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message 1: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 07:14PM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) The following is a list of all the special abilities, spell-like abilities and/or original moves belonging to the specific class in question.
*Note: not all classes have special abilities.


ARDENT
A mantle represents a universal concept or philosophical idea that forms the basis for psionic study. A mantle includes a short list of psionic powers that are available to the ardent for his personal repertoire. When creating a character, choose TWO mantles from the list and seven abilities for your character; list them in his/her profile.

CHAOS MANTLE: You can expend your psionic focus to deal additional damage to nonchaotic creatures.
» Destiny Dissonance: Your dissonant touch sickens a foe.
» Matter Agitation: You heat a creature or object.
» Distracting Shout: Distract opponents with your powerful shout.
» Personality Parasite: Subject's mind calves self-antagonistic splinter personality for 1 hour.
» Catapsi: Psychic static inhibits power manifestation.
» Inconstant Location: Make swift instantaneous moves in combat.
» Chaos Fissure: Wild surge and wild magic apply to psionic powers and spells.

COMMUNICATION MANTLE: While psionically focused, you gain a competence bonus on diplomacy and can use the diplomacy more quickly and skillfully than others.
» Attraction: Subject has an attraction you specify.
» Charm, Psionic: Makes one person your friend.
» Missive: Send one-way telepathic message to subject.
» Telempathic Projection: Alter the subject's mood.
» Missive, Mass: You send a one-way telepathic message to an area.
» Suggestion, Psionic: Compels subject to follow stated course of action.
» Tongues, Psionic: You can communicate with intelligent creatures.
» Correspond: Hold mental conversation with another creature at any distance.
» Metaconcert: Mental concert of two or more increases the total power of the participants.
» Metafaculty: You learn details about any one creature.

CONFLICT MANTLE: You are more in tune with martial concepts and a weapon of your choice.
» Metaphysical Weapon: Weapon of choice gains an attack bonus.
» Prescience, Offensive: Gain a bonus on your damage.
» Psionic Lion's Charge: You can make a full attack in the same round you charge.
» Dimension Slide: Teleports you a very short distance (maximum 30').
» Immovability: You are almost impossible to move and gain damage reduction.
» Psychic Crush: Brutally crush subject's mental essence, reducing subject to unconsciousness.
» Graft Weapon: Your hand is replaced seamlessly by your weapon until you allow it to revert back.
» Spirit of War: Confirm one attack and damage and one dodge without a change of missing or not dodging within a fight.

CONSUMPTION MANTLE: You can expend your focus to gain temporary health levels when someone within 10' is wounded; this lasts for 1 minute.
» Hungry Touch: Your touch deals damage while you heal.
» Feat Leech: Borrow another's psionic or metapsionic feats.
» Power Leech: Drain someone's power while you maintain concentration; you gain the power.
» Power Thief: Steal and quickly use one power from a target.
» Decerebrate: Remove portion of subject's brain stem.
» Apopsi: You delete target's psionic powers.

CORRUPTION & MADNESS MANTLE: Your insights into corruption and madness have touched you with insanity and terrible clarity. While you are psionically focused, you cannot be confused.
» Daze, Psionic: Humanoid creature of 4' or smaller loses next action.
» Primal Fear: Target is shaken for 1 minute.
» Brain Lock: Subject cannot move or take any mental actions for 1 minute.
» Mental Turmoil: Prevent target from using abilities that require mental calm.
» Mindwipe: Subject's recent experiences are wiped away, bestowing memory loss and the inability to perform any "moves" they might have learned recently.
» Decerebrate: Remove portion of subject's brain stem.
» Insanity: Subject is permanently confused.
» Microcosm: Creature or creatures live forevermore in a world of their own imaginations.

CREATION MANTLE:
» Astral Construct: Creates astral construct to fight for you.
» Minor Creation, Psionic: Creates one cloth or wood object.
» Fabricate, Psionic: Transforms raw goods to finished items.
» Major Creation, Psionic: As psionic minor creation, plus stone and metal.
» Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
» True Creation: As psionic major creation, except items are completely real.

DEATH MANTLE: You can expend your psionic focus to kill a dying creature, as the death knell spell.
» Stygian Discernment: Gain insight to act against detected undead and negative energy auras.
» Speak with Dead, Psionic: Speak or mindlink with a corpse to ask it questions.
» Death Urge: Implant a self-destructive compulsion.
» Stygian Dominion: Assume control over the body of a mindless undead creature.
» Crisis of Life: Stop subject's heart.
» Recall Death: Subject dies or takes critical damage, depending on the size and stamina of the subject.
» Stygian Veil: You take on traits of the undead type.

DECEPTION MANTLE: You can expend your psionic focus to displace yourself (you become translucent). While you are displaced, any attacks that target you have a 50% chance to miss you entirely.
» Charm, Psionic: Makes one person your friend.
» Cloud Mind: You erase knowledge of your presence from target's mind.
» Concealing Amorpha: Quasi-real membrane grants you concealment.
» False Sensory Input: Subject sees what isn't there.
» Escape Detection: You become difficult to detect with clairsentience powers.
» Cloud Mind, Mass: Erase knowledge of your presence from the minds of several creatures (maximum 5).
» Bend Reality: Alters reality within power limits.


message 2: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 08:52AM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) BARBARIAN
When creating a character, ALL features listed below can be taken for your character in his/her profile.

» Fast Movement: A barbarian’s land speed is faster than the norm for his race by +10'. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.

» Rage: A barbarian can fly into a rage 3 times per day. In a rage, a barbarian temporarily gains bonuses to his strength and constitution. A fit of rage lasts for an hour number. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued.

» Uncanny Dodge: A barbarian can react to danger before his senses would normally allow him to do so, even if she is caught flat-footed or struck by an invisible attacker.

» Trap Sense: A rogue gains an intuitive sense that alerts him to danger from traps.

» Damage Reduction: A barbarian gains damage reduction from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack.

» Indomitable Will: While in a rage, a barbarian gains a bonus to resist enchantment spells (only level 7-9 spells will work on him).


message 3: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 08:52AM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) BATTLEMIND
When creating a character, ALL features listed below can be taken for your character in his/her profile.

» Mindblade: A battlemind can create a single weapon of solid mental energy to assault his foes with. Despite the name, this weapon does not have to be a bladed weapon, but can take the form (and all traits thereof) of any weapon with which the battlemind is proficient.

» Battle Master: A battlemind is relentless in combat, always pressing forward, never giving his foe a moment to recover. Whenever an adjacent foe takes a step, a battlemind may also take a step without tiring. Additionally damage you deal is considered an automatic disruption on concentration checks and will stop any spell being cast.

» Whirlwind of Battle: You have such an innate understanding of your place in combat that world seems to slow once conflict begins. Because of this, a battlemind will always strike first.

» Might is Right: A battlemind can create an Anti-Magic Field effect that last for one hour. The field, which is a circle that stretches out for a 60' radius follows the battlemind as he/she moves.


message 4: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 08:52AM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) INVOKER
When creating a character, ALL features listed below can be taken for your character in his/her profile.

» Psychic Bolts: An Invoker does not manifest powers as other wielders of psionics do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus his psychic potential. Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of energy of the chosen type that deals damage to every creature or object within the area. The beam begins at your fingertips.
Cold: A bolt of this energy type deals damage.
Electricity: Manifesting a bolt of this energy type overcomes power resistance.
Fire: A bolt of this energy type deals damage.
Sonic: A bolt of this energy type deals damage and ignores an object’s hardness.

» Covenant of Wrath: You have sworn to seek out and destroy those that oppose the gods. Primordials, demons, and devils fall before your magic like wheat before a scythe. You gain a bonus to the damage for each enemy you attack with the power.

» Covenant of Preservation: The gods have charged you to defend the faithful and to ally with those who seek to defeat the gods’ enemies. You can slide an ally who is 10' or less away from you next to you or behind you instantaneously.

» Angelic Echelon: Whenever an opponent makes a successful attack against you, he takes radiant damage.

» Summon Angel of Fire: You summon an angel in an unoccupied space during a battle, who fights for you (he disappears after).

» Cerulean Flames: The burst creates a zone of cerulean light that lasts 1 hour. Any creature that is within the zone leaves and is blinded.


message 5: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 08:51AM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) MONK
When creating a character, SEVEN features listed below can be taken for your character in his/her profile.

» AC Bonus: When unarmored and unencumbered, the monk gains a bonus to their natural armor, making them more difficult to hurt physically.

» Flurry of Blows: When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack when he would normally make one, but this attack does less damage than the first one. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). He may attack with unarmed strikes and special monk weapons interchangeably as desired.

» Unarmed Strike: A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty. He has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would.

» Evasion: A rogue can avoid even magical and unusual attacks with great agility. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

» Ki Strike: A monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

» Slow Fall: A monk within arm’s reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20' shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with time and he can eventually use a nearby wall to slow his descent and fall any distance without harm.

» Purity of Body: A monk gains immunity to all diseases except for supernatural and magical diseases.

» Wholeness of Body: A monk can heal his own wounds twice each day.

» Diamond Body: A monk gains immunity to poisons of all kinds.

» Abundant Step: A monk can slip magically between spaces, as if using the spell dimension door, once per day.

» Diamond Soul: A monk gains spell resistance (only level 7-9 spells will work on him).

» Quivering Palm: A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once a week. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within 20 days.

» Timeless Body: A monk no longer takes penalties for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when his time is up.

» Tongue of the Sun and Moon: A monk can speak with any living creature.

» Empty Body: A monk gains the ability to assume an ethereal state for 30 minutes per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of minutes spent in an ethereal state does not exceed 30 minutes.

» Perfect Self: A monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction against magic, which allows him to ignore the first hit from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.


message 6: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 09:32AM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) PSION
A discipline is one of six groupings of powers, each defined by a common theme. When creating a character, choose ONE discipline from the list and seven abilities for your character; list them in his/her profile.

CLAIRSENTIENCE : A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
» Destiny Dissonance: Your dissonant touch sickens a foe.
» Clairvoyant Sense: See and hear a distant location.
» Object Reading: Learn details about an object’s previous owner.
» Sensitivity to Psychic Impressions: You can find out about an area’s past.
» Escape Detection: You become difficult to detect with clairsentience powers.
» Fate Link: A You link the fates of two targets.
» Anchored Navigation: Establish a mishap-free teleport beacon.
» Remote Viewing: See, hear, and potentially interact with subjects at a distance.
» Clairtangent Hand: Emulate far hand at a distance.
» Hypercognition: You can deduce almost anything.
» Metafaculty: You learn details about any one creature.

METACREATIVITY : A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.
» Astral Construct: Creates astral construct to fight for you.
» Minor Creation: Creates one cloth or wood object.
» Psionic Repair Damage: Repairs a construct.
» Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
» Ectoplasmic Cocoon: You encapsulate a foe so it can’t move.
» Fabricate: Transforms raw goods to finished items.
» Quintessence: You collapse a bit of time into a physical substance.
» Hail of Crystals: A crystal explodes in an area, dealing slashing damage.
» Crystallize: Turn subject permanently to crystal.
» Fabricate, Greater: Transforms a lot of raw goods to finished items.
» Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20' radius.
» Astral Seed: You plant the seed of your rebirth from the Astral Plane.
» Genesis: You instigate a new demiplane on the Astral Plane.
» True Creation: As psionic major creation, except items are completely real.

PSYCHOKINESIS : Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.
» Control Object: Telekinetically animate a small object.
» Control Air: You have control over wind speed and direction.
» Energy Missile: Deal energy damage to up to five subjects.
» Energy Cone: Deal energy damage in 60' cone.
» Control Body: Take rudimentary control of your foe’s limbs.
» Energy Ball: Deal energy damage in 20' radius.
» Energy Current: Deal damage to one foe and half to another foe.
» Fiery Discorporation: Cheat death by discorporating into nearby fire for one day.
» Dispelling Buffer: Subject is buffered from one dispel psionics effect.
» Null Psionics Field: Create a field where psionic power does not function.
» Reddopsi: Powers targeting you rebound on manifester.
» Telekinetic Sphere: Mobile force globe encapsulates creature and moves it.
» Tornado Blast: A vortex of air subjects your foes to damage and moves them.

PSYCHOMETABOLISM : A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.
» Empathic Transfer: Transfer another’s wounds to yourself.
» Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
» Metamorphosis: Assume shape of creature or object.
» Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
» Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
» Restore Extremity: Return a lost digit, limb, or other appendage to subject.
» Fission: You briefly duplicate yourself.
» Fusion: You combine your abilities and form with another.
» Metamorphosis, Greater: Assume shape of any nonunique creature or object each round.

PSYCHOPORTATION : A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
» Detect Teleportation: Know when teleportation powers are used in close range.
» Dimension Swap: You and ally or two allies switch positions.
» Levitate: Subject moves up and down, forward and back, at your direction.
» Astral Caravan: You lead an astral traveler-enabled group to a planar destination.
» Dimensional Anchor: Bars extra dimensional movement.
» Dismissal: Forces a creature to return to its native plane.
» Fly: You can fly up to 60".
» Baleful Teleport: Destructive teleport that deals damage.
» Teleport: Instantly transports you as far as 2000 miles.
» Teleport Trigger: Predetermined event triggers teleport.
» Banishment: Banishes extraplanar creatures.
» Dream Travel: Travel to other places through dreams.
» Ethereal Jaunt: Become ethereal for 20 minutes.
» Time Hop, Mass: Willing subjects hop forward in time.
» Teleportation Circle: Circle teleports any creatures inside to designated spot.

TELEPATHY : A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
» Charm: Makes one person your friend.
» Mindlink: You forge a limited mental bond with another creature.
» Aversion: Subject has aversion you specify.
» Brain Lock: Subject cannot move or take any mental actions.
» Read Thoughts: Detect surface thoughts of creatures in range.
» Suggestion: Compels subject to follow stated course of action.
» Crisis of Breath: Disrupt subject’s breathing.
» Empathic Transfer, Hostile: Your touch transfers your hurt to another.
» False Sensory Input: Subject sees what isn’t there.
» Dominate: Control target telepathically.
» Mindlink, Thieving: Borrow knowledge of a subject’s power.
» Modify Memory: Changes 5 minutes of subject’s memories.
» Schism: Your partitioned mind can manifest lower level powers.
» Metaconcert: Mental concert of two or more increases the total power of the participants.
» Mind Probe: You discover the subject’s secret thoughts.
» Mind Switch: You switch minds with another.
» Crisis of Life: Stop subject’s heart.
» Mind Seed: Subject slowly becomes you.
» Mind Switch, True: A permanent brain swap.
» Psychic Chirurgery: You repair psychic damage or impart knowledge of new powers.


message 7: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 08:50AM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) ROGUE
When creating a character, ALL features listed below can be taken for your character in his/her profile.

» Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
» Trapfinding: Rogues search to locate hidden or completely invisible traps (even ones hidden with magic).
» Evasion: A rogue can avoid even magical and unusual attacks with great agility. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
» Trap Sense: A rogue gains an intuitive sense that alerts him to danger from traps.
» Uncanny Dodge: A rogue can react to danger before his senses would normally allow him to do so, even if she is caught flat-footed or struck by an invisible attacker.


message 8: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 08:50AM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) RUNEPRIEST
When creating a character, ALL features listed below can be taken for your character in his/her profile.

» Runic Artistry: Many runepriests follow one of the two major traditions of rune magic: the path of the Wrathful Hammer or the way of the Defiant Word. The two traditions use the same runes but differ in their practices and teachings.
Defiant Word: Whenever an enemy misses you with an attack, you gain a bonus to damage rolls against that enemy until the end of the battle.
Wrathful Hammer: You gain proficiency with military hammers and military maces. In addition, whenever an enemy deals damage to you with an attack, you gain a bonus to damage rolls against that enemy until the end of the battle.

» Rune of Destruction: Allies gain a bonus to attack against enemies that are adjacent to you or to any other runepriests who are in this rune state.

» Rune of Protection: While adjacent to you, allies gain resistance to all types of damage.

» Rune of Mending: This rune restores your allies' health and grants them additional defense against future attacks in the same battle.


message 9: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 08:50AM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) SWORDMAGE
Incantations are special, extremely short-lived arcane spells used as weapons by the Swordmage. Incantations are supernatural abilities, which means they ignore spell resistance, cannot be dispelled or countered. Incantations do not require any components per se, but enough freedom of movement is required to actually make the attack in order to use them. When creating a character, choose FIVE incantations from each level for your character and list them in his/her profile (level 0 an 7 are obvious exceptions).

0-LEVEL
» Cantrips: Summon a weapon and attack once with it.

1ST-LEVEL
» Berserker Axe: Attack to foe scares witnesses.
» Blinkplate: Gain defense in armor that you are wearing against three attacks of your choice.
» Charge Breaker: Attack with a halberd and prepare for a charge.
» Daggerhail: Conjure a burst of small knives to lacerate foes in an area.
» Grappling Hook: Attack a foe at range and drag them to you or you to it.
» Light Bow: Attack a foe with a glowing arrow that illuminates the area and causes dazzle.
» Piercing Spear: Spear attack ignores cover and concealment.
» Rending Claws: Attack with a pair of punchdaggers and deal extra damage if both hit.
» Rope Cant: Thrown bola entangles foes.
» Sable Whip: Illusionary whip convinces foes they've been disarmed.
» Scourge: Attack with a holy flail that deals double damage to undead.
» Soul Harvester: Gain extra damage on an attack.
» Sword and Board: Gain a sword and a shield for a single attack.

2ND-LEVEL
» Bleed Out: Spiked gauntlets leave a foe bleeding profusely.
» Blink Dagger: Teleport to foe and stab them.
Cleaving Axe: Attack and then use different Incantation on follow-up.
» Fellfrost Cross: Attack with two shortswords, leave foes suffering from frostbite and hypothermia.
» Iron of the Mind: Attack with a crossbow that uses Cold Iron bolts.
» Purification: Attack with a silver longsword or warhammer.
» Megaton Hammer: Giant hammer staggers enemies.

3RD-LEVEL
» Balmung: With this dragonslayer's sword, dragons no longer seem so frightening.
» Blade of Woe: Those killed after feeling this blade briefly rise again as zombies or skeletons under your command.
» Blinkplate, Greater: Gain better armor than with Blinkplate.
» Burn: Whirlwind attack with a flaming sword.
» Disruptive Discharge: Interrupt spellcasting with an electric arrow.
» Enchanted Gladius: This stout and sturdy sword stands stalwart against the subtle sinistry of abberations.
» Everdark: Sling fires a vile bullet that blinds foes.
» Frost: Icy gauntlet chills foes to the bone, limiting their actions.
» Purify: Divine bow destroys the undead.
» Sherwood Bow: This hunter's bow can attack twice as fast, and brings down mighty beasts quickly.
» Shock: Throw a shocking dagger that can paralyze foes.
» Silence Glaive: This spear can mute enemies.
» Quickblade: A single attack with this dagger makes you faster.
» Radiance: This golden blade of light ignores armor and burns foes.
» Sever Gravity: Allows you to fly.
» Stonehew: This enormous pick goes through earth and stone like butter.
» Sunder: A blow from this hammer damages constructs, leaving a weak spot for follow-up attacks.

4TH-LEVEL
» Chain of Despair: Attack with a spiked chain and bestow a curse upon your target.
» Dragoon Leap: Jump into the air and impale a foe on your halberd.
» Echo Blade: This knife will echo every one of your attacks.
» Hammer of Return: Throwing hammer banishes outsiders.
» Star of Courage: A brilliant mace encourages your allies and demoralizes your enemies.
» Tempest Attrition: Parry attacks and counter.

5TH-LEVEL
» Daggerwing: Summons wings with blades for feathers, to guard yourself or attack your foes.
Dancing Guards: A pair of dancing rapiers parries blows for you.
» Dominating Whip: Whip dominates humanoid foes.
» Earth Rod: Staff fossilizes enemies.
» Lightning Fury: Throw a lightning bolt that splinters into dozens more.
» Thrice-Betraying Dagger: Attack three foes at once with a powerful teleportation effect.
» Winter's Breath: Shuriken summons a whirlwind to pull foes out of the fight temporarily.

6TH-LEVEL
» Assassin's Guile: Sneak a bit of extra damage to those who have been attacked by your teleportation effects.
» Blaze: Punch out foes with a flaming gauntlet, cause an explosion.
» Brilliance: A shining blade of justice blinds all but the purest of hearts.
» Dance of Blades: Summon longswords to surround you and fight for you.
» Ice: Shatter an icy flail and the resulting blizzard freezes an area and batters foes.
» Kinslayer: Dominate your foe with a strike.
» Mordenkainen's Sword: Summon a sword to fight for you.
» Null: Vile chains fill the area with cloying darkness.
» Return to Dust: Net entangles foes and disintegrates their remains.
» Stun: A whack with this staff releases a discharge that stuns all around you.
» Zero-Sum Interrupt: An attack so fast the foe bleeds before they are even hit, circumventing all defenses.

7TH-LEVEL
» Blade of Fate: Strike at your foes and gain incredible fore-knowledge of their movements for the rest of the fight.
» Flaming Sword of the Wrath of God: This sword is absolute anathema to the chaotic and the evil.
» Graviton Hammer: Hammer reverses gravity.
» Unleash the Sun: Don a helmet forged from the sun itself that makes you immune to all attacks for one minute.

8TH-LEVEL
» Cut Off: Separate your mind from others, protecting it from danger.
» Don't Fear: With a coup de grace, trap a foe's soul.
» Ruby Prison: Trap foes in a personalized Forcecage.
» Thunderclap: Blast your foes with a wave of sound.
» The Warrior Returning: When about to die, instead heal yourself and take an attack of opportunity against your would-be killer.
» Will Blade: An illusory sword can nonetheless be really fatal.

9TH-LEVEL
» Annulment: Eliminate the supernatural powers of others temporarily.
» Deadly Elegance: Shadow copies impale nearby foes.
» Divinity: Gain angel wings, smite foes, and bolster allies.
» Electrocute: Thrown javelin becomes an incredible bolt of lightning, damaging and stunning all in its path.
» Freeze: This icy dart freezes foes solid.
» Incinerate: Attack with a fiery flindbar.
» Pankratosword: A sword so fine it can cut the indivisible, unleashing destruction and devastation.
» Perfect Strike of the Thrice Betrayer: All those whom you've betrayed before take crippling damage from a shadow strike.
» Prismatic Shield: Use a bit of Prismatic Wall as a shield.
» Ravages of Time: Act at twice your normal speed.
» Starfury: Four shurikens of light explode and attack secondary targets.
» Threadstring Bow: Attack with your very soul.
» Thunderbluss: A shotgun blast devastates foes.
» Void: This vile strike can slay a foe outright, and blind those who witness it.


message 10: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 08:49AM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) WARLOCK
When a fiend has access to a sphere, he is able to use abilities within that sphere up to the sphere access level. When creating a character, choose TWO spheres from the list and five abilities for your character and list them in his/her profile.
*Note: If a sphere has less than five abilities, you may choose from three spheres.

Basic Sphere Access: Use any of the spells listed in the sphere once per day (each).
Advanced Sphere Access: Use any of the spells listed in the sphere 3 times per day (each).
Expert Sphere Access: Any spells listed in the sphere may be used at will.

AIR SPHERE
» Expeditious Retreat: Increases your base speed by 30'. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance.
» Wind Wall: An invisible vertical curtain of wind appears. It is 2' thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.
» Gaseous Form: Creatures in gaseous form can’t run but can fly. A gaseous creature can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. It can’t, however, pass through solid matter. Gaseous creatures can’t attack physically or cast spells with verbal, somatic, material, or focus components. They lose their supernatural abilities (except for the supernatural ability to assume gaseous form, of course).
» Gust of Wind: Creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
» Control Winds: You alter wind force in the area surrounding you.
» Overland Flight: You can fly at a speed of 40' (30' if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage. This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30').
» Summon Nature's Ally: Summon one air creature to fight for you (elder arrowhawk; air elemental; djinni; invisible stalker).
» Whirlwind: Creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60'. You can concentrate on controlling the cyclone’s every movement or specify a simple program.
» Telekinesis: You move objects or creatures by concentrating on them with your mind. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object of maximum 375lbs up to 20'.
Combat Maneuver: Alternatively, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip.
Violent Thrust: You can hurl one object or creature (maximum 15) that are within range and all within 10'of each other toward any target within 60' of all the objects. You can hurl up to a maximum of 375lbs.
» Summon Elemental Monolith: Summon this entity to fight for you.

BONE SPHERE
» Command Undead: Allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but it is hard to convince it to do anything it wouldn’t ordinarily do.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A nonintelligent undead creature is controlled immediately. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you.
» Desecrate: Imbues an area with negative energy.
» Animate Dead: Turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

BUBBLES SPHERE
» Flaming Sphere: A burning globe of fire rolls in whichever direction you point and burns those it strikes.
» Water Breathing: The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
» Magic Circle against Good: All creatures within the area gain the effects of a protection from good spell, and no non-evil summoned creatures can enter the area either.
» Resilient Sphere: A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.
» Binding: Creates a magical restraint to hold a creature.
» Telekinetic Sphere: Functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless.
» Forcecage: Brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).
» Prismatic Sphere: Functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack.
» Temporal Stasis: You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).
» Time Stop: Make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds.

CARNAGE SPHERE
» Blade Barrier: An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes damage. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall.
» Disintegrate: Any creature struck by the ray takes damage. Any creature killed by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
» Horrid Wilting: Evaporates moisture from the body of each subject living creature, dealing damage. This spell is especially devastating to water elementals and plant creatures.
» Mass Harm: As mass heal but mass harm instead.
» Implosion: You create a destructive resonance in a corporeal creature’s body. You cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)

COLD SPHERE
» Cone of Cold: Creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing damage.
» Ice Storm: Great magical hailstones pound down, dealing bludgeoning damage and cold damage to every creature in the area.
» Wall of Ice: Creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall. Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.
Ice Plane: A sheet of strong, hard ice appears. The wall is 20" inches thick. It covers up to a 10-foot-square area. The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.
Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 80'. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.
» Freezing Sphere: Creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing damage.
» Control Weather: You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.


message 11: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 08:48AM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) DOMINION SPHERE
» Obscuring Mist: A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5'. A creature 5' away has concealment.
» Web: Casts an expansive strengthened web over a specified area (requires at least two surfaces to be effective). All who stumble into it are held, unless magically dispelled.
» Wall of Fire: An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat. If creature is 10-20' away they can still be dealt damage. Wall can get as tall as 20'. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
» Solid Fog: In addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5', regardless of its normal speed, and it takes penalties on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like).
» Black Tentacles: Conjures a field of rubbery black tentacles, each 10' long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
» Programmed Image: Functions like silent image, except that this spell’s figment activates when a specific condition occurs. This spell creates the visual illusion of an object, creature, or force, as visualized by you. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.
» Wall of Force: Creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.
» Teleportation Circle: You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it.
» Storm of Vengeance: Creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud is deafened.

FIRE/PYRE SPHERE
» Fireball: An explosion of flame that detonates with a low roar and deals fire damage to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
» Scorching Ray: The caster subjects a number of targets to a heat ray attack for a brief period.
» Fire Trap: Creates a fiery explosion when an intruder opens the item that the trap protects; can ward any object that can be opened and closed.
» Wall of Fire: An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat. If creature is 10-20' away they can still be dealt damage. Wall can get as tall as 20'. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
» Fire Shield: Wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).
» Incendiary Cloud: Creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deals fire damage to everything within the cloud.
» Fire Seeds: Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.
Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100', dealing fire damage.
Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5'). If you are within 200' and speak a word of command, each berry instantly bursts into flame, causing fire damage.
» Meteor Swarm: Four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. Any creature struck by one of these spheres takes bludgeoning damage.
» Flame Strike: Produces a vertical column of divine fire roaring downward dealing damage.
» Burning Hands: A cone of searing flame shoots from your fingertips.
» Flame Blade: A 3" long, blazing beam of red-hot fire springs forth from your hand wielded as a blade.

FROSTBITE SPHERE
» Freezing Ray: Like scorching ray but deals cold damage.
» Cone of Cold: Creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing cold damage.
» Soul Bind: You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 hour. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).

HERESY SPHERE
» Align Weapon: Makes a weapon evil, bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
» Unholy Sword: Channel unholy power into your sword, or any other melee weapon you choose.
» Lesser Planar Ally: You request your deity to send you an elemental or outsider of the deity’s choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).
» Dispel Good: You are surrounded by dark, wavering, unholy energy. On making a successful melee touch attack against an good creature from another plane, you can choose to drive that creature back to its home plane.
» Unhallow: Makes a particular site, building, or structure an unholy site. This has three major effects:
First, the site or structure is guarded by a magic circle against good effect.
Second, all turnings made to turn undead take a penalty, and turning to rebuke undead gains a profane bonus. Spell resistance does not apply to this effect.
Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.
Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.
An area can receive only one unhallow spell (and its associated spell effect) at a time. Unhallow counters but does not dispel hallow.
» Blasphemy: The effects are cumulative and concurrent:
Dazed: The creature can make no aggressive actions, though it defends itself normally.
Weakened: The creature’s strength decreases.
Paralyzed: The creature is paralyzed and helpless for 10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy.
» Miracle: You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

NECROMANCY SPHERE
» Command Undead: The caster reanimates a corpse and commands it verbally to do their bidding.
» Inflict Moderate Wounds: When laying your hand upon a creature, you channel negative energy that deals damage (large gashes, concussions, etc).
» Vampiric Touch: You must succeed on a melee touch attack, which deals damage, giving you temporary health.
» Inflict Critical Wounds: When laying your hand upon a creature, you channel negative energy that deals damage (missing limbs, life-threatening injuries, etc).
» Slay Living: You can slay one living creature if you successfully touch it.
» Ghoul Gauntlet: Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The transformation process begins at the limb or extremity (usually the hand or arm) touched. The victim takes damage while the body slowly dies as it is transformed into a ghoul's cold, undying flesh.
» Control Undead: Enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.
» Create Greater Undead: A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: shadows, wraiths, spectres, and devourers.
» Wail of the Banshee: You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first.
» Soul Bind: You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 hour. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).


message 12: by ๖ۣۜSαᴙαh (last edited Dec 20, 2013 08:48AM) (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) SEDUCTION SPHERE
» Suggestion: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two).
» Glibness: Your speech becomes fluent and more believable.
» Charm Monster: Makes a creature regard you as its trusted friend and ally.
» Sympathy: You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named. Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object.
» Suggestion, Mass: You influence the actions of the target creatures (maximum of 5) by suggesting a course of activity (limited to a sentence or two).
» Charm Monster, Mass: This charm makes creatures (maximum of 5) regard you as its trusted friend and ally.
» Simulacrum: Creates an illusory duplicate of any creature, which is partially real and formed from ice or snow. It appears to be the same as the original, but it is far weaker.

SLEEP SPHERE
» Deep Slumber: A sleep spell causes a magical slumber to come upon 10 creatures.
» Waves of Fatigue: Waves of negative energy render all living creatures in the spell’s area fatigued. This spell has no effect on a creature that is already fatigued.
» Waves of Exhaustion: Waves of negative energy cause all living creatures in the spell’s area to become exhausted. This spell has no effect on a creature that is already exhausted.
» Dream: You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream.
» Nightmare: You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
Symbol of Sleep: Functions like symbol of deathsleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.
» Demand: You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature can understand the demand, though the subject’s ability to react is limited by its intelligence. Even if the demand is received, the subject is not obligated to act upon it in any manner.
» Phantasmal Killer: You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. The creature's attacks cause real damage.
» Astral Projection: By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.

SPIKE SPHERE
» Spike Stones: Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
» Stone Shape: You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible.
» Stone Tell: You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.
» Wall of Stone: creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 80" thick and composed of up to one 100'. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
» Move Earth: Moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.
» Transmute Mud to Rock: This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.
» Transmute Rock to Mud: This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10'.
» Earthquake: Intense tremor shakes 60' radius.
» Meteor Swarm: Four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. Any creature struck by one of these spheres takes bludgeoning damage.

TERROR SPHERE
» Cause Fear: The affected creature becomes frightened.
» Scare: Causes all living things within the caster’s field of vision to feel a paralyzing terror.
» Halt Undead: Renders as many as three undead creatures immobile.
» Fear: An invisible cone of terror causes each living creature in the area to become panicked.
» Phantasmal Killer: You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. The creature's attacks cause real damage.
» Symbol of Fear: Functions like symbol of death, except that all creatures within 60' of the symbol of fear instead become panicked.
» Eyebite: you may target a single living creature, striking it with waves of evil power. This attack has as many as three effects:
Sickened: Sudden pain and fever sweeps over the subject’s body.
Panicked: The subject becomes panicked and even when the spell ends, the creature remains shaken.
Comatose: The subject falls into a catatonic coma for 1 hour.
» Wail of the Banshee: You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first.

VENOM SPHERE
» Desecrate: Imbues an area with negative energy.
» Poison: Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack.
» Cloudkill: Generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any small. living creature.
» Major Creation: You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot (poison or venom matter only).
» Circle of Death: Snuffs out the life force of living creatures, killing them instantly.
» Finger of Death: You can slay any one living creature within range.
» Shapechange: Functions like polymorph, except that it enables you to assume the form of any single nonunique creature (venomous creatures only) from fine to colossal size.
» Symbol of Death: Scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60' of the symbol.

VIOLATION SPHERE
» Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you.
» Suggestion: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two).
» Modify Memory: You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways:
- Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
- Allow the subject to recall with perfect clarity an event it actually experienced.
- Change the details of an event the subject actually experienced.
- Implant a memory of an event the subject never experienced.
» Dominate Person: You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.
» Planar Binding, Lesser: Attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range of 25'. The called creature is held in the trap until it agrees to perform one service in return for its freedom.
» Geas/Quest: Places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
» Dominate Monster: You can control the actions of any creature through a telepathic link that you establish with the subject’s mind.

VORACITY/DEATH SPHERE
» Death Knell: You draw forth the ebbing life force of a creature and use it to fuel your own power.
» Vampiric Touch: You must succeed on a melee touch attack, which deals damage, giving you temporary health.
» Enervation: You release a black ray of crackling negative energy that suppresses the life force of any living creature it strikes.
» Raise Dead: You restore life to a deceased creature. You can raise a creature that has been dead for no longer than ten days. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work.
» Symbol of Death: Scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60' of the symbol.
» Finger of Death: You can slay any one living creature within a 10' range.
» Wail of the Banshee: You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first.
» Implosion: You create a destructive resonance in a corporeal creature’s body. You cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)
» Magic Jar: Place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.


message 13: by ๖ۣۜSαᴙαh (new)

๖ۣۜSαᴙαh ๖ۣۜMᴄĄłłiƨʈeʀ (inked_chinadoll) WARLORD
When creating a character, SEVEN features listed below can be taken for your character in his/her profile.

» Spirit Abilities: A Warlord must activate these at the beginning of the day. Spirit abilities last the entire day. A Warlord can only activate one ability at a time, If he wishes at any time throughout the day he may switch his spirit ability as a move action.
- Spirit of Battle: For the entire day, if the Warlord chooses, he may activate the Spirit of War ability, which gives the Warlord bonuses to all attacks.
- Spirit of Blood: For the entire day, if he chooses, the Warlord may activate the Spirit of Blood ability, which increases his constitution and temporary health (making him extremely hard to kill).
- Spirit of Glory: For the entire day, if he chooses, the Warlord may activate the Spirit of Glory ability, and while active, he gains super speed when using a melee weapon. In addition he can move 20' when he takes one step and acts equally as fast.
» Frightful Strike: Warlords are very frightening beings, and in turn, they intend to inflict that upon anyone who they come across on the battlefield. Whenever a Warlord attacks, if its a successful attack, in addition to the damage, the target is shaken for the rest of the fight and reacts much slower. This ability only effects living targets. Undead, Constructs, and Oozes are immune to this ability, just like sneak attacks.
» Rend: A Warlord has a knack for making his foes bleed out. When a Warlord gets a successful strike on a target he rends the target also. A rended target takes additional damage until affected by a healing spell or bandages.
» Warcry: A Warlord rages the battlefield, destroying anything in its path, and inspiring confidence and courage. Seven times per day, the Warlord can shout out a rallying warcry. A Warlord may only use this ability once per battle. When he lets loose this warcry, the Warlord and all friendly targets within hearing distance gain a bonus to damage.
» Maul: A Warlord takes advantage of a wounded foe. Whenever a Warlord makes a successful attack against a foe that he has been shaken or rended, he deals additional damage for mauling his target.
» Indomitable: A Warlord wears very little armor, if any at all; therefore, a Warlord knows how to dodge attacks and take a hit. The Warlord gains permanent natural armor bonus.
» Drag Down: A Warlord doesn't stop fighting for any reason, including going unconscious. If an enemy were to knock a Warlord unconscious, the Warlord may make one final attack at the enemy that brings him down. This attack cannot apply frightful strike or rend but can add maul damage.
» Frightful Death: A Warlord learns how to kill his foes in a completely diabolic way. Whenever a Warlord kills an enemy during combat, all enemies within 10' of him become appalled in the way he does it, and become shaken for the rest of the fight. After using this ability, a Warlord may not use this ability for the rest of the battle. This ability, just like Frightful Strike, only effects living creatures. Undead, Constructs, and Oozes are immune to this effect.
» Taunt: In addition to seeing an opening, a Warlord knows how to force an opponent to give him an opening. A Warlord once per battle can taunt a single opponent. The opponent must be at least 10' away from the Warlord. The target must attack with the Warlord as its target. An opponent with spells must use all, if any, metamagic feat based spells on the Warlord. Additionally, the Warlord gets an attack bonus against the taunted target for the duration of the taunt.
» Dominant Mind: The Warlord gains a bonus against all mind affecting effects consequently making him very hard to control (only level 7-9 spells will work on him).


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