illusion/Phantasm
  • Casting time: 4
  • Materials: -
  • Components: V S

Several illusory duplicates of you pop into being.

This spell functions like Mirror Image, except that an additional image is created in each round after the first, up to a maximum of eight concurrent images.

If all images are destroyed, the spell ends.

Healing

15th June 2016 at 4:19pm

2 slots, wisdom -2

A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day.

If a wounded character remains under the care of someone with healing proficiency, that character can recover lost hit points at the rate of 1 per day even when traveling or engaging in non-strenuous activity. If the wounded character gets complete rest, he can recover 2 hit points per day while under such care. Only characters with both healing and herbalism proficiencies can help others recover at the rate of 3 hit points per day of rest. This care does not require a proficiency check, only the regular attention of the proficient character. Up to six patients can be cared for at any time.

A character with healing proficiency can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately (the round after the character is poisoned) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No proficiency check is required, but the poisoned character must be tended to immediately (normally by sacrificing any other action by the proficient character) and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn't help). Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative).

A character with healing proficiency can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful proficiency check automatically reduces the disease to its mildest form and shortest duration. Those who also have herbalism knowledge gain an additional +2 bonus to this check. A proficient character can also attempt to deal with magical diseases, whether caused by spells or creatures. In this case, a successful proficiency check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means.

Heart of Vecna

31st December 2017 at 1:19pm

10% magic resistance ring of regeneration (1/turn) Called shot -4 hit touch attach to foe chest, target save vs death or dies of heart attack (1/week)

Heavy Crossbow of Speed

2nd October 2017 at 3:24pm

This item allows its possessor to double the rate of fire normal for the weapon. If it is grasped, the crossbow of speed will automatically cock itself. In surprise situations it is of no help. Otherwise, it allows first fire in any melee round, and end-of-round fire also, when applicable. About 10% of these weapons are heavy crossbows. The weapon has a +1 bonus to attack and damage rolls.

How to kill a gnomish vampire

29th May 2017 at 8:15am

The surest way to destroy a gnomish vampire is to impale it on a spike made of purest silver and enchanted with a bless spell. As soon as the spike is driven into the body of the creature, its material form is destroyed and it will collapse dead. While the creature is truly lifeless at this point, it can be revived simply by removing the spike. In order to assure that they creature remains dead a number of things must be done. First, the hands must be cut from the corpse and boiled in a natural volcanic hot spring for 24 hours. Second, the body must be placed in a wooden casket that will be sealed at the end of the destruction process. Lastly, when the body lies in the coffin, its eyes must be removed and replaced with precious gems. Stones of higher quality may be used, but those of lesser value will allow the creature to be revived. Finally, the lid of the casket is hammered into place and the nightmare is ended.

Hunting

29th December 2016 at 11:29am

When in wilderness settings, the character can attempt to stalk and bring down game. A proficiency check must be made with a -1 penalty to the ability score for every nonproficient hunter in the party. If the die roll is successful, the hunter (and those with him) have come within 101 to 200 yards (100+1d100) of an animal. The group can attempt to close the range, but a proficiency check must be made for each 20 yards closed. If the stalking is successful, the hunter automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the DM

Hypnosis

15th June 2016 at 4:24pm

1 slot, charisma -1

With this proficiency, a psionicist can hypnotize another character - placing the subject into a relaxed state in which he is very susceptible to suggestions. However, hypnosis is not possible unless the subject is willing and knows he is being hypnotized. Psionicists with this proficiency can hypnotize humans and demihumans with ease. Nonhumans can be hypnotized, too, but the DM should assign a penalty to the proficiency check. The size of the penalty depends on how inhuman the subject is. A half-orc, for example, could be hypnotized with a -2 modifier, while a lizard man could be hypnotized only with a -8 modifier to the psionicist's proficiency check. The act of hypnotizing someone takes about five minutes. The subject is then very relaxed and willing to do almost anything that isn't very dangerous or against his alignment. Note, however, that a hypnotized subject can be easily fooled; the subject may be convinced that he's doing one thing, while he's actually doing another. Lawful or good psionicists who trick their subjects in this fashion should beware. Psionicists who use hypnotism to make people do chaotic or evil things may find themselves with alignment problems of their own. Hypnotism can have the following (or similar) effects:

  • A character can be induced to remember things he has forgotten by reliving a frightening or distant event.
  • A character can be made calm and unafraid in the face of a specific situation that he has been prepared for.
  • A character can be cured of a bad habit or addiction (but not of curses or magical afflictions).
  • A character can be prepared to impersonate someone by thoroughly adopting that individual's personality.

Hypnotism cannot be used to increase a character's attributes, give him powers or abilities he does not naturally possess, let him do things that are beyond his capabilities, or give him information that he couldn't possibly know.

Illusions Table: Saving-Throw Modifiers

15th July 2016 at 5:59am
Illusion-casting conditionSaving-throw modifier
1. Subject is a dwarf, gnome, or halflingRacial modifier on saving-throws vs. spells applies
2. Subject has above- or below-average wisdomMagical attack adjustment applies
3. Subject is using a helm of telepathy or telepathic powers+3
4. Subject is surprised; illusion takes effect before surprise ends-2 (-1 if illusion takes effect on last surprise segment)
5. Illusory creature’s HD greater than illusionist’s level+ ((HD - level) x 2)
6. Illusory creature’s HD less than illusionist’s level+((1⁄2 level - HD) x -1)
7. Illusionist has never seen creature on which his illusion is based+2
8. Creature simulated is one-of-a-kind (a deity, demi-god, specific PC or NPC, etc.)+3
9. Illusion attempts spell-casting or spell-like attackRoll saving throw vs. spells against illusion itself, not against the simulated attack
10. Spell lacks obvious sensory elements (as per phantasmal force)+4
11. Spell lacks substantial sensory elements (as per improved phantasmal force)+2
12. Target is aware of illusionist’s profession or of illusion’s powers+2
13. Target has been attacked previously by the illusionist with the same spell1+1 per previous spell attack
14. Target is an illusionist or illusion-casting creature2+1
15. Illusionist is simulating a magic-user’s spell against a magic-user+2
16. Subject’s intelligence is less than 7-1
17. Subject’s intelligence is greater than 18See Legends & Lore, page 7

1 Treat phantasmal force, improved phantasmal force, and spectral force as the same spell.

2 This excludes magic-users.

Improved Protection from Misadventure

24th November 2017 at 3:21am

Improved Protection from Misadventure (Enchantment/Charm)

5th Level Priest Spell

Sphere: Protection, Numbers

Range: 5 ft. + 5 ft. / levels

Casting Time: 1 round

Duration: 1 round / level

Save: None

Area of Effect: 1 creature / 2 levels within the range above, centred on the caster

Components: V,S,M

Similar to Protection from Misadventure, this spell numerically connects the caster and a number of creatures so that damage can be redistributed amongst them.

In the round following casting, the caster is able to redistribute the damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage from one of the connected creatures to any other creature connected by the spell as a free action, once per round.

The caster may distribute the damage in any way they choose; the damage can be equally split between the affected creatures, all the damage can be transferred to the other target, or anything in-between at the caster’s option.

Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the target suffers a reduction of hit points from a lowered Constitution score, the reduction cannot be redistributed because it is not hit point damage. When the spell ends, no further damage can be re-distributed.

All the targeted creatures must be in the area of effect of the spell (5ft + 5ft/level moving with the caster) when the spell is cast, and will be disconnected from the others if they leave the area of effect. A Dispel Magic can be used to disconnect individual creatures from the others; a successful Dispel Magic on the caster ends the spell entirely.

The caster may continue to redistribute damage once a round for the duration of the spell.

The spell ends if the caster and target move out of range, if the caster loses consciousness or is slain, or at any time as decided by the caster.

Incense of Prayer

27th July 2017 at 2:28pm

One incense of prayer, which when used while praying for spells, will give you a bless for 24 hours, also one incense of dexterity

Kelesho

11th January 2018 at 2:06pm

Kelesho (old Oeridian for ‘Little Needle’) named for Rudd’s famous magical rapier, Keleshe

Shortsword +3 Defender

  • Kelesho is sentient and can speak Halfling, Common and Oeridian. He has an Intelligence score of 15 and an ego score of 16.
  • Kelesho functions in most ways as a standard +3 defender, but with the following additional abilities:
    • Enhanced senses; Kelesho’s possessor can make a Wisdom check when smelling or tasting food and drink to detect foreign substances or unnatural alterations.
    • Halfling Luck; once a day when rolling a saving throw, attack roll, ability check etc. the character may roll twice and take the most favourable outcome (except resurrection survival checks). This can also permit a save against spells that normally do not permit one, with a -4 penalty.
    • Bonus spell slots; Kelesho grants one bonus spell slot of the highest level available to his possessor, as well as one slot two levels lower

Lesser Scarlet Tentacle Rod

27th July 2017 at 1:58pm

Lesser Scarlet Tentacle Rod: When a cleric strikes a target with this rod, three rubbery scarlet tentacles attack the target as a 3HD creature with +3 to the attack roll. Three successful hits render the target's main arm useless for 9 rounds.

Links

25th November 2016 at 3:54pm

Longtooth Dagger

15th June 2016 at 4:14pm

Acts as a shortsword +2 but is wielded like a dagger. Only works for shortfolk, and extends when they pick it up. Penetrates wood and stone with ease.

Marvellous Marbles

7th July 2016 at 4:50am

Command word: Splendiferous

These colorful spheres of polished stone come in their own leather bag, with an advanced STRINGTECH closure system at the top. Just dump the marbles onto any dungeon floor over a 100-square-foot area, and watch as your enemies slip and slide into helplessness. Anyone who tries to walk across the marbles must make a successful Dexterity check against 4d6 or stumble and fall. Anyone running must save at -2, and anyone try ing to attack must save at -4. And with your very own Personalized Recall Word, all the marbles will instantly return to the bag. No more will party members have to wait around while you pick up 1,000 marbles. The bag magically weighs only one pound. A must for any adventurer who is often pursued. (Manufacturers' note: There is a 5% chance per day that the marbles will spring free of the bag and roll about under the feet of the user. Use appropriate caution with this item)

Mass Blindness

8th October 2017 at 2:11pm

Level: 9
Range: 5 yds/lvl
Save: Special
AoE: 20 x 20 x 40ft
Duration: 3 turns
Sphere: -
Casting time: 9
Materials:
Components: V S

This spell strikes blind or deaf, or both. all creatures up to 4 Hit Dice with no saving throw. Those of greater level or Hit Dice, but less than the caster save vs. spell at —4 to avoid the effect. Creatures whose levels or Hit Dice are equal to or greater than the caster's are receive a normal saving throw. The caster can designate one specific group to be excluded from the circle, power; for example, the spell could blind all but humans, all but wizards, all but royal guards-men, and so. The circle itself remains in place for 3 full turns, and creatures who enter the area of effect during this time are also struck by the spell's effects. Magical items that enhance sight or hearing are rendered inert.

Affected creatures and magical items remain affected until the spell ends or they blunder out of the area of effect, The effect cannot be ended by a dispel magic spell, but dispel enchantment, limited wish, or wish can end the spell, and an antimagic shell suppresses its effects (remember that spells cast while deafened are 20% likely to fail). The caster can end the effect at will.

Miilo's Character Sheet

30th October 2017 at 2:48pm

Player Character Record

NameMiiloLevel7
AlignmentNGRaceGnome
SexMaleAge-
Ht.3'4"Wt.77lb
HairBlackEyesBlue

Abilities

10STRHit prob-Dmg adj-Wt allow40Max press115Open door6Bb/LgW%
17DEXRctn adj+2Missile atk adj+2Def adj-3
13CONHP adj0Sys shock85%Res sur90%Pois save0Regen-
17INT#Lang6Spell level8thLrn spell75%Spells/level14Spell immun-
17WIS#Mag def adj+3Bonus spells1st x 2, 2nd x 2, 3rd x 1Spell fail0Spell immun-
9CHRMax henchmen4Loyalty base0Rctn adj-

Movement

Base rate6
Light( )
Mod( )
Hvy( )
Svr()
Jog(x2)
Run(x3)
Run(x4)
Run(x5)

Saving throw

Paralyze/Poison7
+2Rod/Staff/Wand11
Petrify/Polymorph10
Breath Weapon13
+2Spells12

Don't forget: Ring of Protection +3 5ft

Armour & Hit Points

ArmourAdjusted ACArmour typeHit pointsWounds
1SurprisedStudded leather +332Injury
Shieldless
RearStrain
Defences

Weapon Combat

Weapon#ATAttack adj/Dmg adjTHAC0Damage (SM/L)RangeWeightSizeTypeSpeed
Dagger +42+4 / +4161d4/1d31SP0
Dagger of Venom +22+2 / +2161d4/1d31SP0

Abilities & Proficiencies/Skills/Languages

Special abilitiesWeapon ProficienciesNon-Weapon ProficienciesLanguages
GnomeDagger (Expertise)Astrology(INT/0)Common(S/RW)
+3 save (wands & spells)Two Weapon ProficiencyAmbidexterity(DEX/0)Gnomish(S/RW)
20% magic item failureAppraise(INT/0)Ancient Thorass(-/RW)
+1 vs kobolds and goblinsHealing(WIS/-2)Kobold(S/-)
+4 ac vs gnolls, bugbears, ogres, trolls, giants, titansHypnosis(CHA/-1)Goblin(S/-)
60ft infravisionHalfling(S/-)
Baravar
Hide in shadows as a ranger
1st lvl - Phantasmal Force/Audible Glamer 1/day
3rd lvl - Mirror Image/Rope Trick 1/day
5th lvl - Improved Phantasmal Force/Invisibility 1/day
7th lvl - Dimension Door/Suggestion 1/day

Gear + Money

ItemLocationWeight
Magical Items
Potions
Scrolls
Weapons
Dagger +4
Dagger of Venom +2
Misc
Studded Leather +3
Money
PP-
GP-
EP-
SP-
CP-

Mining

15th June 2016 at 4:26pm

2 slots, wisdom -3

A character with mining proficiency is needed to site and supervise the operations of any mine. First, the character can attempt to determine what type of ores or gems can be found in a given area. To do this, he must spend at least a week searching a four-square-mile area. The DM may rule that more area must be searched to find anything of value and may thus increase the amount of time required. At the end of the search, the character can say what is likely to be found in this area. After this, the character can site the mine. On a successful proficiency check (made by the DM), the character has found a good site to begin searching for any minerals that may be in the area. The check does not guarantee a successful mine, only that a particular site is the best choice in a given area. The DM must determine what minerals, if any, are to be found in the region of the mine. On a failed check, the character only thinks he has found a good site. Much effort is spent before the character is proved wrong, of course.

Once the mine is in operation, a character with mining proficiency must remain on-site to supervise all work. Although this is a steady job, most player characters will find it better to hire an NPC for this purpose

Molten Blade

26th January 2018 at 3:58pm

+2, +4 vs evil, double damage vs undead/negative plane creatures Bastard sword damage, but speed of shortsword

Navigation

29th December 2016 at 11:38am

The character has learned the arts of navigating by the stars, studying currents, and watching for telltale signs of land, reefs, and hidden danger. This is not particularly useful on land. At sea, a successful proficiency check by the navigator reduces the chance of getting lost by 20 percent.

Necklace of Adaptation

15th June 2016 at 4:09pm

Necklace of Adaptation: This chain resembles a medallion. The wearer can ignore all sorts of gases that affect creatures through respiration. He can also breathe underwater or even exist in airless space for up to seven days.

Necklace of Prayer Beads

15th June 2016 at 4:09pm
  • Curing
  • Karma
  • Wind walking

Necklace of Prayer Beads: A magical necklace of this sort appears to be a normal piece of nonvaluable jewelry until it is placed about a character's neck. Even then, the true nature of the item will be revealed only if the wearer is a priest (excluding druids and characters otherwise able to use spells of a priestly or druidical nature such as paladins and rangers). The necklace of prayer beads consists of 1d6+24 semi-precious (60%) and fancy (40%) stones. The wearer will be 25% more likely to successfully petition his deity to grant desired spells. There will also be 1d4+2 special beads (precious stones, gems of 1,000 gp base value) of the following sort (roll 1d20 for each bead):

1-5Bead of atonement—as the 5th-level spell of the same name
6-10Bead of blessing—as the 1st-level spell of the same name
11-15Bead of curing—cures blindness, disease, or serious wounds (as the appropriate spells)
16-17Bead of karma—allows the priest to cast his spells as if he were four levels higher (with respect to range, duration, etc.)
18Bead of summons—calls the priest's deity (90% probability) to come to him in material form (but it had better be for a good reason!)
19-20Bead of wind walking—as the 7th-level spell of the same name

Each special bead can be used once per day. If the priest summons his deity frivolously, the deity will, at the very least, take the necklace as punishment. The function of each bead is known only when the bead is grasped and a commune spell used. All powers of the special beads are lost if they are removed from the necklace.

Next Spells

23rd September 2017 at 7:19am

Level 1 (7 + 2)

  • Battlefate
  • Battlefate
  • Battlefate
  • Cure light wounds
  • Cure light wounds
  • Bless
  • Command
  • Invisibility from Undead
  • Sanctuary

Level 2 (7 + 2)

Level 3 (7 + 1)

  • Prayer
  • Prayer
  • Speak with dead
  • Random causality
  • Dispel Magic
  • Locate Object
  • Bestow Curse
  • Shadow Bolt

Level 4 (6 + 1) (+1)

Level 5 (4) (+1)

  • Cure Critical
  • Cure critical
  • Flame Strike
  • Flame Strike
  • Dispel Evil

Level 6 (3)

  • Entropy Shield
  • Blade barrier
  • Demishadow Magic

Level 7 (1) (+1)

  • Holy word
  • Holy word

Niilo's Adventure in the Forgotten Realms

28th January 2018 at 1:08pm

Niilo

Character Sheet

Niilo's Spells

Illusory Solutions

Misc:

  • 0 Fate Point remaining
  • 20 levels of Shadowfire
  • Don't forget Stone of Good Luck
  • Don't forget: Enemies get -3 to saving throw
  • Bard song: +1 attack, +1 save, +2 morale
  • Entropy Shield

Rings:

  • Ring of Holiness (equipped)
  • +3 Ring of Prot 5ft (equipped)

Current Spells

(defensive list)(offensive list)

Level 1 (9 + 2)

  • Battlefate
  • Battlefate
  • Orison (9hp)
  • Orison (9hp)
  • Orison (9hp)
  • Orison (9hp)
  • Orison (9hp)
  • Orison (9hp)
  • Numbness
  • Dispel Fatigue
  • Sanctuary

Level 2 (9 + 2)

Level 3 (9 + 1) (+1)

  • Prayer
  • Prayer
  • Negative Plane Protection
  • Dispel Magic
  • Dispel Magic
  • Dispel Magic
  • Paralyzation
  • Sphere of Eyes
  • Random Causality
  • Random Causality

Level 4 (9 + 1)

Level 5 (8) (+1)

  • Flame Strike
  • Flame Strike
  • Flame Strike
  • Flame Strike
  • Flame Strike
  • Zala's Deception
  • Antiplant shell
  • Cure Critical
  • Flame Strike

Level 6/8 (6) (+1)

  • Entropy Shield
  • Entropy Shield (10rds left from entering room)
  • Disbelief
  • Heroes’ Feast
  • Heal
  • Heal

Level 7/9 (2)

Quest Spell (1)

Priestly Abilities

  • 1st lvl - Phantasmal Force/Audible Glamer 1/day
  • 3rd lvl - Mirror Image/Rope Trick 1/day
  • 5th lvl - Improved Phantasmal Force/Invisibility 1/day
  • 7th lvl - Dimension Door/Suggestion 1/day
  • 10th lvl - Phantasmal Killer/Spectral Force 1/day
  • 13th lvl - Mislead 1/day
  • 15th lvl - Prismatic Spray 2/10day

Other Abilities

Shadowfire abilities

Psionic Powers

Magical Items

Experience:

  • 2 x Flamestrike
  • 1 x Entropy Shield
  • 1 x Sanctuary
  • Dimension door
  • Prayer
  • Battlefate
  • Negative Plane Protection
  • Recitation
  • Protection from Misfortune
  • Battlefate

Session 71

  • 2 x Resist Acid
  • 1 x Cure critical
  • 1 x Cure Moderate
  • 4 x Orison
  • 1 x Negative Plane Protection
  • 1 x Entropy Shield
  • 1 x Triple Shift
  • 1 x True Invisibility

Miilo

Character Sheet

Niilo's Spells

Illusory Solutions

Level 1 (3 + 2)

  • Cure light wounds
  • Cure light wounds
  • Cure light wounds
  • Cure light wounds
  • Cure light wounds

Level 2 (3 + 2)

  • Cure Moderate Wounds
  • Cure Moderate Wounds
  • Cure Moderate Wounds
  • Cure Moderate Wounds
  • Cure Moderate Wounds

Level 3 (2 + 1)

  • Cure Blindness
  • Cure Disease
  • Repair Injury

Level 4 (1)

  • Cure Serious Wounds

Priestly Abilities

  • 1st lvl - Phantasmal Force/Audible Glamer 1/day
  • 3rd lvl - Mirror Image/Rope Trick 1/day
  • 5th lvl - Improved Phantasmal Force/Invisibility 1/day
  • 7th lvl - Dimension Door/Suggestion 1/day

Magical Items


Slickwick

Character Sheet

Spell List

Misc

  • -1 to everything

Spells

Level 1 (3 + 2)

  • Know Time
  • Know Time
  • CLW
  • CLW
  • CLW

Level 2 (3 + 2)

  • Nap
  • Nap
  • Nap
  • Nap
  • Nap

Level 3 (2)

  • Etheralness
  • Negative Plane Protection

Level 4

  • Cure Serious Wounds

Abilities

  • Reroll one d20 once a day
  • Mending 1/day
  • Analyse contraption 1/day
  • +4 vs spells
  • 20% magic item failure
  • +1 vs kobolds and gnomes
  • +4 ac vs gnolls, bugbears, ogres, trolls, giants, titans
  • Backstab x3

Magical Items

Experience:

  • 4 * CMW
  • 1 * CSW
  • 5 * Find Traps
  • 8 X Nap
  • Negative Plane Protection

Session 71

  • 5 x CLW
  • 1 x Cure Serious Wounds

Gadzooks

Character Sheet

Spell List

Spells

Spells Known:

1st - Change Self, Chromatic Orb, Charm Person, Color Spray

2nd - Invisibility, Blur

3rd - Blacklight

Spells Per Day:

1st x6

2nd x5

3rd x3

Abilities

  • Immunity to confusion effects
  • Luck Of Chaos - Can reroll one dice per day before the DM announces the effects

Magical Items

  • Short Sword +2
  • Boomerang Dagger +2 (Returns to user when thrown)
  • Ring Of Protection +1

Experience:

  • ...

Session 71

Niilo's Character Sheet

28th January 2018 at 1:58pm

Player Character Record

NameNiilo the GnomeopathLevel19
AlignmentNGRaceGnome
SexMaleAge65 (5th of Flamerule)
Ht.3'4"Wt.77lb
HairBlackEyesBlue

Abilities

10 (18/00)STRHit prob+3Dmg adj+6Wt allow335Max press480Open door16 (6)Bb/Lg40%
19DEXRctn adj+3Missile atk adj+3Def adj-4
12 (14)CONHP adj0Sys shock85%Res sur90%Pois save0Regen-
18 (19)INT#Lang8Spell level9thLrn spell95%Spells/level18Spell immun1st-level
17 (18)WIS#Mag def adj+4Bonus spells1st x 2, 2nd x 2, 3rd x 1, 4th x 1Spell fail0Spell immun-
9CHRMax henchmen4Loyalty base0Rctn adj-

Movement

Base rate6
Light( )
Mod( )
Hvy( )
Svr()
Jog(x2)
Run(x3)
Run(x4)
Run(x5)

Saving throw

Paralyze/Poison2
+3Rod/Staff/Wand6
Petrify/Polymorph5
Breath Weapon8
+3Spells7

Don't Forget: Stone of Good Luck, Evasive Armour, Studded Leather +5

Armour & Hit Points

ArmourAdjusted ACArmour typeHit pointsWounds
-2*SurprisedEvasive Armour, Studded Leather +566Injury
ShieldlessStudded leather (-3)
RearStrain 30
Defences

Weapon Combat

Weapon#ATAttack adj/Dmg adjTHAC0Damage (SM/L)RangeWeightSizeTypeSpeed
Flametongue +11+4 / +781d6/1d83SP2
Faerie Dagger +52+5 / +1281d4/1d31SP0
Coullannwyn, Defending Dagger +32+3 / +10 (+7 offhand)81d4/1d31SP0

Abilities & Proficiencies/Skills/Languages

Special abilitiesWeapon ProficienciesNon-Weapon ProficienciesLanguages
GnomeDagger (Expertise)Astrology(INT/0)Common(S/RW)
+3 save (wands & spells)Two Weapon ProficiencyAmbidexterity(DEX/0)Gnomish(S/RW)
20% magic item failureHand crossbowAppraise(INT/0)Ancient Thorass(-/RW)
+1 vs kobolds and goblinsShort swordHealing(WIS/-2)Kobold(S/-)
+4 ac vs gnolls, bugbears, ogres, trolls, giants, titansDisguise(CHA/-1)Goblin(S/-)
60ft infravisionHypnosis(INT/-1)Halfling(S/-)
BaravarEminence(CHA/0)
Hide in shadows as a rangerSpell Talisman(INT/0)
1st lvl - Phantasmal Force/Audible Glamer 1/daySmite(-/-)
3rd lvl - Mirror Image/Rope Trick 1/day
5th lvl - Improved Phantasmal Force/Invisibility 1/day
7th lvl - Dimension Door/Suggestion 1/day
10th lvl - Phantasmal Killer/Spectral Force 1/day
13th lvl - Mislead 1/day
15th lvl - Prismatic Spray 2/10day

Gear + Money

ItemLocationWeight
Magical Items
Ring of Protection +3 5ft
Wand of Wonder (Phenomulus)
Wand of illumination (4 charges)
Necklace of Adaptation
Necklace of Prayer Beads (Curing)
Clear - Jhaam syon of the dath dynasty
Bell of the Church
The Cloak of the Deep Dragon Drained
Acorn Whistle
Gem of insight
Wand of Obliteration (12)
Stone of Good Luck
Cloak of Reflection
Talisman of Pure Good
Ring of Holiness
Ring of "Spell Turning" Drained
Gauntlets of Ogre Power
Pearly White Ioun Stone
Ring of spell storing (3 x Magic Missile, 1 x Fireball - 9th lvl)
Portable Hole
Potions
1 x Potion of Magic Enhancement
1 x Potion of Superior Healing
13 x Potion of Extra Healing(4 on person, 9 in BoH)
0 x Potion of Moderate Healing
0 x Potion of Healing
1 x Potion of Climbing
1 x Dust of Dissapearance
9 x Holy Water
3 x Nap
Scrolls
Protection against Magic
Weapons
Flame Tongue Short Sword
Faerie Dagger +5
Coullannwyn, Defending Dagger +3
Misc
Money
PP0
GP58104
EP0
SP0
CP0

Niilo's Nauseating Nostrum

18th June 2017 at 11:47am

Level: 2
Range: 25feet + 5ft/2lvls
Save: none
AoE: 1 creature
Duration: Permanent
Sphere: Healing
Casting time: 5
Materials: Vial of coloured water
Components: V S M

The caster un-bottles a vial of coloured water, motions wildly in the air, and then points towards the intended target. The coloured water turns into a gas, escapes the bottle and quickly making ways towards the target, being ingested through the nose and mouth.

The will heal the target by 1d8 hit point. If the target is unconscious, the spell will stabilize them. If the target is conscious, the smell and taste of the gas is a somewhat nauseating, but causes no ill effects.

Niilo's Spells

30th October 2017 at 2:59pm

Bolded spells are from Denaich Arcanabula

Key:

  • h/s Holy Symbol
  • h/w Holy Water
  • n/c Not consumed
TypeLevelNameComponentQuantity
Divination1Analyze Balance4 iron coinsn/c
Wards1Antivermin Barrierh/s + vermin whiskermany
Illusion/Phantasm1Audible Glamerwool or waxmany
Chaos1Battlefateelectrum coinSee money
All1Bless/Curseh/wSee gear
Guardian1Blessed Watchfulness--
Illusion/Phantasm1Change Self--
All1Combine--
Combat1Command--
Charm1Command--
Illusion/Phantasm1Corpse Visagerag from corpsemany
Healing1Cure Light Wounds/Cause Light Wounds--
Divination1Detect Evil/Detect Goodh/sn/c
All1Detect Magic--
Divination1Detect Poisonspecially blessed vellummany
Necromantic1Dispel Fatigue
Thought1Emotion Readunmarked white waxmany
Protection1Endure Cold/Endure Heat--
Necromantic1Invisibility to Undead
Travelers1Know Directionmap 100 yrsmany
Guardian1Light/Darknessfirefly or phosphorescent mossmany
Creation1Light/Darknessfirefly or phosphorescent mossmany
Sun1Light/Darknessfirefly or phosphorescent mossmany
Combat1Magical Stoneh/s + 3 stonesmany
Baravar Cloakshadow1Mistakeh/s + transparent materialmany
Chaos1Mistaken Missive3 drops of inkmany
Illusion/Phantasm1Nystul’s Magic Aurasquare of silkmany
Illusion/Phantasm1Numbness
All1Orison--
Illusion/Phantasm1Phantasmal Forcebit of fleecemany
Protection1Protection from Evil/Protection from Goodpowdered silvermany
All1Purify Food & Drink/Putrefy Food & Drink--
Charm1Remove Fear/Cause Fear--
Protection1Ring of Hands/Ring of Woe*--
Guardian1Sacred Guardianrose petalmany
Charm1Sanctuaryh/s + silver mirrormany
Protection1Sanctuaryh/s + silver mirrormany
Illusion/Phantasm1Shriek--
Illusion/Phantasm1Spook--
Sun1Sunscorch--
Thought1Thought Capture--
Illusion/Phantasm1Ventriloquism--
Wards1Weighty Chestlead ball1
Combat2Aidh/s + white sticky clothmany
Necromantic2Aid
Divination2Augurygem inlaid stick (1000gp)n/c (1)
Travelers2Aura of Comfort--
Illusion/Phantasm2Blindness--
Illusion/Phantasm2Blur--
All2Chant--
Chaos2Chaos Wardplaying cardmany
Creation2Create Holy Symbol--
Healing2Cure Moderate Wounds/Cause Moderate Wounds--
Illusion/Phantasm2Deafnessbeeswaxmany
Divination2Detect Charm/Undetectable Charm--
Chaos2Dissension’s Feast--
Charm2Enthrall--
Wards2Ethereal Barrierrare earths (10gp)5
Divination2Find Trapsholly berriesmany
Illusion/Phantasm2Fool’s Goldvariessee spell description
Wards2Frisky Chestdried frog's leg + feather + fish scalemany
Baravar Cloakshadow2Gullh/s + sugarmany
Charm2Hold Personironmany
Illusion/Phantasm2Hypnotic Patternglowing incense or phosphorescent crystal rodmany
Thought2Ideagold coinSee gear
Illusion/Phantasm2Improved Phantasmal Force
Illusion/Phantasm2Invisibilitybit of fleecemany
Guardian2Iron Vigil--
Illusion/Phantasm2Leomund’s Trapiron pyrite (200gp)1
Travelers2Lighten Loadfeather + soapy papermany
Thought2Mind Read--
Illusion/Phantasm2Mirror Image--
Illusion/Phantasm2Misdirection--
Charm2Music of the Spheres3 x bowls (100gp each)n/c (3)
All2Mystic Transfer*--
Healing2Niilo's Nauseating Nostrumvial coloured watermany
Protection2Resist Acid and Corrosion--
Protection2Resist Fire/Resist Colddrop of mercurymany
All2Sanctify/Defile*h/s + dirt from existing templemany
Guardian2Silence 15’ Radius--
Healing2Slow Poisonh/s + garlicmany
Charm2Snake Charm--
Combat2Spiritual Hammerwar hammer0
Illusion/Phantasm2Whispering Wind--
Necromancy2Windriver's Constitution--
Protection2Withdraw--
Guardian2Wyvern Watchh/sn/c
Wards2Zone of Truthh/s + phoney gemmany
Creation3Continual Light/Continual Darkness--
Sun3Continual Light/Continual Darkness--
Guardian3Continual Light/Continual Darkness--
Travelers3Create Campsitestring + wood + watermany
Creation3Create Food & Water--
Healing3Cure Blindness or Deafness/Cause Blindness or Deafness--
Healing3Cure Disease/Cause Disease--
Divination3Detect Spiritscopper pendant (20gp)5
Charm3Dictate--
All3Dispel Magic--
Wards3Efficacious Monster Wardh/s + saltmany
Thought3Emotion Controlfleecemany
Charm3Emotion Controlfleecemany
Divination3Extradimensional Detection--
Necromantic3Feign Death
Guardian3Glyph of Wardingvariessee spell description
Travelers3Helping Hand
Healing3Hold Poisonblack silk glovemany
Illusion/Phantasm3Illusionary Scriptlead ink (300gp)1
Illusion/Phantasm3Invisibility 10’ Radiusbit of fleecemany
Wards3Invisibility Purgeh/s + silver mirrormany
Travelers3Know Customs--
Protection3Line of Protection/Line of Destructionpriest's religious standardmany
Divination3Locate Object/Obscure Objectlodestonemany
Illusion/Phantasm3Lorloveim’s Creeping Shadowobsidian statuette (1000gp)0
Protection3Magical Vestmenth/s + vestmentn/c
Thought3Memory Readlinen with goldmany
Chaos3Miscast Magic--
Illusion/Phantasm3Paralyzation--
Protection3Negative Plane Protection--
Necromantic3Negative Plane Protection--
Illusion/Phantasm3Phantom Steed--
Illusion/Phantasm3Phantom Wind--
Combat3Prayerh/sn/c
Protection3Protection from Evil 10’ Radius/Prot. from Good 10’ Radiuspowdered silvermany
Chaos3Random Causalitybronze dicemany
All3Remove Curse/Bestow Curse--
Protection3Remove Paralysis--
Necromantic3Remove Paralysis--
Healing3Repair Injury--
Necromantic3Restore Strength
Illusion/Phantasm3Shadow Bolt--
Divination3Speak with Deadh/s + incensemany
Necromantic3Speak with Deadh/s + incensemany
Illusion/Phantasm3Spectral Forcebit of fleecemany
Illusion/Phantasm3Sphere of Eyeseyeballmany
Wards3Squeaking Floorrusty iron hingemany
Sun3Starshineamaryllis plant + holly berriesmany
Thought3Telepathy--
Wards3Thief’s Lamenth/s + silver keymany
Combat3Unearthly Choir*--
Illusion/Phantasm3Wraithformbit of gauze + wisp of smokemany
Wards3Zone of Sweet Airh/s + silk handkerchief + spider webmany
Guardian4Abjureh/s + h/w + material inimical to the creatureSee Gear
Chaos4Chaotic Combat--
Chaos4Chaotic Sleepsand + 3 coffee beansmany
Charm4Cloak of Bravery/Cloak of Fearfeathermany
Healing4Cure Serious Wounds/Cause Serious Wounds--
Guardian4Dimensional Anchor--
Illusion/Phantasm4Fearheart of a hen or white feathermany
Wards4Fire Purgeh/s + scorched woodmany
All4Focus*varioussee spell description
Healing4Fortify*h/s-
Charm4Free Actionleather thingmany
Thought4Geniusgem (50gp)5
Illusion/Phantasm4Greater Mirror Image
Illusion/Phantasm4Hallucinatory Terrainrare dust (400gp)1
Illusion/Phantasm4Illusionary Walla stone + a twig + a green plantmany
Charm4Imbue with Spell Abilityh/smany
Illusion/Phantasm4Improved Invisibility--
Chaos4Inverted Ethicsminiature golden balance5
Thought4Mental Dominationmesh of fine threadsmany
Illusion/Phantasm4Minor Creationtiny piece of mattersee spell description
Thought4Modify Memory--
Healing4Neutralize Poison/Poison--
Illusion/Phantasm4Phantasmal Killer--
Protection4Protection from Misfortune--
Illusion/Phantasm4Rainbow Patterna piece of phosphormany
Thought4Rapport--
Combat4Recitation
Illusion/Phantasm4Shadow Monsters--
Illusion/Phantasm4Shadowshield
Illusion/Phantasm4Shadow Skeletonspiece of bonemany
Thought4Solipsismlotus blossom + fleecemany
Protection4Spell ImmunityvariousSee spell description
Thought4Thought Broadcastsmall balloonmany
All4Tongues--
Illusion/Phantasm4Triple Strike--
All4Uplift*h/s + offering (500gp)See spell description
Illusion/Phantasm4Vacancyblack silk (100gp)2
Wards4Weather Stasish/s + drop of rainmany
Illusion/Phantasm5Advanced Illusionbit of fleece + grains of sandmany
Protection5Antiplant Shell--
All5Atonementh/s + incensemany
Wards5Barrier of Retentionsmall cage made of silver wiremany
Creation5Blessed Abundanceh/sn/c
Chaos5Chaotic Commandseelskinmany
All5Communeh/s + h/w + incensesee gear
Healing5Cure Critical Wounds/Cause Critical Wounds--
Illusion/Phantasm5Demishadow Monsters--
Guardian5Dispel Evil/Dispel Goodh/s + h/wsee gear
Illusion/Phantasm5Dream/Nightmare--
Wards5Elemental Forbiddanceh/s + glass beadsmany
Combat5Flame Strike
Wards5Groundingh/s + coil of silver wiremany
Protection5Impregnable Mind--
Thought5Impregnable Mind--
Illusion/Phantasm5Major Creationa tiny piece of mattersee spell description
Baravar Cloakshadow5Mantle of Baravarh/sn/c
All5Meld*chalice (1000gp)0
Thought5Memory Wrackruby (200gp)3
Thought5Mindshattersmall bust of a human headmany
All5Questh/sn/c
Combat5Righteous Wrath of the Faithful
Illusion/Phantasm5Seeming--
Illusion/Phantasm5Shadow Door--
Illusion/Phantasm5Shadow Hand--
Illusion/Phantasm5Shadow Magic--
Wards5Shrieking Wallssmall golden bell + bee's wingmany
Thought5Thoughtwave--
All5True Seeing/False Seeingointment (300 gp) aged 1d6 months4
Guardian5Unceasing Vigilance of the Holy Sentinelcrushed sapphire (1000gp)0
Wards5Undead Wardh/sn/c
Illusion/Phantasm5Zala's Deception--
Protection6Antianimal Shellh/s + peppermany
Guardian6Blade Barrier--
Creation6Blade Barrier--
Illusion/Phantasm6Circle of Swords--
Charm6Command Monster--
Wards6Crushing Walls1-inch iron cube + walnut shellmany
Illusion/Phantasm6Demishadow Magic--
Thought6Disbelief--
Wards6Dragonbaneh/s + dragon scalemany
Chaos6Entropy Shieldgem (100gp) exposed to Limbo9
Illusion/Phantasm6Eyebite--
Guardian6Forbiddanceh/s + incense (1000gp)0
Thought6Group Mind--
Healing6Heal/Harm--
Creation6Heroes’ Feasth/s + specially fermented honeymany
Wards6Land of Stabilityh/s + volcanic ashmany
Illusion/Phantasm6Lorloveim’s Shadowy Transformation--
Illusion/Phantasm6Mirage Arcana--
Illusion/Phantasm6Mislead--
Illusion/Phantasm6Permanent Illusionbit of fleecemany
Illusion/Phantasm6Programmed Illusionbit of fleecemany
Illusion/Phantasm6Project Imagesmall replica (doll) of the wizardmany
Illusion/Phantasm6Shades--
Illusion/Phantasm6Shadow Gauntlet--
All6Speak with Monsters--
Combat6Spiritual Wrath*
Creation6The Great Circle/The Black Circle*--
Illusion/Phantasm6Veil--
Combat6Word of Recall
Protection7Antimineral Shell
Charm7Confusion
Charm7Exaction
All7Gate
Combat7Holy Word/Unholy Word
Thought7Impervious Sanctity of Mind
Protection7Impervious Sanctity of Mind
Illusion/Phantasm7Mass Invisibility
Thought7Mind Tracker
Healing7Regenerate
Illusion/Phantasm7Sequester
Illusion/Phantasm7Shadow Walk
Illusion/Phantasm7Shadowcat
Illusion/Phantasm7Simulacrum
Guardian7Symbol
Wards7Tentacle Walls
Illusion/Phantasm7Trickball of waxmany
Chaos7Uncontrolled Weather
Illusion/Phantasm8Prismal's WormholeSee spell
Illusion/Phantasm8Screen
Illusion/Phantasm9Mass Blindness
Illusion/Phantasm9Triple Shift
Illusion/Phantasm9Weird

Niilo: Defensive Spells

28th August 2017 at 5:04pm

1st Level

  • Blur
  • Protection from Evil
  • Invisibility from Undead

2nd

  • Mirror Image
  • Blur

3rd

  • Magical Vestment
  • Protection from Evil 10ft
  • Negative Plane Protection

4th

  • Protection from Misfortune
  • Improved Invisibility

5th

6th level

  • Entropy Shield
  • Circle of swords
  • Anti-Animal Shell
  • Disbelief
  • Blade barrier
  • Word of recall

7th Level

  • Anti-Mineral shell

Niilo: Offensive Spells

23rd September 2017 at 5:26am

1st Level

2nd

3rd

  • Random Causality
  • Shadow Bolt
  • Bestow Curse

4th

  • Triple Strike
  • Mental Domination

5th

  • Flame Strike
  • Dispel evil

6th level

  • Blade Barrier
  • Demishadow Magic (4th - 5th lvl Evocation)
    • Ice Storm
    • Mordenkainen's Force Missiles
    • Cloudkill
    • Cone of Cold
    • Wall of Fire
    • Wall of Ice
    • Wall of Iron
    • Wall of Stone
  • Shades
  • Eyebite

7th Level

  • Symbol
  • Holy Word

Ninev Millsbridge

8th February 2018 at 3:00pm

Abilities

9STRHit prob0Dmg adj0Wt allow35Max press90Open door5Bb/Lg1%
16DEXRctn adj+1Missile atk adj+1Def adj-2
16CONHP adj+2Sys shock95%Res sur96%Pois save0Regen-
15INT#Lang4Spell level7thLrn spell65%Spells/level11Spell immun0
7WIS#Mag def adj-1Bonus spells-Spell fail30%Spell immun-
12CHRMax henchmen5Loyalty base0Rctn adj0
  • Fighter 7 / Mage 5
  • HP: 61
  • AC: 1
  • THAC0: 14
  • MV: 6
  • WPs: Shortbow (Expert), Shortspear, Shortsword, Club
  • NWPs: Spellcraft, Survival (Forest), Endurance, Cooking, Religion (Vecna)

Weapon Combat

Weapon#ATAttack adj/Dmg adjTHAC0Damage (SM/L)RangeWeightSizeTypeSpeed
Shortbow +23+2/ +2141d6/1d83SP1
Spear +23/2+2 / +2141d6/1d810 20 305MP4
Flight Arrow (40)141d6/1d650 100 150*SP-

Spellbook

  • 1st: Charm Person, Feather Fall, Magic Missile, Protection from Evil, Shield
  • 2nd: Blur, Cat’s Grace, Invisibility, Web
  • 3rd: Dispel Magic, Fireball, Fly

Level 1 (4)

  • Magic Missile
  • Magic Missile
  • Magic Missile
  • Prot from Evil

Level 2 (2)

  • Invisibility
  • Web

Level 3(1)

  • Fireball

Equipment

  • Elven Chain +2

Note: Graff - Armour Class

25th February 2018 at 8:38am
Base AC3
Defence adjustment-2
Ring of Protection +2-2
Boots of Speed-2*
Calculated AC-3
  • (-2 to AC when moving)

Note: Graff - Plot Twist

11th January 2018 at 5:19pm

Fleeting Glimpse - Target cannot use Stealth for 3 rounds

Sudden recollection - Target receives +20 insight bonus on the next Knowledge skill check

Lost! - Target gains a +10 bonus on one Survival or Knowledge (nature) check

Opportunity Lost - Target is blinded, deafened, or rendered mute for 1 round

Note: Graff - Sling to hit

29th December 2016 at 1:11pm
Sling +2 Seeking+2
Missile attack adjustment+2
Halfling bonus to slings & hand thrown weapons+1
Total+5

Note: Graff - Spell Summaries

29th December 2016 at 2:32pm
Calculate
Calculate odds of success (70% chance, +2% per level). eg. THAC0 of enemy, enemy saving throw, chance of hiding behind a rock...
Personal Reading
Must know name, or date and place of birth. Builds a rough picture of the character's life history and personal specifics
Hesitation
Modify enemy's initiative rolls by +4. The initiative modifier occurs in the round following the round in which hesitation is cast.
Moment
Priest concentrates on the action, then informs the character when the "correct moment" has come. The character then gains a bonus of 20% (+4 on a d20) to the success of his action. The spell can affect only a single action in a given round. For initiative, target gets -2 to initiative but also -2 to hit. For to hit, target gets +4 to hit, but -1 initiative.
Choose Future
In the round immediately following the casting of this spell, the affected creature is allowed two rolls for any normal attack roll, initiative roll, or saving throw. The affected creature can then choose the roll he prefers.
Moment Reading
DM communicates to the priest's player a single word or short phrase describing the "tone" of the situation. eg. "imminent danger", "peace and tranquility", "betrayal"
Telethaumaturgy
Must perform a numerological analysis of a subject's correct name. May cast another spell that affects the subject individual at a range much greater than normal. Applicable spells: bless*, command, charm person or mammal, detect charm, hold person, know alignment, remove curse*, probability control, quest, confusion (one creature only), exaction. Level Range Multiplier: 1-6 x2, 7-11 x3, 12-16 x4, 17+ x5
Addition
At 10th level or lower, addition can create a single, inanimate object weighing up to 10 pounds. The spell gives the priest only rudimentary control over the creation process, so the object cannot be complex. The object must be described in a single word or short phrase (e.g., "a water pitcher" or "a block of stone")
Probability Control
This spell allows the priest to increase or decrease by a small margin the probability of success for one action. The basic modification is 15% (15 on 1d100 or 3 on 1d20), plus an additional 5% per five levels of the caster. The spell remains in effect until the subject attempts the specified action or until a number of rounds equal to the caster's level passes.
Feat
Automatic success for extremely difficult actions

Note: Niilo - Armour Class

21st October 2017 at 12:32pm
Base AC10
Defence adjustment-4
Evasive Armour, Studded Leather +5-8
Ring of protection +3 5ft-
Calculated AC-2

Note: Niilo - Plot Twist

3rd January 2018 at 2:02pm

Something Found - Target gets a +10 bonus on a single Perception check

Heirloom - Sell an item for 75% more than its normal value

Broken - Target item gains the broken condition

Numbness

30th October 2017 at 2:56pm

Numbness. Illusion. Casting time 1. 60 yds.+ 10 yds./level. Duration 1rd/lvl. Save or negate. If target fails, 20% they fail future somatic components and are at -1 to hit

Observation

29th December 2016 at 11:32am

Characters with this proficiency have cultivated exceptionally acute powers of observation. The DM may ask for a proficiency check (or secretly roll it himself) anytime there is something subtly askew; he may also allow characters with observation to increase their chance of finding secret or concealed doors by 1 in 6. The proficiency covers all the senses.

Example: Julina is questioning a man who claims to be a craftsman who has worked on the palace; she is searching for the most discreet entrance. The DM secretly rolls an observation proficiency check; it is successful. "You notice," he tells her, "that his hands are in beautiful condition, entirely lacking callouses." From this observation, Julina may deduce that the man is actually just posing as a craftsman; he may be a con man taking advantage of a few free drinks or coins, or he could even be a spy for her enemies.

Paralyzation

8th October 2017 at 2:18pm

Level: 3
Range: 10 yards/lvl
Save: Neg
AoE: 20ft cube
Duration: Special
Sphere: -
Casting time: 3
Materials: ?
Components: V S

The paralyzation spell enables the illusionist to create illusionary muscle slowdown in creatures in the area of effect. Creatures’ whose combined Hit Dice are equal to or less than twice the illusionist’s experience level can be affected. Mindless creatures and those with more Hit Dice than the spell can cover are not affected at all. Creatures with the fewest Hit Dice or levels are affected first. Any creature that might be affected is allowed a saving throw vs. paralyzation to avoid the effect. A dispel illusion or dispel magic spell removes the effect immediately, and the caster can end the spell on command. The paralyzation lasts no longer than one hour in any event

Pearly White Ioun Stone

21st October 2017 at 12:40pm

Regenerates 1 hp/turn

Periapt of Wound Closure

14th July 2016 at 6:54am

The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.

Phantom Wind

8th October 2017 at 2:16pm

Level: 3
Range: 10 yards/lvl
Save: None
AoE: 10ft wide path
Duration: 1rd/level
Sphere: -
Casting time: 3
Materials: ?
Components: V S

When this spell is employed, the illusionist creates a wind that cannot be seen or felt. This movement of air does, however, serve to blow light objects before it, flutter curtains or drapes, flap loose clothing (such as capes, cloaks, and mantles), fan fires, and move clouds of gaseous materials (such as a wall of fog, fog cloud, cloudkill, and so on). The wind created moves in the direction in which the illusionist points, its effects being felt in a progressively longer path as the spell continues, at a movement rate of 10 feet per round, with the effects lasting the entire course of the path. Thus, for example, the spell could be used to move several sailed vessels, but the first affected by the win

Potion of Extra Healing

15th June 2016 at 4:15pm

3d8+3 or 3 draughts of 1d8

Potion of Healing

15th June 2016 at 4:16pm

2d4

Potion of Moderate Healing

15th June 2016 at 4:15pm

1d10 +1

Potion of Superior Healing

11th August 2017 at 5:35pm

6d8+6

Pouch of Everbountiful bullets

26th October 2017 at 4:40pm

Unlimited +1 bullets

5 x +2 bullets per day

Powder of Hallucination

15th June 2016 at 4:17pm

Powders of Hallucination: This is used when hallucinatory spores are in short supply due to the death of 4- and 5-Hit Die members of the circles. It is also used as a defensive measure when myconids are certain they are going to be attacked; a powder is bundled and placed on a spider-silk film inside the entrance to their circle. Creatures of size M will break the powder free, affecting all creatures in a 20-foot radius as hallucinatory spores.

Hallucinator: This type of spore is usually used in the melding ritual, but a myconid can project them at an attacker. The spore cloud may be shot at one creature, and if that creature fails its saving throw vs. poison, it suffers violent hallucinations for a number of turns equal to the Hit Dice of the myconid. Hallucinating creatures react as follows (roll 1d20):

D20 RollReaction
1-10Cower and whimper
11-15Stare into nothingness
16-18Flee shrieking in a random direction
19-20Try to kill the closest creature

The range of this effect is 40 feet. This ability is gained at the 5-Hit Dice level.

Powder of Mercury

15th June 2016 at 4:16pm

When clerics anoint themselves with this powder, they are able to contact a vassal of a deity and ask a question that is truthfully answered with a short phrase or word

Powder of Rue

15th June 2016 at 4:16pm

This powder instantly cures insanity if used for three consecutive days

Prismal's Wormhole

8th October 2017 at 2:14pm

Level: 8
Range: Special
Save: None
AoE: Creates 1 wormwhole
Duration: Special
Sphere: -
Casting time: 2 hours
Materials: ?
Components: V S M

This spell allows communication and possibly travel from the caster’s location to that of another individual, the caller. When a caller speaks the secret word of activation (most likely given to him by the caster), the spell is activated, and a wormhole portal between the caster and the caller is created. Prismalk wormhole has infinite range on the Prime Material Plane, and can cross planar boundaries (though movement into the RAVENLOFT setting is only oneway).

On the caller’s side of the wormhole, a life-sized, stained-glass figure appears (an illusion), telling the caller one of two things: “Please wait for the wizard,” or “Sorry, the wizard is busy and chooses not to appear.” The stained-glass figure is not physically or visually threatening, nor can it cause harm of any kind.

On the wizard’s side of the wormhole, two illusions appear: one a stained glass figure, telling the wizard someone has called, and the other a door knocker. The figure becomes a picture of the caller if the caster desires. If the caster does not wish to appear, he wills the stained-glass figure on the other end to say he’s busy, whereon the wormhole collapses and one use of the spell is exhausted (“What? No appointment? So sorry. No audience without an appointment .”) .

If the wizard wishes to visit the caller, he need only grasp the knocker to appear directly before the caller (the knocker travels through the wormhole with the wizard). The wizard can return to his original location simply by operating the knocker again. Only the caster can operate the knocker.

The caster can also use the knocker to open the wormhole with the knocker without actually going through it, and can close the wormhole at any time. The wormhole can stay open for a maximum of one turn per level of the caster. While the wormhole is open, the wizard can cast any spell he has available through the wormhole except dispel magic. He can do this even if he does not visit the caller. While it is possible for a spellcaster at the other end of an open wormhole to cast spells at the caster, it is not possible for anyone else to go through the wormhole unless accompanied by the caster. Regardless of the distance between the ends of the wormhole, the wormhole counts as no distance for purposes of movement or spell range.

A casting of Primal's wormhole allows the wormhole to be opened a number of times equal to the caster’s level; thus, a 16th-level wizard creates a wormhole that can be activated sixteen times, with each activation lasting up to 16 turns. If the wizard chooses not to answer a call, one activation is used, exactly as if he had responded.

Preparation: The spell requires the wizard to be isolated before he can begin casting. If the caster does not have total concentration and complete silence, the spell is 50% likely to fail outright. The casting takes two hours. The material components are pine planks, a brass knocker, and least a pint each of red, blue, and yellow pigment. The wood planks must be laid on the floor in the shape of a door frame, and the knocker placed within the frame. The pigments are sprinkled in the course of the casting. The secret word (often the wizard’s name) is woven into the fabric of the spell as part of the incantation.

Protection from Misadventure

7th January 2017 at 2:21pm
Protection from Misadventure (Protection - Level 3)
Damage-Range25 ft. + 5 ft. / levels
Casting Time6Duration1 turn + 1 round / level
SaveNoneArea of Effect1 Creature
ComponentsV,S,MMaterials?

This spell numerically connects the caster and the target so that negative terms (damage) can be distributed amongst the caster and the target.

The target only takes half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage; The other half of the damage is 'distributed' to the caster. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the target suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with the caster because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and the caster, but damage already split is not reassigned to the target.

The spell ends:

  • when the caster and target move out of range
  • at will by the caster
  • once the caster falls unconscious. No further damage is taken (For example: If the caster has 10hp, and the target takes 30 damage, he would only take 10hp of damage before he falls unconscious. The target would take the usual 15 damage + the 5 damage that the caster could not 'distribute')

Protection from Misfortune

11th August 2017 at 2:58pm

Level: 4
Range: 0
Save: None
AoE: The caster
Duration: Special
Sphere: Protection, Chaos
Casting time: 3
Materials: -
Components: V

By casting this spell, the priest seeks to protect himself from misfortune. While the spell is in operation, the priest is able to negate certain misfortunes; in game terms, the priest is permined to reroll a certain number of dice rolls that produced unfortunate results. The caster can reroll his or her own saving throws, and the attack and damage mlls made against him or her by enemies (unless these resulted in the priest’s death). The following cannot be rerolled the priest’s own attack rolls, own damage rolls, and the saving throws of others. Any particular dice roll can he rerolled only once. The spell lasts a maximum of 1 turn per level of the priest, or until 1d8-1 dice rolls have been rerolled; this is recorded by the DM (the player never knows how many rerolls the priest has, if In addition, if a reroll is a natural 1, then outcome is the wnrst possible (for example, a 6 Hit Die fireball inflicts 36 points of damage on the priest)

Psionic Blast

15th June 2016 at 4:05pm

To use this blast, you need to concentrate on a mind within range. Unleashing this attack against a non-psionic opponent requires your power points to be above 100. This means you will mostly only be able to use this ability once a day. The power of this blast though can cause all manner of damage to the targets mind, dependant on their ability to resist. The range is 30 feet.

This power represents the warriors of Jhaamdath, who attuned their minds to unleash these psionic attacks on unsuspecting enemies.

Power points

  • 3/hour when only walking or riding
  • 6/hour when sitting or resting
  • 12/hour when sleeping

Quaal's Feather Tokens

29th December 2016 at 11:01am

Feather tokens are small magical devices of various forms to suit special needs. The types of tokens are listed below. Other token-types can be created as desired. Each token is usable once.

Anchor: a token useful to moor a craft in water so as to render it immobile for up to one full day.

Bird: a token that can be used to drive off hostile avian creatures or as a vehicle of transportation equal to a roc of the largest size (one-day duration).

Fan: a token that forms a huge flapping fan which can cause a strong breeze in an area large enough to propel one ship. This wind is not cumulative with existing wind speeds—if there is already a strong breeze blowing, this cannot be added to it to create a gale. It can, however, be used against it to create an area of relative calm or lesser winds (though this will not affect wave size in a storm, of course). The fan can be used up to eight hours a day. It will not function on land.

Swan boat: a token that forms a huge swanlike boat capable of swimming at a rate of 24, and carrying eight horses and gear or 32 men or any equivalent combination (one-day duration).

Tree: a token that causes a great oak to spring into being (6-foot diameter trunk, 60- foot height, 40-foot top diameter).

Whip: a token that causes a huge leather whip to appear and be wielded against any opponent desired (+1 weapon, 9th-level fighter's attack roll, 1d6+1 points damage plus a saving throw vs. spell or be bound fast for 1d6+1 rounds) for up to six turns. (See Sword of dancing).

Riding, Airborne

1st March 2018 at 2:32pm

Riding, Airborne: The character is trained in handling a flying mount. The particular creature must be chosen when the proficiency is chosen. Additional proficiency slots can be used to learn how to handle other types of mounts. Unlike land-based riding, a character must have this proficiency (or ride with someone who does) to handle a flying mount. In addition, a proficient character can do the following:

  • Leap onto the saddle of the creature (when it is standing on the ground) and spur it airborne as a single action. This requires no proficiency check.
  • Leap from the back of the mount and drop 10 feet to the ground or onto the back of another mount (land-based or flying). Those with only light encumbrance can drop to the ground without a proficiency check. In all other situations, a proficiency check is required. A failed roll means the character takes normal falling damage (for falling flat on his face) or misses his target (perhaps taking large amounts of damage as a result). A character who is dropping to the ground can attempt an immediate melee attack, if his proficiency check is made with a -4 penalty to the ability roll. Failure has the consequences given above.
  • Spur his mount to greater speeds on a successful check, adding 1d4 to the movement rate of the mount. This speed can be maintained for four consecutive rounds. If the check fails, an attempt can be made again the next round. If two checks fail, no attempt can be made for a full turn. After the rounds of increased speed, its movement drops to 2/3 its normal rate and its Maneuverability Class (see Glossary) becomes one class worse. These conditions last until the mount lands and is allowed to rest for at least one hour.
  • The rider can guide the mount with his knees and feet, keeping his hands free. A proficiency check is made only after the character suffers damage. If the check is failed, the character is knocked from the saddle. A second check is allowed to see if the character manages to catch himself (thus hanging from the side by one hand or in some equally perilous position). If this fails, the rider falls. Of course a rider can strap himself into the saddle, although this could be a disadvantage if his mount is slain and plummets toward the ground.

Riding, Land Based

29th December 2016 at 11:37am

Those skilled in land riding are proficient in the art of riding and handling horses or other types of ground mounts. When the proficiency slot is filled, the character must declare which type of mount he is proficient in. Possibilities include griffons, unicorns, dire wolves, and virtually any creatures used as mounts by humans, demihumans, or humanoids.

A character with riding proficiency can perform all of the following feats. Some of them are automatic, while others require a proficiency check for success.

  • The character can vault onto a saddle whenever the horse or other mount is standing still, even when the character is wearing armor. This does not require a proficiency check. The character must make a check, however, if he wishes to get the mount moving during the same round in which he lands in its saddle. He must also make a proficiency check if he attempts to vault onto the saddle of a moving mount. Failure indicates that the character falls to the ground–presumably quite embarrassed.
  • The character can urge the mount to jump tall obstacles or leap across gaps. No check is required if the obstacle is less than three feet tall or the gap is less than 12 feet wide. If the character wants to roll a proficiency check, the mount can be urged to leap obstacles up to seven feet high, or jump across gaps up to 30 feet wide. Success means that the mount has made the jump. Failure indicates that it balks, and the character must make another proficiency check to see whether he retains his seat or falls to the ground.
  • The character can spur his steed on to great speeds, adding 6 feet per round to the animal's movement rate for up to four turns. This requires a proficiency check each turn to see if the mount can be pushed this hard. If the initial check fails, no further attempts may be made, but the mount can move normally. If the second or subsequent check fails, the mount immediately slows to a walk, and the character must dismount and lead the animal for a turn. In any event, after four turns of racing, the steed must be walked by its dismounted rider for one turn.
  • The character can guide his mount with his knees, enabling him to use weapons that require two hands (such as bows and two-handed swords) while mounted. This feat does not require a proficiency check unless the character takes damage while so riding. In this case, a check is required and failure means that the character falls to the ground and sustains an additional 1d6 points of damage.
  • The character can drop down and hang alongside the steed, using it as a shield against attack. The character cannot make an attack or wear armor while performing this feat. The character's Armor Class is lowered by 6 while this maneuver is performed. Any attacks that would have struck the character's normal Armor Class are considered to have struck the mount instead. No proficiency check is required.
  • The character can leap from the back of his steed to the ground and make a melee attack against any character or creature within 10 feet. The player must roll a successful proficiency check with a -4 penalty to succeed. On a failed roll, the character fails to land on his feet, falls clumsily to the ground, and suffers 1d3 points of damage.

Ring of Elemental (Water) Command

26th November 2017 at 10:02am

The four types of elemental command rings are very powerful. Each appears to be nothing more than an ordinary ring, but each has certain other powers as well as the following common properties:

1. Elementals of the plane to which the ring is attuned can't attack or even approach within 5 feet of the wearer. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (saving throw applicable with a -2 penalty to the die). If the charm fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below will then function with respect to the elemental.

2. Creatures, other than normal elementals, from the plane to which the ring is attuned attack with -1 penalties to their attack rolls. The ring wearer takes damage at -1 on each die of damage and makes applicable saving throws from the creature's attacks at +2. All attacks are made by the wearer of the ring with a +4 bonus to the attack roll (or -4 on the elemental creature's saving throw), and the wearer inflicts +6 damage (total, not per die) adjusted by any other applicable bonuses and penalties. Any weapon used by the ring wearer can hit elementals or elemental creatures even if it is not magical.

3. The wearer of the ring is able to converse with the elementals or elemental creatures of the plane to which the ring is attuned. These creatures will recognize that he wears the ring, and will show a healthy respect for the wearer, if alignments are similar. If alignment is opposed, creatures will fear the wearer if he is strong, hate and desire to slay him if the wearer is weak. Fear, hatred, and respect are determined by the DM.

4. The possessor of a ring of elemental command suffers a saving throw penalty as follows: Air -2 vs. fire Earth -2 vs. petrification Fire -2 vs. water or cold Water -2 vs. lightning/electricity

• Purify water • Create water (once per day) • Water breathing (5-foot radius) • Wall of ice (once per day) • Airy water • Lower water (twice per week) • Part water (twice per week) • Water walking

Ring of Free Action

20th December 2017 at 4:10pm

This ring enables the wearer to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water. The spells simply have no effect. While under water, the individual moves at normal (surface) speed and does full damage even with cutting weapons (like axes and scimitars) and with smashing weapons (like flails, hammers, and maces), insofar as the weapon used is held rather than hurled. This will not, however, enable breathing under water without further appropriate magic.

Ring of Holiness

8th October 2017 at 12:56pm

This ring allows a priest to turn undead at +1 bonus. It also allows the priest to memorise an extra level 1, 2 & 3 spell when worn during resting. If removed, the spells are lost.

This can also be used to hold up to 6 charges of Shadowfire

Ring of Jumping

14th July 2016 at 6:53am

The wearer of this ring is able to leap 30 feet ahead or 10 feet backward or straight up, with an arc of about 2 feet for every 10 feet traveled (see the 1st- level wizard spell, jump). The wearer must use the ring's power carefully, for it can perform only four times per day.

Ring of Protection

25th March 2017 at 4:19pm

A ring of protection improves the wearer's Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:

  1. The ring does not improve Armor Class if magical armor is worn, although it does add to saving throw die rolls.
  2. Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protection.

Ring of Regeneration

27th July 2017 at 1:51pm

Ring of Regeneration: The standard ring of regeneration restores one point of damage per turn (and will eventually replace lost limbs or organs). It will bring its wearer back from death. (If death was caused by poison, however, a saving throw must be successfully rolled or the wearer dies again from the poison still in his system.) Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course, the ring must be worn, and its removal stops the regeneration processes.

Ring of Spell Storing

14th July 2016 at 6:53am

A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells. The class of spells contained within the ring is determined in the same fashion as the spells on scrolls (see "Scrolls"). The level of each spell is determined by rolling 1d6 (for priests) or 1d8 (for wizards). The number rolled is the level of the spell, as follows:

Priest: 1d6, if 6 is rolled, roll 1d4 instead.

Wizard: 1d8, if 8 is rolled, roll 1d6 instead.

Which spell type of any given level is contained by the ring is also randomly determined.

The ring empathically imparts to the wearer the names of its spells. Once spell class, level, and type are determined, the properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of five.

Robe of Blending

29th December 2016 at 10:58am

This ordinary-appearing robe cannot be detected by magical means. When it is put on, however, the wearer will know that the garment has very special properties. A robe of blending enables its wearer to appear to be part of a rock wall or a plant—whatever is appropriate. It can even make the wearer appear to be a creature of his choice.

The robe does have its limits: It will not make its wearer appear to be more than twice normal height or less than one-half normal. It does not impart vocal capabilities—either understanding or imitating the creature the wearer looks like. (In situations where several different forms are appropriate, the wearer is obliged to state which form he wishes the robe to camouflage him as.)

Creatures with exceptional (15+) or better Intelligence have a 1% per Intelligence point chance of detecting something amiss when they are within 30 feet of someone disguising himself with a robe of blending. Creatures with low Intelligence or better and 10 or more levels of experience or Hit Dice have a 1% chance per level or Hit Die of likewise noting something unusual about a robe-wearing character. (The latter is cumulative with the former chance for detection, so an 18 Intelligence wizard of 12th level has a 30% chance—18% + 12%—of noting something amiss.) After an initial check per eligible creature, successive checks should be made each turn thereafter, if the same creatures are within the 30-foot range. All creatures acquainted with and friendly to the wearer will see him normally.

Saw of Mighty Cutting

29th December 2016 at 11:05am

This notched adamantite blade is 12 feet long and over 1 foot wide. It requires 18/00 or greater Strength to operate alone, or two people of 17 or greater Strength working in tandem. The blade will slice through a 1-foot diameter tree in three rounds, a 2-foot thick hardwood tree in one turn, or a 4-foot thick trunk in three turns. After six turns (cumulative) of cutting with the saw, the character or characters must rest for six turns before doing any further work.

Scroll: Native Item

10th August 2017 at 3:02pm

Handful of dirt will return any +s'd magical item to its regular charge for 1 turn / caster casting time of 5

Set Snares

15th June 2016 at 4:24pm

1 slot, intelligence -1

The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not work for some reason. It may be that the workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem does not need to be known. The character can also attempt to set traps and snares for larger creatures: tiger pits and net snares, for example.

A proficiency check must be rolled, this time with a -4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered.

Thief characters (and only thieves) with this proficiency can also attempt to rig mantraps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a man-trap.

Setting a small snare or trap takes one hour of work. Setting a larger trap requires two to three people (only one need have the proficiency) and 2d4 hours of work. Setting a man-trap requires one or more people (depending on its nature) and 1d8 hours of work. To prepare any trap, the character must have appropriate materials on hand.

Characters with animal lore proficiency gain a +2 bonus to their ability score when attempting to set a snare for the purposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefit when attempting to trap monsters or intelligent beings.

Shadowshield

30th October 2017 at 2:54pm
  • Level: 4
  • Range: Touch
  • Components: V, S, M
  • Casting Time: 4
  • Duration: Special
  • Area of Effect: Creature touched
  • Saving Throw: Neg.

This spell enables a wizard to make a creature more likely to survive an attack by imbuing the creature with a phantom shadow of itself. This phantom possesses half the creature’s normal hit points. When the creature struck by an attack, there is a 60% chance that the phantom absorbs all the damage. The shadowshield is ineffective against psionic or magical attacks that affect the mind.

The phantom makes saving throws just as the affected creature. If reduced to 0 or fewer hit points, the shield is dispelled and cannot be received again until one day has passed for each point of damage the phantom has taken. A creature attempting to use this spell more than three times per year must make a successful Constitution check or lose one point of Constitution.

The recipient’s shadow must be visible at the time the spell is cast or the spell fails.

Slickwick "The Sleuth" Snoopspook

20th January 2018 at 7:55am

Player Character Record

NameSlickwick "The Sleuth" SnoopspookLevelPriest 8/Rogue 10
AlignmentCGRaceGnome
SexMaleAge100
Ht.3'1"Wt.80lb
HairBlackEyesBlack

Abilities

11STRHit prob0Dmg adj-Wt allow40Max press115Open door6Bb/Lg2%
18DEXRctn adj+2Missile atk adj+2Def adj-4
13CONHP adj0Sys shock85%Res sur90%Pois save0Regen-
13INT#Lang3Spell level6thLrn spell55%Spells/level9Spell immun-
16WIS#Mag def adj+1Bonus spells2Spell fail0Spell immun-
13CHRMax henchmen5Loyalty base0Rctn adj+1

Movement

Base rate6
Light( )
Mod( )
Hvy( )
Svr()
Jog(x2)
Run(x3)
Run(x4)
Run(x5)

Saving throw

Paralyze/Poison7
+2Rod/Staff/Wand11
Petrify/Polymorph10
Breath Weapon13
+2Spells12

Don't forget: Ring of Protection +1

Armour & Hit Points

ArmourAdjusted ACArmour typeHit pointsWounds
-2SurprisedElven Chain +144Injury
ShieldlessStudded leather (-3)
RearStrain 13
DefencesRing of Protection +1

Weapon Combat

Weapon#ATAttack adj/Dmg adjTHAC0Damage (SM/L)RangeWeightSizeTypeSpeed
Kukri1-/-161d4+1 -1SP3
2 x Kukri +21+2/+2161d4+1 -1SP1
Kukri +41+4/+4161d4+1 -1SP0
Hand crossbow1-/-16-/-20/40/601SP5
Hand quarrel--/-161d3/1d21SP-
+2 Arquebus (9)1-/-16d10+220/40/601SP13

Abilities & Proficiencies/Skills/Languages

Special abilitiesWeapon ProficienciesNon-Weapon ProficienciesLanguages
GnomeKukriClockwork Creation(DEX/0)Common(S/RW)
+4 save (wands & spells)Hand CrossbowEngineering(INT/-3)Gnome(S/RW)
20% magic item failureTwo Weapon FightingWeaponsmithing(INT/-3)Goblin(-/RW)
+1 vs kobolds and goblinsArquebusMining(WIZ/-3)Ancient Thorass(-/RW)
+4 ac vs gnolls, bugbears, ogres, trolls, giants, titansSteady Hand(DEX/0)
60ft infravision
Neblun
Reroll one d20 once a day
Mending 1/day
Analyse contraption 1/day
Rogue Abilities
Pick Pockets60%
Open Locks95%
Find/Remove Traps95%
Move Silently60% (95-100% with Boots of Elvenkind)
Hide In Shadows75%
Detect Noise40%
Climb Walls50%
Backstabx4

Gear + Money

ItemLocationWeight
Magical Items
Ring of Protection +3 5ft
Bag of Animated Caltrop
Boots of Elvenkind
Potions
1 x Potion of Superior Healing
7 x Potion of Extra Healing(4 on person, 3 in BoH)
0 x Potion of Moderate Healing
0 x Potion of Healing
Weapons
2 x Kukri +2
Arquebus +2
Arquebus +4
2 x Stunbolt
3 x Bolts of Slaying
Misc
Elven chain +1
Money
EP0
GP15645
SP0
CP0

Slickwick Spells

15th June 2016 at 4:12pm
Type Level Name
Divination 1 Analyze Balance
Numbers 1 Analyze Balance
Chaos 1 Battlefate
All 1 Bless/Curse
Guardian 1 Blessed Watchfulness
Numbers 1 Calculate
All 1 Combine
Charm 1 Command
Healing 1 Cure Light Wounds/Cause Light Wounds
Divination 1 Detect Evil/Detect Good
All 1 Detect Magic
Divination 1 Detect Poison
Thought 1 Emotion Read
Protection 1 Endure Cold/Endure Heat
Time 1 Know Age
Time 1 Know Time
Guardian 1 Light/Darkness
Creation 1 Light/Darkness
Chaos 1 Mistaken Missive
Nebelun 1 Mending
All 1 Orison
Numbers 1 Personal Reading
Protection 1 Protection from Evil/Protection from Good
All 1 Purify Food & Drink/Putrefy Food & Drink
Charm 1 Remove Fear/Cause Fear
Protection 1 Ring of Hands/Ring of Woe*
Guardian 1 Sacred Guardian
Protection 1 Sanctuary
Charm 1 Sanctuary
Thought 1 Thought Capture
Divination 2 Augury
All 2 Chant
Chaos 2 Chaos Ward
Creation 2 Create Holy Symbol
Healing 2 Cure Moderate Wounds/Cause Moderate Wounds
Divination 2 Detect Charm/Undetectable Charm
Chaos 2 Dissension’s Feast
Charm 2 Enthrall
Divination 2 Find Traps
Time 2 Hesitation
Charm 2 Hold Person
Thought 2 Idea
Guardian 2 Iron Vigil
Thought 2 Mind Read
Numbers 2 Moment
Numbers 2 Music of the Spheres
Charm 2 Music of the Spheres
All 2 Mystic Transfer*
Time 2 Nap
Protection 2 Resist Acid and Corrosion
Protection 2 Resist Fire/Resist Cold
All 2 Sanctify/Defile*
Guardian 2 Silence 15’ Radius
Healing 2 Slow Poison
Charm 2 Snake Charm
Protection 2 Withdraw
Guardian 2 Wyvern Watch
Time 3 Accelerate Healing
Nebelun 3 Analyze Contraption
Time 3 Choose Future
Guardian 3 Continual Light/Continual Darkness
Creation 3 Continual Light/Continual Darkness
Creation 3 Create Food & Water
Healing 3 Cure Blindness or Deafness/Cause Blindness or Deafness
Healing 3 Cure Disease/Cause Disease
Divination 3 Detect Spirits
Charm 3 Dictate
All 3 Dispel Magic
Charm 3 Emotion Control
Thought 3 Emotion Control
Numbers 3 Etherealness
Divination 3 Extradimensional Detection
Numbers 3 Extradimensional Detection
Guardian 3 Glyph of Warding
Healing 3 Hold Poison
Protection 3 Line of Protection/Line of Destruction
Divination 3 Locate Object/Obscure Object
Protection 3 Magical Vestment
Thought 3 Memory Read
Chaos 3 Miscast Magic
Numbers 3 Moment Reading
Protection 3 Negative Plane Protection
Protection 3 Protection from Evil 10’ Radius/Prot. from Good 10’ Radius
Chaos 3 Random Causality
All 3 Remove Curse/Bestow Curse
Protection 3 Remove Paralysis
Healing 3 Repair Injury
Divination 3 Speak with Dead
Thought 3 Telepathy
Numbers 3 Telethaumaturgy
Time 3 Unfailing Premonition
Numbers 4 Addition
Time 4 Age Plant
Time 4 Body Clock
Divination 4 Detect Lie/Undetectable Lie
Numbers 4 Dimensional Folding
Divination 4 Divination
All 4 Focus*
Thought 4 Genius
Thought 4 Mental Domination
Thought 4 Modify Memory
Nebelun 4 Nebelun's Tool Box (AKA Drawmij's Tool Box)
Divination 4 Omniscient Eye
Numbers 4 Probability Control
Thought 4 Rapport
Thought 4 Solipsism
Thought 4 Thought Broadcast
All 4 Tongues
All 4 Uplift*
Time 5 Age Object
All 5 Atonement
Creation 5 Blessed Abundance
All 5 Commune
Divination 5 Consequence
Numbers 5 Consequence
Numbers 5 Dimensional Translocation
Numbers 5 Extradimensional Manipulation
Numbers 5 Extradimensional Pocket
Thought 5 Impregnable Mind
Divination 5 Magic Font
All 5 Meld*
Thought 5 Memory Wrack
Thought 5 Mindshatter
Time 5 Othertime
All 5 Quest
Time 5 Repeat Action
Thought 5 Thoughtwave
Time 5 Time Pool
All 5 True Seeing/False Seeing
Time 6 Age Creature
Creation 6 Blade Barrier
Thought 6 Disbelief
Nebelun 6 Fantastic Machine
Divination 6 Find the Path/Lose the Path
Thought 6 Group Mind
Creation 6 Heroes’ Feast
Numbers 6 Physical Mirror
Time 6 Reverse Time
Numbers 6 Seclusion
Time 6 Skip Day
All 6 Speak with Monsters
Divination 6 Stone Tell
Creation 6 The Great Circle/The Black Circle*
Time 7 Age Dragon
Divination 7 Divine Inspiration
All 7 Gate
Thought 7 Impervious Sanctity of Mind
Thought 7 Mind Tracker
Numbers 7 Spacewarp
Numbers 7 Timelessness

Sling +2 Seeking

29th December 2016 at 11:13am

This gives its user a +2 bonus for both attack and damage rolls, but missiles from such a weapon are regarded as +1 with respect to whether or not certain creatures are affected by the weapon (i.e., a special defense of "+1 or better weapon to hit" means the creature is vulnerable to normal missiles from this sling).

Spell Talisman

19th March 2017 at 1:27pm

1 slot, Intelligence

This skill allows a priest to cast one or more spells at the beginning of each day, making them available for instant use.

When a priest with this skill is finished praying for spells, the character can attempt to cast the spell and direct its magical energy into a special container or talisman. A talisman is a small object such as a jewel, crystal bead, or holy symbol blessed by the priest. A talisman must be worth at least 100 gp per spell level.

A successful skill roll is required to place a spell into a talisman. If the roll fails, the spell is wasted. The priest must have all necessary material components on hand and must meet all the usual requirements to cast a spell. If casting the spell has an effect on the priest, such as unnatural aging, the priest suffers the effect even if the spell was not placed in the talisman.

The total levels of spells a priest can have stored in talismans cannot exceed the priest’s level. The highest level spell a priest can place in a talisman depends on the priest’s level, as shown below:

Priest Level MaximumSpell Level
12–141st
15–172nd
18–203rd
21–234th
24–265th
27–296th
30+7th

For example, Wulf, a 21st-level priest, can have up to 21 levels of spells stored, but no stored spell can be higher than 4th level. Wulf might choose to store two spells of 4th level, two 3rd, and seven 1st-level spells.

To release a spell from a talisman, the priest must be holding or carrying the item and have the opportunity to concentrate briefly and utter a few words. Though the initiative modifier for releasing the spell is +2, the release cannot be disrupted (though a gagged or silenced priest could not release the spell). Once the spell is released, it functions as if cast normally in all respects, destroying the talisman in the process.

A spell can be stored in a talisman for a maximum of 24 hours. If not used in the allotted time, or if separated from the priest for more than one hour, the talisman crumbles into dust and the spell is lost. No being other than the priest who stored the spell can release the stored energy.

A portion of the spell stored in a talisman lingers in the priest’s memory. If the priest memorizes spells again before the 24 hours have expired, the character cannot regain the spell stored in the talisman. The priest cannot transfer a spell from a talisman back into memory. If a talisman is destroyed, the spell is lost. A spell fades from the priest’s memory when it is released or lost.

Spells stored in talismans can be cast on worlds where the local magical factor would not allow the spell to be cast (see Chapter 2). A spell cannot be stored in talisman, however, unless the local conditions allow the spell to be cast. The initiative modifier for releasing a spell from a talisman is never affected by the local magical factor.

Sphere of Eyes

8th October 2017 at 2:20pm

Level: 4
Range: 70ft
Save: None
AoE: 60ft Radius
Duration: 1rd/level
Sphere: -
Casting time: 4
Materials: eyeball
Components: V S M

This spell enables a caster to create a sphere of radiance in which thousands of glistening, glowing eyeballs float, darting and swarming in random directions. Once cast, the sphere of eyes is immobile, and its radiance is at all times equivalent to a silvery-blue faerieJire spell. The eyes are intangible, and do not react to their surround

Any illusion or magical invisibility that comes into contact with a sphere of eyes is instantly and permanently negated. Beings who actually have changed their shapes by use of magic or a natural ability are seen with a clear, bright silvery-blue “ghost” image of their other form superimposed upon their current one. This spell also negates operating forget, misdirection, obscurement, nondetection, and undetectable alignment magics, and allows feebleminded creatures an immediate new saving throw to escape the condition.

The material component of this spell is an eyeball (from any source).

Staff of Curing

19th October 2017 at 3:54pm

This device can cure disease, cure blindness, cure wounds ( 3d6+3 hit points), or cure insanity. Each function drains one charge. The device can bi used once per day on any person (dwarf,elf,gnome,half-elf, halfling included), and no function may be employed more than twice per day(i.e., the staff can function only eight times during a 24-hour period). It can be recharged.

Steady Hand

15th June 2016 at 4:27pm

1 slot, dexterity

Characters with this talent are excellent shots with bows or crossbows. They have an unusually good eye for distance, a knack for judging a tricky shot, and a smooth and easy aim and release. If the character takes a full round to aim his shot (i.e., voluntarily holds his action until last in the round) he suffers no penalty for a medium-range shot and only a –2 penalty for a long-range shot. If the character would normally receive multiple attacks with his weapon, he has to forfeit them in order to use this talent–he can make only one shot per round.

Stone of Good Luck

29th May 2017 at 8:48am

The stone’s +1 (or +5%) bonus applies whenever dice are rolled to see if the character (not the character’s equipment) avoids an adverse happening. The bonus applies to saving throws, ability checks used as saving throws, system shock rolls, resurrection survival rolls, and any other event in which chance, not skill, is the determining factor. The bonus does not apply to spell failure, magical item creation, learning spells, or to most proficiency checks. The character’s good luck applies to rolls for party treasure distribution and to proficiency checks involving luck or dodging, such as gaming and tumbling.

Stunbolt

15th June 2016 at 4:17pm

This special crossbow quarrel, which can be fired from any size crossbow from hand to heavy, looks like a stone door-knob on a short, thin shaft. When fired, a stun bolt behaves in all cases (ranges, ROF, etc.) as if fired from a hand crossbow. However, on impact, it shatters into dust-sized motes, releasing a stunning magical shock of force that does 2d4 damage to any being struck. Victims of a stun bolt strike are unable to think or act coherently for the round following the hit (no saving throw). Only living things are affected—undead and objects suffer no shock effects. Such weapons are often used by dwarven guards.

Talisman of Pure Good

8th October 2017 at 12:55pm

A high priest who possesses this item can cause a flaming crack to open at the feet of an evil priest. The intended victim will be swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be good, and if he is not exceptionally pure in thought and deed, the evil priest will gain a saving throw vs. death.

A talisman of pure good has seven charges. It cannot be recharged. If a neutral priest touches one of these magic stones, he will suffer 7d4 points of damage. If an evil priest touches one, he will suffer 12d4 points of damage. Nonpriests will not be affected by the device.

The Cloak of the Deep Dragon

25th November 2016 at 3:03pm

The Cloak Of The Deep Dragon is a deep black hide covered in deep black and rich purple scales. The cloak provides a +3 bonus to saving throws against dragon breath. Against any kind of corrosive gas breath, this saving throw is increased to +6 and, if passed, a quarter damage is taken, not half.

Fireproof against magical fire (Item +4 bonus, Character +2 bonus)

Trick

8th October 2017 at 2:00pm

Level: 7
Range: 80 yds. + 10 yds/lvl
Save: None
AoE: Caster + one individual
Duration: 1turn/level
Sphere: -
Casting time: 7
Materials: Ball of wax
Components: V S M

This spell combines aspects of mirror image and blink. It creates two or more exact duplicates within 50 feet of the caster. The caster’s true location jumps randomly from image to image at the beginning of each round, before any other action occurs.

This powerful illusion enables the wizard to exchange his appearance and position with that of any target creature within range. The wizard and the target individual are teleported to each other’s positions. To others, the individual and the caster each seem to have the voice and physical appearance of the other; in effect, none bows that a switch occurs unless the caster has warned them beforehand. A true seeing spell will detect the switch. Note that the teleportation is not without mor, and thus this spell entails some risk on the part of the caster and the target.

At the end of the duration, or upon a successful dispel magic or dispel illusion spell upon either of the affected individuals, the switch is reversed.

The material component for this spell is a hall of wax.

Triple Shift

15th October 2017 at 4:10pm

Level: 9
Range: 50 foot radius
Save: N/A
AoE: Self
Duration: 1 round / 2 levels
Sphere: -
Casting time: 1
Materials: See spell
Components: V S M

After a few arcane mutterings and some delicate hand gestures, the spell is cast, summoning forth two strands of the shadow plane, infused with the astral. The strands becomes fused with your consciousness and they pop. From where you designate, the strand appears and gestates almost immediately into two exact replicas of you. Their minds linked to your own, a shared consciousness between you and your body doubles. You feel the doubles as though they were your own body, they move as though they were your own will and you know; they are you.

When cast, the spell creates two doubles of you. The doubles are exact in every way having the same class features. Any spells that were cast upon you at the time of casting are also transferred to the body doubles. This doubles act on the same initiative, whichever is the slowest of the three. There are no ways of telling which of the three of you is the real one. The doubles appear next to you, the affect of the spell ends if you move out of range of either and you recombine. In truth, neither of you are the true caster. Instead, your consciousness is split between the three, hovering indefinetly within all versions. Both bodies are fully real and all the items they hold are as though real items. When this spell is cast, you decide on a number of hit points from your total and a number of spell slots (or Spell Points or similar things) to transfer to your body doubles. The body doubles can use only the spell slots transferred to it and only have a number of hit points given to it. The items on the body are all real, though any charge used will drain a charge from all three or a daily use will use up the daily use from all three items.. Also, artefacts cannot be tripled. The pool of Shadowfire levels can be cast from any body though the constitution limit affects all three as a whole, not individually. If one of the bodies is killed, then the remaining unused spells are transferred, along with the conscious mind, into the other bodies. All the items of the killed body vanish and all its items are also destroyed, as though they were mere illusions. Any body is "killed" when it is reduced to 0 or less hit points. Any damage that would take it to under -10 hit points is transferred to the other bodies. While Triple Shift is active on your person, neither you nor your double can cast it again. The spell component are three statues of the caster of the caster which must be carved from diamond costing 15,000gp altogether. These are used up in the casting of the spell.

True Invisibility

26th December 2017 at 10:01am
  • Quest Level
  • Range: Self
  • Duration: 1rd / 2 levels
  • Area Of Effect: Self
  • Components: V, S
  • Casting Time: 1 rnd
  • Saving Throw: None

This spell is similar to Improved Invisibility except only 10th level divinations can penetrate its magic. Creatures normally immune to Illusions are not immune to this and creatures that rely on scent or even tremo-sense are also fooled by this spell.

Wand of illumination

15th June 2016 at 4:07pm

Wand of Illumination: This wand has four separate functions, three of which approximate wizard spells, and one of which is unique:

  • Dancing lights: The wand produces this effect at a cost of one charge.
  • Light: The illumination wand sends forth light at an expenditure of one charge.
  • Continual light: This function require two charges.
  • Sunburst: When this effect is called forth, the wand delivers a sudden flash of brilliant, greenish-white light, with blazing golden rays. The range of this sunburst is 120 yards maximum, and its duration is 1/10 of a second. Its area of effect is a globe of 40-foot diameter. Any undead within this globe suffer 6d6 points of damage, with no saving throw. Creatures within or facing the burst must roll successful saving throws vs. wands or be blinded for one round and be unable to do anything during that period. (Of course, the creatures in question must have sight organs sensitive to the visible light spectrum). The function requires three charges.

The wand can be recharged.

Wand of Magic Detection

29th December 2016 at 10:55am

This wand is similar in operation to the enemy detection wand. If any form of magic is in operation, or a magical item exists within a 30-foot radius, the magic detection wand will pulse and point to the strongest source. Note that it will point to a person upon whom a spell has been cast.

Operation requires one round, and successive rounds will point out successively less powerful magical radiation. The school of magic (abjuration, alteration, etc.) can be determined if one round is spent concentrating on the subject emanation. One charge is expended per turn (or fraction thereof) of use. Starting with the second round of continuous use, there is a 2% cumulative chance per round that the wand will temporarily malfunction and indicate nonmagical items as magical, or vice-versa. The wand may be recharged.

Wand of Negation

27th July 2017 at 1:53pm

This device negates the spell or spell-like function(s) of rods, staves, wands, and other magical items. The individual with the negation wand points to the device, and a pale gray beam shoots forth to touch the target device or individual. This totally negates any wand function, and makes any other spell or spell-like function from that device 75% likely to be negated, regardless of the level or power of the spell. The wand can function once per round, and each negation drains one charge. The wand cannot be recharged.

Wand of Obliteration

1st April 2017 at 5:56pm

Wand Of Obliteration (12 charges) - Niilo

Function: This wand can harmlessly erase and dispel symbols, glyphs of warding, and other written messages and runes (such as wizard mark). It can obliterate scrolls, and even pages from spell books, but all such items (regardless of how written and on what) gain a saving throw vs. “magical fire” on the Saving Throw Matrix For Magical and Non-Magical Items, as if they were “parchment or paper,” with bonuses and penalties as follows:

• Normal, non-magical writing: -3

• Wizard mark, identifying rune or sigil for magical person or thing, command word, message concealed by unreadable magic: +1

• Symbol, glyph of warding, protective circle or other magical rune: +2

• Single written spell (e.g. scroll), secret page magic: +3

• Spell book page (or scroll if in close proximity to other scrolls or spell books); includes all multi-spell scrolls, but not secret page spell book pages: +4

Messages and marks deeply cut into stone cannot be destroyed by this wand. Only one message (regardless of extent), spell, or magical rune can be affected with the wand per round, and the fading (if successful) takes a full round. If an erasing attempt is unsuccessful, there is a 5% chance the wand will explode, doing 10-54 (4d12+6) points of damage to all within 1". The wand cannot be recharged, and each use, successful or not, drains one charge.

Wayfinder

2nd December 2016 at 2:53pm

"The Wayguider

Thessalls' wayguider is a square lantern 1 foot high with a 6- by 6-inch base. It is styled with four brass pillars, one at each corner. Two opposite sides of the lantern have bronze shutters. The handle on top is made of ivory inlaid with gold bands. In the centre of the lantern is room for one large candle. The wayguider has two words inscribed at the base. The words read ""Bezzam"" and ""Tekkar.” This device will function as a lantern, with continual light, in a 180 degree cone in front up to 60 feet unless one of the command words is spoken.

When the command ""Bezzam"" is spoken aloud, the light from the lantern takes on a blue tint and the range of the light is reduced to 40 feet. This light has the power to reveal secret and magically hidden doors as well as disguised trap doors. When the light shines upon any such portal, its outline glows with a bright blue sheen. The opening mechanism of the door is not revealed, however. This power of the lantern can be used only once a day. The magic lasts for only one turn before the light returns to normal.

When the second command, ""Tekkar,"" is uttered, the lantern casts a reddish light. The glow of the lantern is reduced to a range of 20 feet. This beam has the ability of true seeing as per the 5th-level priest spell of the same name. This power affects all creatures in the light's 180° area of effect even if the bearer doesn't intend it. This power can only be used once per day and lasts one turn.

The final power of the lantern is that it can communicate with the holder empathically and give directions to find the path from which it came. This power also negates the effects of the 8th-level wizard spell maze. It can be used once per day and this charge is used up automatically if the lantern is in hand and maze is used on the bearer."

Weaponsmithing

15th June 2016 at 4:26pm

3 slots, intelligence -3

This highly specialized proficiency enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades. The character blends some of the skill of the blacksmith with an ability to create blades of strength and sharpness. A fully equipped smithy is necessary to use this proficiency.

A dwarven weaponsmith is not only more skilled than a human one (Int -1 instead of -3), but is capable of producing weapons at a faster rate (given on the table below under Dwarf Time to manufacture an item). This skill is also available to a dwarf at the cost of 2 proficiency slots instead of the usual 3. The time and cost to make various types of weapons are listed below.

WeaponTimeCostDwarf Time
Arrowhead10 / day1 cp15/day
Battle Axe10 days10 sp7 days
Hand Axe5 days5 sp3 days
Dagger5 days2 sp3 days
Heavy Crossbow20 days10 sp15 days
Light Crossbow15 days5 sp12 days
Fork, Trident20 days10 sp15 days
Spear, Lance4 days4 sp3 days
Short Sword20 days5 sp15 days
Long Sword30 days10 sp23 days
2-Handed Sword45 days2 gp34 days

For every extra proficiency slot taken above the first, the time to make each weapon decreases by 20% to a minimum time of 40% of that stated above.

Weather Sense

29th December 2016 at 11:25am

This proficiency enables the character to make intelligent guesses about upcoming weather conditions. A successful proficiency check means the character has correctly guessed the general weather conditions in the next six hours. A failed check means the character read the signs wrong and forecast the weather incorrectly. The DM should roll the check secretly. A proficiency check can be made once every six hours.

However, for every six hours of observation, the character gains a +1 bonus to his ability score (as he watches the weather change, the character gets a better sense of what is coming).

This modifier is cumulative, although sleep or other activity that occupies the attention of the character for a long period negates any accumulated bonus.

Sometimes impending weather conditions are so obvious that no proficiency check is required. It is difficult not to notice the tornado funnel tearing across the plain or the mass of dark clouds on the horizon obviously headed the character's way. In these cases, the player should be able to deduce what is about to happen to his character anyway.

Windriver's Constitution

21st October 2017 at 8:17am
Spell Level:2
Sphere:Necromancy
Components:V, S, M (a few hairs of a troll)
Range:Touch
Casting Time:1 turn
Duration:1 hours/level
Saving Throw:None
Target:Touched creature

Increases the character's Constitution, depending on their class group, to a maximum of 19.

  • Priest: +1d6
  • Warrior: +1d8
  • Wizard: +1d4
  • Rouge: +1d4
  • Creatures without CON: +1 to hp per hit dice

The spell cannot confer a Constitution of 20 or more

Zala's Deception

8th October 2017 at 1:55pm

Level: 5
Range: 0
Save: None
AoE: 50 ft radius circle
Duration: 1rd/level
Sphere: -
Casting time: 5 (or 1rd)
Materials: -
Components: V S

This spell combines aspects of mirror image and blink. It creates two or more exact duplicates within 50 feet of the caster. The caster’s true location jumps randomly from image to image at the beginning of each round, before any other action occurs.

Zulu B deception creates 1d4 illusory duplicates, plus 1 additional image for every five levels of experience. A 10th-level wizard creates ld4+2 images, a 15th-level wizard creates ld4+3, and so on to a maximum of ld4+5 at 25th level.

Unlike the images of the mirror image spell, this spell’s illusory duplicates do not vanish if struck. Instead, any creature successfully striking an image in hand-to-hand combat at any time during the round (including touch-delivered spells) is allowed a saving throw vs. spell. If successful, the duplicate vanishes; failure means the image remains.

Otherwise, the caster has considerable control over the movement of the duplicates, which will not become entangled with walls, furniture, or other obstacles. If the wizard takes one full round to cast the spell (instead of a casting time of 5), the images will appear in precisely the spots and orientation desired, instead of being generally placed by the DM. After that, the images mimic the caster’s general movements in a believable fashion.

The images can he dispelled normally, though each is checked individually. Magics such as hre seeing can easily determine which are the images and which is the true wizard.