Sir Tammuz Talwar-Kadath | |
Main Theme I: | The Water God |
Main Theme II: | GO Into The Water (see IC tab for more) |
Aliases: | Ahriman; Aradesh; Abadazad; Balorian Blackwater; Balthazar; Hemadri; Mr. Flagg; The Traitor's Son; Thuban; Zulmat |
Titles: | Avalon (Knight) |
Age: | 22 (appears mid 30's) |
Hair: | Black |
Eyes: | Sullfur-Yellow (Formerly Green) |
Height: | 5'7" |
Weight: | 152 |
Race: | Demi-Mortal [Outsider (Native Subtype)] |
Nationality: | Bazrami; Shimin |
Class: | Cloistered Cleric15/Divine Disciple5 |
Alignment: | CE (MASKED) |
Divine Patron: | The Nightmare King |
Respected Deities: | Cipactli, Falazure |
Level: | 20 |
Experience: | 198,400 |
Hit Points: | 142/142(DeathPact)/(RenewalPact)/(StalwartPact) |
Gold: | 36,264gp |
Current Status: | Active |
Played by Sorrowdusk |
- Description
- Gallery
- Background & Qestionnaire
- Abilities & Skills
- Equipment
- Feats
- Class Abilities
- IC Realestate,Writing, & More
- NPC's
- Tropes
- Tattoos
- Quests of Madness & Woe
- Continuous Buffs
Tammuz is swarthy, with dark hair, normally kept under a turban. He also usually sports a short, though ragged beard that blends with long sideburns, though he has been known to shave it. His lips seem to be permanently twisted into a smirk, that cannotes a smug sense of superiority or perhaps that he knows something one doesn't. His eyes are pale, almost irridescent green, with unusually narrow pupils that reveal just a little too much of the whites of his eyes.
He has recently emerged as an Abyssal Heritor. Formerly serpentine, now more fish-like scales now cover most of his skin save for his face and head which are bare; those over his throat, chest, inside of his legs and arms, and palms are broader and slightly lighter than the rest, while the remainder on the outside of his limbs, back, and backs of his hands are jet black. His left foot however, is subject to some sort of albinism, the scales and skin here are pure white.
Almost complimenting this appearance are a set of fangs. One of them is actually a magical item (Snakeblood Fang) that gives resistance to poison, the fact that it came in the form of a tooth was a novelty for him. Several weeks prior to the change in his skin, he had a dentist (well, in those days also a barber) remove one of his canines. Dissatisfied with the asymetry, he happened upon an barbarian woman that had filed her teeth to points. Using a quartzite stone, he paid her to file down his other canine into a more similar fang.
He is soft spoken however and pleasing to listen to, and he has charisma that allows him to play the part of a diplomat or decieve when necessary. And when the situation calls for it, intimidate others without raising his voice. Although his appearance is often enough to instill mistrust or fear, any feelings of such were often quickly dispelled by speaking with him. Recently he has developed eyes that have faint inner light (Eyes of The Abyss), an unsettling viridescence visible up close and in the dark.
-(I/II/III/IV/V/VI) Tattoos (see tab for more details)
-Tatoo like marking on his back; the scales here are a sickly green. The top of the arrow starts at the base of his neck, while the circles cover his upper back, and the arrow continues until a point at the base of his spine. It could mean a few things to some people…as it resembles the planar glyph of The Abyss, an arrow through an ouroborus.
-Ring of Aphotic Arts
-Sacrifical Knife; belonged to his mother (See NPCs for more details on the item)
- Mother, Ishtara
-Cousin he grew up with, Neelam
-What his hands look like
-Portrait
-Sherwani
Background
(My History is there as well, it in the Table of Contents at the bottom. Key Words, Journal Entry Titles, Places, and people are bolded in brackets the first time they are mentioned)
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 8 | -1 | +0 | +0 |
Dexterity | 12 | +1 | +0 | +0 |
Constitution | 10^ | +0 | +12 | +1 |
Intelligence | 18 | +4 | +0 | +0 |
Wisdom | 24 | +7 | +30 | +10 |
Charisma | 16 | +3 | 18 | +4* |
^ Original score was 12, it was reduced to 10 by the spell Death Pact at caster lvl 20th. A +2 Shirt of Constitution makes up for the lost constitution temporarily.
*Lilitu's Gift; +2 Profane bonus
Languages: Common
Bonus (+4) Abyssal, Aquan, Parselmouth, Literacy
Add. Infernal, Draconic, Sylvan
BAB | Mod | Total Range/Melee |
+10 | +Dex/+Str | +11/+9 |
Full Melee +9/+4
Full Rangedweap +10/+6
Initiative |
Dex = +1 |
Full Gear: Dagger (+5IInsight/+2IUntyped);Armor(+4ICompetance)= +12
Unarmored: Dagger(+5IInsight/+2IUntyped);Belt (+2ICompetance)= +8
Armor Class | |
Total | 22 (+1Dex +6 Armor +2Nat +3Shield) |
Flat-Footed | 21 |
Touch | 11 |
Protection from Good (+2 AC/Saves vs Good Only)
(Magic Vestment can add +5 Enhancement Bonus to Armor and +5 Enhancement Bonus to Shield.)
(Shield of Faith can add a +5 Deflection Bonus)
(Hell's Power can give a +4 Profane Bonus to AC and Fire Immunity)
Saving Throws | Base | Bonus | Total |
Fortitude | +11 | +1 | +11 |
Reflex | +5 | +1 | +6 |
Will | +11 | +10 | +21 |
The below is not automatically added to the base save+ability scores above, but MAY be done depending on circumstance. See buffs tab.
(Superior Resistance adds +6 Resistance to all saves; spells like Conviction add +5 Morale to all saves)
(Lilitu's Gift adds +2 Profane to all saves)
(Sacred Defense Class feature adds +2 vs the spell-like abilities of Outsiders and ALL Divine spells)
(Protection From Good Ability Class Feature Adds +2 Resistance to Saves and +2 Deflection to AC vs Good, but the save bonus does not stack with Superior Resistance)
[[collapsible]]
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
X | Balance (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Bluff (Cha) | +10 | +3 | +0 | +0 | +13 |
X | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
C | Concentration (Con) | +22 | +1 | +0 | +10 | +33 |
C | Craft (Alchemy,Int) | +1 | +4 | +0 | +0 | +5 |
C | Decipher Script (Int) | +11 | +4 | +0 | +0 | +15 |
C | Diplomacy (Cha) | +16 | +3 | +2BlufSyn | -2feat | +19 |
X | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
X | Disguise (Cha) | +9 | +3 | +2Blufsyn | +0 | +14 |
X | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Forgery (Int) | +9 | +4 | +0 | +0 | +13 |
X | Gather Information (Cha) | +9 | +3 | +5KnLocalSyn | +0 | +17 |
X | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Heal (Wis) | +6 | +10 | +0 | +0 | +16 |
X | Hide (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Intimidate (Cha) | +10 | +3 | +2Bluffsyn | +0 | +15 |
X | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
C | Knowledge (Religion/Planes/Arcana/Dungeoneering/Local/Nature) (Int) | +20 | +4 | +0 | +0 | +24 |
X | Listen (Wis) | +0 | +10 | +0 | +0 | +10 |
X | Move Silently (Dex) | +0 | +4 | +0 | +0 | +10 |
X | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Profession(Wis)(Teaching) | +2 | +10 | +0 | +0 | +12 |
X | Ride (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Search (Int) | +3 | +4 | +0 | +0 | +7 |
X | Sense Motive (Wis) | +2 | +10 | +0 | +0 | +12 |
X | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
C | Spellcraft (Int) | +23 | +4 | +0 | +0 | +27 |
X | Spot (Wis) | +0 | +10 | +2Feat | +0 | +12 |
X | Survival (Wis) | +0 | +10 | +0 | +0 | +10 |
X | Swim (Str) | +0 | -1 | -2Feat | +0 | -3 |
X | Tumble (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Use Rope (Dex) | +0 | +0 | +4 | +0 | +4 |
Where C is Class and X is a Cross Skill
Total Skill Points: (+4Int+1Human+6=11 per lvl)
TOTAL: 11x4 @ 1st lvl =44
11/lvl x 15lvls(Cleric Cloistered) = 164 Skill points
7/lvl x 4 (Divine Disciple)=28
165+44+14 = 237
I have 105 ranks (non above 22) in class skills which =84Skill points.
I have 60 Cross class ranks (none above 10) which = 120Skill points.
I have 3 additional languages (as noted on my ability tab)=6Skill points
I have 3 skill tricks=6 skill points
105+120+6+6= 237
Skill Tricks
Collector of Stories [Mental] (Taken @ lvl 12)
You’ve heard so many tales of legendary monsters that you remember all sorts of gory details.
Prerequisite: Knowledge (any) 5 ranks.
Benefit: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
Never Outnumbered [Interaction] (Taken @ lvl 16)
You can demoralize multiple enemies.
Prerequisite: Intimidate 8 ranks.
Benefit: When you use Intimidate to demoralize an opponent (PH 76), you can affect all enemies within 10 feet that can see you, rather than only a single enemy you threaten. Each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.
False Theurgy [Manipulation] (Taken @ lvl 15)
“How’s that magic missile feel? I’m sorry—did you think I was casting sleep?”
Prerequisite: Bluff or Sleight of Hand 8 ranks, Spellcraft 8 ranks.
Benefit: As a swift action when casting a spell, you can adjust the spell’s verbal and somatic components to mimic those of another spell of your choice of the same level. Any creature using Spellcraft or any other means to identify the spell you’re casting believes it to be the other spell instead.
This trick renders your spell immune to the normal method of counterspelling, though dispel magic or a similar effect still works normally. Of course, once the spell takes effect, it can be identified and dealt with normally (a fireball still looks and feels like a fireball once you’ve cast it).
NOTE! Items witha ^ in the table are on all the time, other items in the same slot are alternatives.
Gear
Weapon | Attack Bonus | Damage | Crit|Damage Type | |
Longspear (Reach) | 1d8 | ×3 | Piercing |
Slot | Item | Description |
Head | Humbaba's Helm | |
Face | Third Eye Concentrate | Magic Gem adds +10 to concentration checks |
Neck | The King's Hand/Ring of Anticipation | A few strings of obsidian beads with collected charms, including a several demon's teeth, and a Wise Hand of Glory |
Shoulders | Cape of The Balor's Blessing/^Manta Ray Cloak | A kneelength cape of a very rich sanguine color, draped over one shoulder. Its emblazoned with a white fiend skull./Glaucous leather cloak |
Body | Sherwani of Constitution +2 | Deep red Sherwani that grants a +2 Constitution Bonus |
Chest | Humbaba's Breastplate | |
Arms | Humbaba's Bracers | |
Hands | Humbaba's Hands | |
HeldL | Indra's Eye | |
HeldR | Humbaba's Buckler | |
R.Ring 1 | Ring of Aphotic Arts Psionic ring; a platinum band set with a dark gem filled with ever changing swirls. Sometimes, you think you see a face in it. The first time you pick it up, a thought for which there are no words blossoms in your mind. A thought of utter darkness, it commands this item. | |
R.Ring 2 | ^Ring of Counterspells | |
L.Ring 1 | Ring of The Darkhidden | Magic ring; A silver band, engraven with images of closed eyes. |
L.Ring 2 | ^Ring of Evasion | Grants Evasion feature |
Waist | Belt of Battle | Magic belt; A belt set with 3 black gems in the buckle |
Legs | Churidar Pyjamas | Tightly fitting trousers worn by both men and women |
Feet | Humbaba's Boots | Magical man's boot styled with an extended curled toe. |
Other | Gem of Heavy Fortification | Blood red gem set in the sternum |
Pack | Backpack |
Armor
This suit of armor is stitched and tooled with Abyssal seal script and its metal embossed with imagery which recount a great Epic. It memorializes a long dead outsider and the mortals that destroyed them. Though the language of the text is written in Abyssal it does not denounce the heroes, nor does it shame the demon to serve as warning to those fiends that should see it-rather it seems to glorify the battle and the phenominal strength and cunning of both sides.
Long ago, there once lived a lesser demon lord. Of the blood of Obyrith, those most ancient of demons, he was an absolute terror to behold. His roar was the deluge, his tongue was the wildfire, and his breath was the plague! He could smell the slightest hint of fear even a hundred leagues away and whoever set foot within his prescense would be stricken with paralysis. He was known as The Lord of The Labyrinth of Intestines within The Abyss, and wherever his visage was depicted it was drawn with a single coiling line, like the innards of living creatures. Like shifting entrails his face was everchanging, ever shaping into something more foul. His personal name was "Humbaba" which means The Great One Who Metes Out Most Horrific Fates. Humbaba was also little brother to Pazuzu, Lord of The Lower Arial Realms.
Humbaba was made invincible by seven "Splendors", "Radiances", or "Terrors" said to be like seven coats of armor. His cult waged war against an ancient empire of man until their order was sundered, and Humbaba beheaded in his own labyrinth by two great heroes, Gilgamesh and Enkidu. A king of deific lineage and a beastfolk born without mother or father, but from the land itself.
Though Humbaba was bested in battle he almost gained the upper hand. For though he retained his Form of Madness unlike his brother, he was like the elder a seducer. Devils are not the only ones that can entice, although they tend to play to the more visceral desires. Humbaba with the warrior-kings blade at his mighty throat offered the warrior-king scores of women, some of his splendors, and even immortality to forever rule over his people. "My power is great and if there is anything I cannot give you, let me ask it of my brother for you, for he is The Wishmaster. Spare me and will show you how to call upon him."
When the king's beastfolk companion objected, Humbaba played on his ego and said unto him "What King takes orders from a commoner?" He was conflicted for a time, but before Humbaba could recover from his grievous wounds, at the urging of his companion the warrior-king overcame the demons temptation and finished him.
Humbaba's Helm (Blueshine Helm of Ray Deflection) (11,500gp)
Magic helmet; casts Ray Deflection (SPC p. 166) 1/day @ caster lvl 7th. Negates ranged touch attacks.
BLUESHINE
Price:+1,500 gp
Property: Metal armor
Caster Level: 12th
Aura: Strong; (DC 21) abjuration
Activation: —
This armor glistens with a blue-black sheen, as
if it were covered in oily liquid sapphire.
A suit of armor imbued with this prop
erty never tarnishes and is immune to
acid damage and rusting effects. While
wearing blueshine armor, you gain a +2
competence bonus on Hide checks.
Humbaba's Breastplate (+1 Called Blueshine Deepdweller Mithral Greater-Healing Mobility Breastplate of Fearsome Roaring Freedom) (197,950gp)
Light Armor, +6 AC; Max Dex +5; -1Pen; grants all the benfits of Freedom of Movement.
Freedom +5 Mic
Roaring +3 (p. 15 Mic); +4 Competance Bonus on Init; nonmagic projectiles that deal less than 10dmg are reflected damaging enemy with no roll.
Called (p. 9 Mic)
Blueshine (p. 9 MiC)
HEALING (MiC p. 12)
Price: +8,000 gp
Property: Armor
Caster Level: 5th
Aura: Faint; (DC 17) conjuration
Activation: Swift (command) and —;
see text
This armor has a faint golden sheen, and its
surface is embossed with healing runes. On its
breastplate is a depiction of an open eye.
When activated, armor that has this prop
erty heals you of 2d8+5 points of damage.
If your hit points are reduced to - 1 to - 9 ,
this effect occurs automatically, without
requiring any action.
The healing property functions once
per day.
HEALING, GREATER
[SYNERGY]
Price: +24,000 gp
Caster Level: 15th
Aura: Strong; (DC 22) conjuration
Synergy Prerequisite: Healing
As healing armor, except that greater
healing armor heals you of 3d8+15 points
of damage.
The greater healing property functions
twice per day.
FEARSOME (MiC p. 11)
Price:+15,000 gp
Property: Armor or shield
Caster Level: 7th
Aura: Moderate; (DC 18) necromancy
Activation: Swift (command)
This item is dark in color, and anyone view
ing it sees fleeting, grotesque images on its
surface.
When you activate armor or a shield that
has this property, you create an aura of
terror in a 20-foot radius around your
self. Every creature in this area briefly
perceives a creature from its worst night
mare instead of you, becoming panicked
for 1 round. On a successful DC 16 Will
save, the creature is shaken for 1 round
instead.
The fearsome property functions three
times per day.
Prerequisites: Craft Magic Arms and
Armor, fear.
Cost to Create: 7,500 gp, 600 XP,
15 days.
DEEPDWELLER
Price: +12,000 gp
Property: Armor
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: —
Dull black, the substance of this armor is
flecked with tiny particles and seems to swirl
like the depths of the sea.
While wearing deepdweller armor, you
can breathe water and are immune to
damage from cold water and from pres
sure in extreme depths. Armor that has
this property does not apply an armor
check penalty on your Swim checks, and
wearing deepdweller armor allows you to
converse with any water-breathing crea
ture that has a language. Additionally, you
can see twice as far underwater as normal
(see DMG 93 for details on underwater
effects and dangers).
MOBILITY
Price: +1 bonus
Property: Light armor
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
This suit of light armor seems exceptionally
slick and supple. An abstract tracery in a silvery
metal decorates the limbs and torso.
While wearing a suit of light armor that
has this property, you gain the benefit of
the Mobility feat, even if you do not meet
its prerequisite.
Prerequisites: Craft Magic Arms and
Armor, cat's grace.
Cost to Create: Varies
Humbaba's Bracers (Blueshine +1 Proof Against Transmutation Entangling Blast Bracers of Armor) (40,000gp)
+1 Bracers of Armor
Proof Against Transmutation (CArc p. 142; +5 ): Grant immunity to transmutation effects except those cast by oneself.
Blueshine (p. 9 MiC)
Bracers of The Entangling Blast (MiC p. 80, 2000gp)
[Swift Command]
When activated, the next spell or spell-like ability you cast deals only 1/2 normal damage; any creature damaged by it becomes entangled for 1d3 rounds, and takes 1 point of damage per level of the spell or spell-like ability each round at the start of your turn. This damage is of the same type normally dealt by the spell or spell-like ability. (Or your choice if it deals more than one type of damage.) This item has no effect on spells or spell-like abilities that dont do damage. This ability functions 3x/day.
Humbaba's Hands (Blueshine Hellcat Gauntlets) (4,700gp)
Hellcat Gauntlets (MiC p.112; 3200gp)
Swift Command-the next spell you cast during your turn that targets 1 creature also deals Slashing Damage 1d6/Spell Level unless the spell has no effect on the creature (due to SR or Save negating it). 3/Day (IT CANNOT be activated in consecutive rounds)
Blueshine (p. 9 MiC)
Humbaba's Bulwark (+1 Called Fearsome Mithral Mirror Image Deathward Heavy Shield of Vanishing) (63,020gp)
AC +3; Arcane Fail 0%; Check Pen 0
Note: Nonproficiency with shields applies the check pen to atk rolls, and all str/dex based skills and ability checks.
Deathward +1(MiC): 1/day can negate a death or negative energy effect.
Vanishing +3 (MiC): 2/day can become undetectable by all nonmagical senses, invisible-unaudible-scentless-unfeelable (tremorsense), and undetectable by blindsense FOR UP TO 3min. Attacking ends effect as per rules of invisibility.
Called (p. 9 Mic)
Mirror Image (Shining South p. 53)
On command, three times per day, a suit of armor or a shield with this property allows the user create images of himself such as those created by the mirror image spell. The ability creates six images that last for 6 minutes or until they are struck, whichever comes first.
Aura: Moderate illusion
Caster Level: CL 6th
Requirements: Craft Magic Arms and Armor, mirror image
Price: +20,000 gp.
FEARSOME (MiC p. 11)
Price:+15,000 gp
Property: Armor or shield
Caster Level: 7th
Aura: Moderate; (DC 18) necromancy
Activation: Swift (command)
This item is dark in color, and anyone view
ing it sees fleeting, grotesque images on its
surface.
When you activate armor or a shield that
has this property, you create an aura of
terror in a 20-foot radius around your
self. Every creature in this area briefly
perceives a creature from its worst night
mare instead of you, becoming panicked
for 1 round. On a successful DC 16 Will
save, the creature is shaken for 1 round
instead.
The fearsome property functions three
times per day.
Prerequisites: Craft Magic Arms and
Armor, fear.
Humbaba's Belt (Belt of Battle) (12,000gp)
+2 Competance bonus on Initiative
Swift (Mental) Activation
1 Charge-Extra Move Action
2 Charge-Extra Standard
3-Extra Full Round Action
Humbaba's Boots ( Dimensionstride Boots) (2000gp)
Gain +2 competence bonus on Jump checks; has 5 charges which can be used to teleport as Dimension Door. You must have line of sight and line of effect to your destination. You can brinkg your maximum load but you cant bring other creatures. You cannot enter to space of another creature of object, doing so wastes the charge.
1charge: 20ft
3charges: 40ft
5:charges 60ft
Weapons & Charms
Dunklezhan (+1 Everbright Adamantine Dagger) (7,002gp): A shiny black utility knife that cuts anything, and EVERYTHING, so sharp that it comes with its own adamantine sheath. It also NEVER rusts or corrodes. The Fantasy-Billy Mayes could sell millions of these things.
Indra's Eye (+1 Everbright Eager Pandemonic-Silver Dagger of Warning) (29,002gp)
(with attached Least Augment Crystal of Returning -allowing it to be drawn as a Free Action)
It is engraved with the name "Indra" (Bazrami spirit of War, Storms, and Rainfall said to be a lesser deity or demi-deity by some, and by others an arch-demon. Indra went to a great sage's home, and seduced his wife in the sages guise, but when the sage found out he cursed the lustful Indra to be covered with 1000 female organs. It was only by the will of the sages god, that the curse be lessened by transforming them into 1000 eyes.) It is an ivory dagger whose handle is carved in the shape of the torso of a nude figure raising a knife above her head; Her upper arms intertwined with snakes. The hilt is carved in the form of a jawless skull with two thigh bones, from which extends a wavy, flammard blade with distinctive patterns of banding and mottling reminiscent of flowing water, characteristic of Damascene steel. Overlayed with pandemonium silver from extraplanar mines, the gives forth a chilling scream.
Warning (MiC p. 46)
Price: +1 Bonus
Property: Weapon
Aura:Moderate (DC 18) Transmutation
Activation: -
A Warning Weapon grants you a +5 Insight Bonus on Initiative Checks as long as it is held.
Eager (MiC p. 34)
Price: +1 Bonus
Property: Melee Weapon
Aura: Moderate (DC 19) Evocation
Activation:-
An Eager Weapon can be drawn as a free action. When wielding it you gain a +2 Bonus (Untyped Bonus) on initiative checks and a +2 Bonus on damage rolls made during a surprised round and the first round of combat.
Total: +3 Bonus (18,000gp)
Everbright (MiC p. 34)
Price: +2,000 gp
Property: Weapon
Caster Level: 12th
Aura: Strong; (DC 21) evocation
Activation: Standard (command)
Flecks of marble and pearl shimmer across this
weapon, set within images of bursting stars
and beaming suns.
An everbright weapon can flash with a
brilliant light twice per day at your com
mand. When it is activated, all creatures
within 20 feet of you are blinded for 1
round (Reflex DC 14 negates).
An everbright weapon is also immune
to acid damage and rusting effects.
Pandemonic Silver (Complete Warrior p. 136)
Mined from thin veins of ore on the plane of Pandemonium, pandemonic silver has all the properties of alchemical silver (DMG p284). In addition, a thin, unearthly scream issues forth from a bladed weapon made of pandemonic silver whenever it's unsheathed in at least a light* breeze. The scream is a sonic, mind-affecting compulsion* (fear effect). Other than the wielder, those within 30 feet who hear it must succeed on a Will save or cower for 1d4 rounds. Save DCs are as follows:
Pandemonic Silver Save DCs
Wind speed Save DC
light wind (0-10 mph) DC 10
moderate (11-20 mph) DC 13
strong (21-30 mph) DC 16
severe (31-50 mph) DC 19
windstorm (51-74 mph) DC 22
hurricane (75-154 mph) DC 25
tornado (175-300 mph) DC 28
Pandemonic silver can be used to coat the striking surface of any slashing or piercing weapon made of steel. The cost of the weapon increases by 9,000 gp for light weapons, 11,000 gp for one-handed weapons or one head of a double weapon, or 13,000 gp for two-handed weapons or both heads of a double weapon.
Red Tempest (Rod of Force; 60,000gp)
This black iron rod is 18 inches long and a half inch wide. It is beautifully or hideously wrought in the form of a Myrmyxicus that could be mistaken for a black dragon, were it not for its four arms extending outward forming the + shaped 'guard', and five tentacles which coil around the length of the grip. It hums with suppressed power. When 'ignited' aforce-blade extends from the creatures roaring mouth. Formed of raw red-tinted force energy the blade is slightly curved, taking the form of a talwar. When swung it will make a very distinct humming sound that changes pitch. In addition the rod can fire blasts of blood red force energy and create barriers of the same. On the bottom where the Myrmyxicus second mouth forms the pommel, one can find the three command words to invoke its power engraved in Abyssal script inside.
ROD OF FORCE (MiC p. 174)
Price (Item Level): 60,000 gp (18th)
Body Slot: — (held)
Caster Level: 13th
Aura: Strong; (DC 21) evocation
Activation: See text
Weight: 1 lb.
A rod of force can be used five times per day. Each time you activate this rod, you can choose to create one of the following effects.
Blade of Force: Upon command, a 3-foot-long glowing blade of force springs forth from the rod. This "blade" can be used as a +1 brilliant energy longsword and lasts for 10 rounds. Activating this power is a swift (command) action.
Blast of Force: Upon command, a ray of force projects from the rod out to a maximum distance of 100 feet. This ranged touch attack deals 10d6 points of damage. Activating this power is a standard (command) action.
Wall of Force: This effect functions as the spell. Activating this power is a standard (command) action.
Prerequisites: Craft Rod, magic missile, Mordenkainen's sword, wall of force.
Cost to Create: 30,000 gp, 2,400 XP, 60 days
Staff of Starry Madness & Woe 50/50 charges (87,854)
(1charge) Feeblemind (SRD; Suffering Domain) 5th
(1charge) Cometfall (SPC p. 50) 6th
(1charge) Slime Wave (SPC 192) 7th
(1charge) Blood to Water (SPC 33) 7th
50/50 charges; @ Caster Lvl 13th
"A knobby staff of hard night black coral, its bent and twisted length comming to five feet. Jagged and sharp though it may be, its pitted and pockmarked surface is filled in with tiny spheres of violet crystals that look like congeries of bubbles. It is topped with a large transparent crystal sphere with a black swirl of onyx in the middle that calls to mind some vile vortice from out of time. Eight arms or tendrils of coral matter as big around as human fingers grasp the crystal, firmly affixing it to the end. Raising it over ones head, thrusting the crystal sphere forward like the tip of a spear one invokes the power of the stygian depths of the sleeping mind, the abyssal sea overhead that threatens to swallow the stars, and antedeluvian dreams."
"The King's Hand"(Wise Hand of Glory) 48,000gp
This partially skeletal human hand is mostly embedded in an irregular chunk of honeycomb, and coated in a hardened foul looking resin. It glows with the faint light of magic. If you touch it you can feel a faint vibration. It hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). A magic ring can be placed on one of the boney fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against the two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand can cast Daylight and See Invisibility once per day.
It is not the hand that comes down upon us like a hammerfall that should be feared, but the one that taps us on the shoulder. It is a gentler hand with a lighter, subtler touch that looms above us all. That pulls the most delicate strings, nimbly dances about the fingerholes of the flute, that produces such hideous piping so as to make us dance in sheer madness to its tune. This is The King's hand. The hand that so easily steals the most prized treasure from your hold, and like a thief in the night leaves you dazed and wondering whether anything has been done at all. -The Traitor's Son.
This hand once belonged to a wizard that was of The Ephialtes. The Traitor's Son and his party had been hired by a noble to go after a favored servant, who was rather simple minded. His tracks lead to a sweet smelling cave where they discovered a wizards body. His rotting corpse was horribly bloated and covered in welts, and partially burned. There was already honey comb woven through his exposed bones. His spellbook had been utterly ruined when he tried to set himself aflame. The cave was full of fiendish bees that devoured magic, and it was one encounter in which the Traitor's Son nearly perished. They found the Servant's body deeper inside, submerged in a sickenly sweet malebolge of syrupy death. It was all for nothing. The Traitor's Son collected some of the foul ichor and took a portion of the Wizard's corpse. He kept the hand in his townhouse Cabinet of Curiosities for some time until, inspired by a dream, he sought somone out to enchant it.
- Hand of Glory (SRD): 8000gp x1.5
+
- +6 Wis Bonus (36,000)
Father Styx' Stepping Stone (Driftdisc; 113,760gp)
Long ago The Nightmare King provided flying platforms to ferry his mortal champions across the river on their journeys to the lower planes. Flying Carpets were already known to mortals, but these were far more agile. Since then the knowledge of how to create such has spread to many societies, and such "Drift Discs" as they are now known have seen many incarnations-most notably among the Drow where Matron Mothers use them as thrones. The Priests of The Nightmare King have been known to enchant them further, granting them many other abilities.
This 6ft disc of stone is carved with intricate designs and plated in a thin layer of now tarnished planar metal. It silently floats 3ft above the ground, the space around its rim visibly distorted. A command word in the unwritten Dark Speech activates it, allowing it to fly as directed by its master with telepathic commands. At its masters will it may become wholly animate, allowing it to gain an increase in speed and and the ability to attack foes.
Driftdisc (Underdark P. 75)
The disc can carry up to 300 pounds and fly at a speed of 30 feet with perfect maneuverability. Unattended driftdiscs customarily float 3 feet above a horizontal surface. Each driftdisc is activated by a different command word. If the device is within voice range, the command word activates it, whether the speaker is on the disk or not. The disk can then be controlled telepathically by the creature that spoke the command word. Mentally commanding the disk is a free action, and the user can do so at a range of up to 120 feet. The user retains control of the disc until he uses another command word to deactivate it. At that point, another creature could speak the activating command word and take control of the driftdisc. Once per day, the user can animate the driftdisc as though with an animate objects spell. The animated disc is a Large animated object with a fly speed of 90 feet and perfect maneuverability. As an animated object, it fights and moves as directed by its user.
Moderate evocation and transmutation; CL 11th; Craft Wondrous Item, animate objects, detect thoughts, overland flight; Price: 113,760 gp; Weight: 1,500 lb.
Other
Heavy Gem of Fortification
This large, faceted stone must be embedded in a creature’s hide to function. True dragons can accomplish this with ease, since they routinely embed gems in among the scales of their bellies. Other creatures have a more difficult time of it, requiring at least a limited wish, at the DM’s discretion. When properly embedded, a gemstone of fortification protects the wearer’s vital areas from lethal damage. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. A gemstone of light fortification has a 25% chance to negate a critical hit or sneak attack, a gemstone of moderate fortification has a 75% chance, and a gemstone of heavy fortification has a 100% chance.
Caster Level: 13th
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, limited wish or miracle
Market Price: 3,000 gp (light), 15,000 gp (moderate), 35,000 gp (heavy)
Third Eye of Concentration
Third Eye Concentrate (MiC p. 141)
Price (Item Level): 10,000 gp (12th)
Body Slot: Face
Caster Level: 7th
Aura: Moderate; (DC 18) transmutation
Activation: —
Weight: —
Glowing with a faint magenta light, this crystal draws your eyes into its limitless depths. This crystal grants you a +10 competence bonus on Concentration checks.
Other Items
Sherwani (Shirt) of Constitution +2
Healing Belt
Metamagic Rod of Extend
Snakeblood Fang
Ring of The Darkhidden
Ring of Aphotic Arts
Ring of Counterspells
Ring of Evasion
Ring of Anticipation
Manta Ray Cloak
Cape of The Balor's Blessing
Gloves of Object Reading
Least Augment Crystal of Returning*
Wand of Cure Light Wounds
Chronocharm of the Horizon Walker
Dreaming Blindfold
Hook of Dissolution
Ghost Prison
Goodtravel Crystal (1800gp)
http://therafimrpg.wikidot.com/goodtravel-guild
Assorted Scrolls/Wands
Assorted Potions
Crossbow/Bolts
Scholars Outfit
Coutier's Outfit & Jewelry
Miscellaneous Traveling Gear
Scholars Outfit (5gp)
Coutier's Outfit (30gp) & Jewelry (50gp)
[[/collapsible]]
Carrying (Bag of Holding Type I; 5 lb./250 lb./30 cu. ft.; SRD; 2,500 gp) )
On Person
18LBS; Total Value 806gp
Misc
-House Keys; Key's to Tammuz's property, engraved with the words "Property of Tammuz Talwar-Kadath;
[Crossbow, light 35 gp 1d8 19-20/×2 80 ft. 4 lb. Piercing
Bolts, crossbow (28) 1 gp 1 lb. —
Healing Belt
Price (Item Level): 750 gp (3rd)
Location: Waist
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: — and standard (command)
Weight: 1 lb.
This broad leather belt is studded with three moonstones. While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.
In addition, the belt has 3 charges, which are renewed each day at dawn.
Spending 1 or more charges allows you to channel positive energy and heal damage
with a touch. (You can also use this ability to harm undead, dealing them an equivalent
amount of damage instead.)
1 charge : Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage. ]
Metamagic Rod, Extend
Normal metamagic rods can be used with spells of 6th level or lower. The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 11,000 gp (normal),
Snakeblood Fang (MiC p. 136) 1350gp
Bodyslot: Face
Caster Level: 7th
Aura: Moderate (DC 18) Conjuration
Activation:-and immediate (Command)
When placed in an empty tooth socket it adheres to the jawbone magically until removed. Placing or removing it is a standard action. It grants a continuous +5 Alchemical bonus on saves against ingested poisons. This is a continuous effect and requires no activation. In addition it contains 3 charges that are renewed each day at dawn.
1 charge- you gain a +5 alchemical bonus to saves against all types of poison for 3 rounds.
2 charges- You and 3 allies within 10ft of you gain a +5 alchemical bonus on saves against all types of poison for 3 rounds
3 charges- You gain total immunity to poison for 1 round.
Ring of The Dark Hidden (2kgp) (MiC p. 123)
Bodyslot: Ring
Aura: Faint (DC 16) Illusion
Activation:-
Weight:-
Effect: You are Invisible to Darkvision, though visible in normal light.
Ring of Aphotic Arts (1125Gp) (Custom, approved & purchased at full price)
Bodyslot Ring: Ring
Activation: Thought Command
Manifester Lvl: 1
Effect: As the power Control Light
Except, that light levels can only be decreased and only to 100% (Total Darkness), light levels cannot be increased. Each charge up to lasts 1 minute -with concentration each round (normally a standard action).
3 charges/day
Ring of Counterspells (SRD)
This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.
Moderate evocation; CL 11th; Forge Ring, imbue with spell ability; Price 4,000 gp.
Ring of Evasion (SRD): 25,000
This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Moderate transmutation; CL 7th; Forge Ring, jump;
Ring Of Anticipation (Drow of The Underdark p.100 ) 6000gp
While wearing a ring of anticipation, you gain a +2 competence bonus on listen and Spot checks. When making initiative checks, you can roll twice and take the better result.Caster Level: 7th; Prerequisite: Forge Ring, cat's grace, owl's wisdom. Market Price: 6,000 gp; Aura: Moderate; (DC 18) divination; Weight: -; Cost to Create: 3,000 gp, 240 XP, 6 days.
Chronocharm of the Horizon Walker (Mic, p.86; 500gp)
Activation: Swift Command
Slot: Throat (Multiple Chronocharms can be hung from the same necklace and they all function normally. However more than 1 of the same chronocharm cannot be worn. You must wear one for at least 24 hour for it to function and it becomes inactive if removed.)
Small charm that looks like a setting sun half obscured by the horizon.
Effect: Warping time, Once per day you may move 1/2 your speed during the same swift action you use to activate this item. Round down to the nearest increment of 5 if necessary. This movement does not provoke attacks of opportunity.
Augments
An augment crystal is a small gem, crystal, or similar object that provides a magical effect when magically affixed to a weapon, shield, or suit of armor. An item can hold a single augment crystal, but an attached crystal can be swapped for another one at any time as a move action which DOES NOT provoke an attack of opportunity. An augment crystal of Least can only be attatched to an item of at minimum, masterwork quality. (p.222 MiC)
Augment Crystal of Returning (300Gp)
Magic Item Compendium p.65
Draw attatched weapon as free action
Cape of The Balor's Blessing (Custom Order; 2160)
Slot: Cape
1 charge /day; Command Word
Casts "Balor Nimbus" [Spell Compendium pg. 25] as 3rd lvl caster. You are surrounded by an aura of fire that does not harm you or your equipment. It deals 6d6 fire damage to opponents who are grappling you or whom you are grappling during each of your turns. Lasts 1 round/lvl.
Cloak of the Manta Ray (SRD 7,200gp)
This cloak appears to be made of leather until the wearer enters salt water. At that time the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the polymorph spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray. Although the cloak does not enable the wearer to bite opponents as a manta ray does, it does have a tail spine that can be used to strike at opponents behind the wearer, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.
Moderate transmutation; CL 9th; Craft Wondrous Item, polymorph, water breathing; Weight 1 lb
Hook of Disolution (14,400gp) (BoVD p115)
This wicked metal hook is about 9 inches long. If thrust into a helpless opponent, that opponent slowly disintegrates over a period of 3 rounds (Fort DC 22 negates). This ability works on organic inanimate objects as well as creatures. It can be used three times per day.
CL: 15th; Craft Wondrous Item, wall of chains; Weight: 2 lb.
Ghost Prison (10,000gp) (Ghostwalk Campaign Setting p. 70)
Foot tall glass cylinder capped on both ends with brass and filled with yellow mist. A ghost prison containing ghost has ghostly faces visible within the mist. Any ghost that comes within 10ft of it must make a DC 17 Will save each round or be pulled entirely into the cylinder and be trapped until the cylinder is destroyed OR until someone speaks the ghosts name -at which point it gets a new save, but no more than 2 attepmts may be made per day. If a ghost prison is destroyed, any ghosts within it are slain. A ghost prison holds up to 5 ghosts (either at the same time or sequentially). After the 5th ghost is freed, the cylinder shatters and the item becomes nonmagical. The Cylinder has hardness 1, 5hp, and a break DC of 16.
Dreaming Blindfold (7,500; MiC p. 96)
A Black silk blindfold embroidered with mystical symbols
Activation: Command (1 minute); CL 9nth
1x/day you can cast either Nightmare [Save DC=10+5th+2intmod=17] or Dream (but not both in the same day); except that the range of both spells is limited to 100 miles. When casting the Dream effect you cannot deliver the dream through a touched creature as messenger.
Special: If you have a Psicrown (EPH) you can also target the recipient of either spell with a psionic power as if you were right there adjacent to the creature. Using the item this way renders the item inert for 7 days and the power costs twice the normal power points.
http://www.d20srd.org/srd/spells/dream.htm
http://www.d20srd.org/srd/spells/nightmare.htm
Gloves of Object Reading (MiC 107; 3000gp)
Handling an object, you can determine information about the last owner through divination. They will not identify casual owners. (Anyone who uses an object to attack something is NOT thereafter considered a casual user, but an owner.) An object without any owners in the last 10 years, or never owned reveals no information. Additional uses reveal the same information.
1 Minute: Race
2 Minute: Gender
3 Minute: Age
4 Minute: Alignment
5 Minute: How the last owner gained and lost it
6 Minute+: Next to last owners race, etc.
Infinite scrollcase (mic, p.162, 2800gp)
Holds 50 scrolls.
You get a +4 bonus on concentration to cast defensively.
If you have a BAB of at least +1 you can draw a scroll as part of a move action like drawing a weapon.
[i.e. 'If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move.'-SRD]
Scrollcase & Wands
[Arcane CL 1:1st/3:2nd/5:3rd/7:4th/9:5th]
UMD Check Must =20 +Minimum Caster Lvl to cast that spell
Minimum Ability Score: 10+ Spell Lvl
Fake an Ability Score = UMD Check Result -15
Scrolls with a caster lvl up to 16th (Arcane 8th/Divine 8th)
Scrolls [21/50]
(1)Water Breathing (375 gp)
(2) Endure Elements ( 25gp x 2)=50gp
(2) Resistance ( 12gp 5sp x 2)=25gp
(1) Protection from Evil (25gp x 1) =25gp
(2) Sheltered Vitality (700gp)
(1) Detect Poison ( 12gp 5sp x 1 ) =12gp 5sp
(2) Comprehend Languages ( 25gp x 2)=50gp
(1) Erase (25gp x 1)=25
(1) remove fear - 25g http://www.d20srd.org/srd/spells/removeFear.htm
(1) eagle's splendor - 150g http://www.d20srd.org/srd/spells/eaglesSplendor.htm
(1) dispel magic - 375g http://www.d20srd.org/srd/spells/dispelMagic.htm
(1) stone shape - 700g http://www.d20srd.org/srd/spells/stoneShape.htm
(1) Scroll of Extraplanar Binding Lesser
(1) Call Planar Ally, Lesser
(1) Word of Recall (Divine) 1,650 gp [Note-My Sanctuary is my Chapel]
(1) Plane shift (Divine) 1,125 gp
(1) Greater Teleport
Drd/Bard
(2) Know Direction ( 12gp 5sp x 2 ) =25gp
Brd
(1) Reveille (375gp)
COMPONENTS
Black Onyx Materal Components (M Animate Dead 15 HD worth; 25x15 =375gp)
1000gp Diamond Components (M Various)
1000gp A small statue of an opened skull, within which is arranged a miniature orchestra. (F Symphonic Nightmare)
1000gp Jacinth and 4x 5gpsilver bars (M Astral Projection)
500gp Reliquary of a Chaotic Text (F Cloak of Chaos)
500gp Reliquary of a Evil Text (F Unholy Aura)
1000gp Misc Gems (M Favorable Sacrifice)
500gp Special Holy Symbol marked with verses of Anathema (F Destruction)
250gp Ointment (M True Seeing)
6x500gp Gems (M Warding Gems)
500gp Bloodstone (M Hunters of Hades)
Wands
Wand of Find Temple (42/50)
Wand of Cure Light Wounds (20/50) [1d8+1]
Wand of Lesser Restoration (SRD 4,500) (45/50)
Enternal Wand of Undetectable Alignment (2/day)
Pots 150gp
Sanctuary Potion (2x 50GP)
Shield of Faith (1x50GP)
Carrying Capacity (light, medium, heavy): 26 lbs. or less, 27–53 lbs., 54–80 lbs.
1Human- Extra Turning (+4)
1st- Extra Turning(+4)
3rd- Combat Casting Spell
6th- Quicken Spell [Metamagic]
9nth- Fell Frighten [Metamagic]
12th- [Divine Metamagic] (Quicken)
15th- Shielded Casting
18th- Scourge of Seas
I. Demonic Skin [General-Abyssal Heritor] REP
II. Eyes of The Abyss [General-Abyssal Heritor]REP
III.Vestigal Wings [General-Abyssal Heritor] REP
IV. Dark Speech [Vile] REP
V. Mask of Gentility REP
VI. Dreadful Wrath REP
VII. Rapid Metamagic REP
VIII. Mind Sight REP
IX. Shield Proficiency REP
X. Land Lord REP
Extra Turning
Prerequisite:Ability to turn or rebuke creatures.
Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.
Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.
Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.
Combat Casting
Type: General
Source: Player's Handbook v.3.5
You are adept at casting spells in combat.
Benefit: You get a +4 bonus to Concentration checks made to cast a spell while on the defensive.
Mask of Gentility [General] ( Exemplars of Evil p. 24)
Prereq: Cha 15, Bluff 9, ranks, Disguise 9 Ranks
''You cunningly mask your true motives and nature behind a facade of gentility and camraderie.''
Benefit: If you subjected to Divination spells that would reveal your alignment, you register as neutral. Furthermore if someone tries to Sense Motive to get a hunch about your nature, they need to meet a DC 30 check to obtain an accurate impression.
Divine Metamagic
Type: Divine
Source: Complete Divine
You can channel energy into some of your divine spells to make them more powerful.
Prerequisite: Ability to turn undead or rebuke undead.
Benefit: When you take this feat, choose a metamagic feat that you have. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you're using. For example, Jozan the cleric could sacrifice three turn attempts to empower a holy smite he's casting. Because you're using positive or negative energy to augment your spells, the spell slot for the spell doesn't change.
Special: This feat may be taken multiple times, and applies to a metamagic feat you have taken. Each time you take this feat choose a different metamagic feat to which to apply it.
Sheilded Casting
SHIELDED CASTING
[GENERAL]
You are skilled at covering yourself with your shield when casting spells in combat.
Prerequisite: Combat Casting, Concentration 5 ranks, Shield Proficiency
Benefit: As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat.
Source: Races of Stone (p. 144)
Mindsight (Lords of Madness p.126)
A creature that has this feat possesses the innate telepathic ability that allows it to precisely pinpoint other thinking beings in the range of its telepahty. The creature percieves where the others are and how powerful their intellects are.
Prerequisite: Telepathy
Benefit: A creature that has this feat can pinpoint beings that are not mindless (anything with an intelligence score higher than 1) within range of its telepathy. This works much like blindsense-the creature knows what square each thinking being is in, but does not see the being and the being still has total concealment unless the creature can see it by some other means.
The creature also percieves observable characteristics about each being detected within mindsight, including the beings type and intelligence score. The being need not take any additional or special actions to gain this information, it is obvious to mindsight as the beings race and clothing would be to eyesight.
Normal:Telepathy offers no special ability to sense other minds. The creature has to know that a being is there to communicate telepathically.
(//I have Telepathy as a class ability, however it only works with Outsiders of my alignment, OR outsiders that serve or follow my deity. It only works with those types of creatures, rather than with just any kind of creature. Its still a useful if niche ability as I can identify CE outsiders and servitors of my deity in all their forms either invisible or hiding in disguise. CE outsiders are detected and may or may not be servitors. Other outsiders that are detected known to be of a race that is not CE must be servitors.)
Demonic Skin [General-Abyssal Heritor][REP] Benefit Your Natural AC increases by 1 (If you didnt have a natural AC your original bonus is +0.) This benefit increases by 1 for every 2 Abyssal Heritor feats you have. Your thickened skin tends to catch on objects and makes you less flexible. Because of these effects, you take a -2 penalty on Escape Artist checks. (Fiendish Codex 1)
Eyes Of The Abyss [General-Abyssal Heritor][REP]
Your eyes glow with an inner fire of some unusual color. This glow increases your perception and allows you to see in the dark.
Prerequisite: Any one other Abyssal heritor feat.
Benefit: You gain darkvision out to a range of 30 feet and a bonus on Search and Spot checks. The amount of this bonus equals the number of Abyssal heritor feats you possess.
Special: Your glowing eyes are disconcerting and distracting to those with whom you interact. This effect manifests as a -2 penalty on Diplomacy checks.
Vestigial Wings [General-Abyssal Heritor][REP]
Benefit: Your wings aren't formed enough to allow true flight, but they do enhance your ability to jump. You gain a bonus on Jump checks equal to +3 per Abyssal heritor feat you possess. Your wings can also slow your fall. As long as you can take move actions, you can control a fall so that you land without taking damage. You cannot, however, alter the direction you fall.
Special: Because your wings create additional drag while you swim, you take a -2 penalty on Swim checks.
Dark Speech [Vile][REP]
You learn a smattering of the language of truly dark power.
Prerequisite: INT 15, Will save bonus +5, Cha 15
Benefit: You can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects. The four basic uses are detailed BELOW:
- Dread:[DC 23] Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage, and every other creature in a 30-foot radius must attempt a Will save (DC 10 +1/2 your character level + your Cha modifier). The result of a failed save by a listener depends on the listener's character level and alignment, as detailed on the table below. Level (Alignment) Result:
1st-4th (non-evil) Listener is shaken for 1d10 rounds and must flee from you until you are out of sight.
5th-10th (non-evil) Listener is shaken for 1d10 rounds.
11th+ (non-evil) Listener is filled with loathing for you but is not otherwise influenced.
1st-4th (evil) Listener cowers in fear for 1d10 rounds.
5th-10th (evil) Listener is charmed by you (as charm monster) for 1d10 rounds.
11th+ (evil) Listener is impressed, and you gain a +2 competence bonus on attempts to change his attitude in the future.
- Power: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage. By incorporating the Dark Speech into the verbal component of a spell, you increase its effective caster level by 1. By using it during the creation of an evil magic item, you increase its caster level by 1 without increasing the cost.
- Corruption: As a full-round action, you can whisper vile words at an inanimate object and reduce its hardness by half. This use does not drain you, but you cannot use the ability more than once on a single object.
- Dark Unity: You can use Dark Speech to establish a hive mind in any swarm of vermin or animals with an Intelligence score of 2 or lower. Thereafter, you can give the swarm one command as per the suggestion spell (caster level equals your Hit Dice). Whenever you infuse a swarm in this manner, you take ld4 points of Constitution damage.
Special: You gain a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against you.
Normal: Attempting to utter a word of Dark Speech always ends in immediate death for a speaker who is not trained in its dark power. It is impossible to make someone use the Dark Speech if he is unwilling because the language's pronunciation is so exacting.
Rulebook: Hordes of the Abyss (p. 85)
Fell Frighten [Metamagic] -Libris Mortis p. 27
Living creatures damaged by your spell are also shaken.
Benefit: You alter a spell that deals damage so that any creature not immune to fear or mind affecting spells and abilities that is damaged by the spell also becomes shaken for 1 minute. A fell frightening spell uses up a spell slot 2 lvls higher than the spell's actual lvl.
Dreadful Wrath DC (10+10+3=)23
When you charge, make a full attack, or cast a spell that either targets an enemy or includes an enemy in its area, you gain the frightful presence ability for that round. Each enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 1 minute. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to your frightful presence for the next 24 hours. This is an extraordinary morale effect.
Quicken Spell
Type: Metamagic
Source: Player's Handbook v.3.5
You can cast a spell with a moment's thought.
Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level.
Scourge of the Seas
[General]
You have a sinister reputation as a pirate and can intimidate enemy captains by your mere presence.
Prerequisite: Intimidate 5 ranks, CHA 15,
Benefit: You can make an Intimidate check to daunt the captain of another ship who can see you or your distinctive colors (see the rules on page 25 for sighting another ship). This is opposed by the target character's modified level check (see Intimidate on page 76 of the Player's Handbook). If you succeed on the Intimidate check, the target is frightened for as long as it remains able to see you and for 1d6x10 minutes afterward. A frightened character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks, and tries to flee from you as best it can. If escape is impossible (for example, due to ship damage or the loss of sails), that character will strike the ship's colors and surrender. Even if you fail the check, the target might become shaken unless you fail by 5 or more. This effect lasts as long as the daunting effect.
Land Lord
http://therafimrpg.wikidot.com/landlord
[[/collapsible]]
Class Feature Weapon Proficiencies: (Simple)
Armor Proficiencies: Light
Class Feature: Turn/Rebuke Undead [3+3cha+4Feat+4Feat =14Rebuke/Day]| Turn Checkmod +2 KnowReligionSynergy+3Cha=[+5]|Turning Damage 2d6 +15Cleric+3Cha=[2d6+18]
http://therafimrpg.wikidot.com/turn-or-rebuke-undead
Deity, Domains, and Domain Spells: In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity).
Cloistered Lore (Ex): 15lvl+4Int=+19mod
Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.
A cloistered clericmay make a special knowledge check with a bonus equal to his cloistered cleric level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the cloistered cleric has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful lore knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A cloistered cleric may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Divine Emissary(PRC): Divine disciples can telepathically communicate with any outsider within 60', as long as that outsider serves the disciple's deity or has the same alignment as the disciple.
New Domain(PRC): The divine disciple may choose a new domain from her deity's available domains. She receives the domain's granted power and may choose the domain's spells as domain spells.
Sacred Defense (PRC): Add this value (+1 at 2nd lvl; +2 at 4th lvl to the divine disciple's saving throws against divine spells, and the spell-like and supernatural abilities of Outsiders.
Imbue With Spell Ability (Sp): As the spell, except a divine disciple does not need to use any 4th level (or higher) spell slots to activate this ability. (She transfers currently prepared spells to her targets on a one-for-one basis without having to use a spell slot for imbue with spell ability spell). The only limit to the number of spells the divine disciple can transfer is the disciple's available 1st and 2nd level spells.
Transcendence (PRC: Protection from Good): The divine disciple, through long association with her deity's outsider servants and direct intervention by her deity, transcends her mortal form and becomes a divine creature. Her type changes to outsider (see Native Outsider). As a free action she can ward herself with a protection from chaos/evil/good/law spell. (she chooses which form to have when she gains the transcendence power and cannot change it thereafter). Upon achieving transcendence, the divine disciple's appearance usually undergoes a minor physical change appropriate to her alignment and deity. Anyone who shares the disciple's patron, including outsider servants of her patron, immediately recognize her transcendent nature, and she gains a +2 bonus on all Charisma based skill and ability checks in regard to these creatures.
Deity: The Nightmare King
Holy Symbol: A small wooden foot carved of driftwood, with a wicked spiral carved into the sole. (Usually Not carried)
Unholy Symbol
Spells/Day
4[ZERO] (6-1)*+1[FIRST] 6+1[SECOND] 6+1[THIRD] 5+1[FOURTH] 5+1 [FIFTH] 5+1 [SIXTH] 5+1 [SEVENTH] 4+1 [EIGHTH] 4+1 [NINTH]
(Includes Bonus Spells)
*{I spend 1 First Lvl slot each day on suspend Disease. I have Soul Rot for those spells that require it such as Shriveling, Heartclutch, Cloud of Achairai}
SoulRot: Any creature that eats the flesh of an evil outsider can contract Soul Rot. Their Mind and soul is consumed, resulting in an agonizing death. Fort DC 23; Vector: Special; Incubation: 1d8 days; 1d6 Wis, 1d6 Cha
Domain Powers/Spells
Knowledge:Granted Power -Add all Knowledge skills to your list of cleric class skills;You cast divination spells at +1 caster level.
1-Detect Secret Doors: Reveals hidden doors within 60'.
2-Detect Thoughts: Allows "listening" to surface thoughts. DF
3-Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level. DF
4-Divination
5-True Seeing M
6-Find the Path
7-Legend LoreMF: Lets you learn tales about a person, place, or thing.
8-Discern Location: Reveals exact location of creature or object.
9-Foresight: "Sixth sense" warns of impending danger.
Dream: Granted Power-Because you have long delved into dreams and nightmares, you are immune to fear effects.
1-Sleep Puts 4 HD of creatures into magical slumber.
2-Augury: Learns whether an action will be good or bad.
3-Deep Slumber: Puts 10 HD of creatures to sleep.
4-Phantasmal Killer
5-Nightmare
6-Dream Sight (spc)
7-Scrying, GreaterF: As scrying, but faster and longer.
8-Power Word Stun: Stuns creature with 150 hp or less.
9-Weird: As phantasmal killer, but affects all within 30'
Suffering:Granted Power- You can use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect creatures that have immunity to extra damage from critical hits.
1-Bane: Enemies take -1 on attack rolls and saves against fear. DF
2-Bear's Endurance: Subject gains +4 to Con for 1 minute/level. DF
3- Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
4-Enervation
5-Feeblemind
6-Harm
7-Eyebite: Target becomes panicked, sickened, and comatose.
8- Symbol of PainM:
9-Horrid Wilting: Deals 1d6/level damage within 30'.
Ocean: Granted Power (Su)- You have the ability to breathe water as if under the effect of a water breathing spell, for up to 1 minute per level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily time limit).
1-Endure Elements
2-Sound Burst:
3-Water Breathing: Subjects can breathe underwater.
4-Freedom of Movement:
5-Wall of Ice: wall with 15 hp +1/level, or hemisphere
6-Freezing Sphere: Freezes water or deals cold damage.
7-Waterspout: Waterspout picks up and damages foes. (CD p. 187; Stormwrack p.124)
8-Maelstrom: Vortex traps and damages creatures (SPC 135)
9-Elemental Swarm: Summons multiple elementals (Water only).
Spellcasting: Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify (DF), unseen servant; 2nd—fox's cunning (DF); 3rd—illusory script, secret page, tongues (DF) (reduced from 4th level); 4th—detect scrying;
6th—analyze dweomer; 7th—sequester; 9th—vision.
ZERO
0-Level Cleric Spells (Orisons) [SRD]
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
(0th Spell Compendium)
Amenuensis [spc 10 0lvl cleric] Copies nonmagical text.
FIRST
Conviction (SPC p. 53): +2 Morale bonus on saves with addition +1/6CLvls
Blessed Aim (SPC p. 32) Gain +2 on ranged atk rolls
Blood Wind (SPC p. 34) Use all natural or unarmed attacks in a Full Attack as if they were throwing weapons with 20ft
Dispel Ward (spc p. 67)
Ebon Eyes (spc 77): gain low light vision
Eyes of The Avoral
http://therafimrpg.wikidot.com/eyes-of-the-avoral
Faith Healing(SPC 88): Will for half (harmless) you cure 8hp +1/lvl (max +5). This spell cures as much as a maximized Cure Light Wounds. HOWEVER it ONLY affects a creature who worships the same deity as you, those that dont or have no deity are not affected.
Guiding Light (SPC p. 108): +2 to hit on ranged against enemies in a 5ft radius burst; Long Range
Healthful Rest (SPC p. 112): 1 subject/lvl doubles natural healing rate
Iron Guts (SPC p. 127): Touched target gains +5 to save vs poison; 10min/lvl when the spell ends nauseated 1 round
Incite (spc 122) 10ft burst, creatures cant delay or ready actions,if it has already-loses action acts immediately.
Inhibit (spc 124) 1 creature is forced to delay and acte before your turn on your initiative count.
Omen of Peril (Spc 150) divines next hour of travel (or staying where you are) being Safety, Peril, or Great Danger.
Portal Beacon (SPC 162)
Night Shield (SPC p. 149): +3 on all saves a CLvl 9nth; negates magic missles; 1minute/lvl personal
Sign (SPC p. 190): +4 on Next init; 10min/lvl or until discharged; personal
Updraft (SPC p. 229): Gain 10ft/lvl altitude and gently float back down, can move up to 5ft laterally. SWIFT ACTION
Vigor Lesser (SPC 230) target gain fast healing 1 for up to 15 rounds.
Blade of Blood(PHBII 103): Swift; weapon touched charged unless dropped; 1round/lvl disrcharge when hit live creature; +1d6dmgand +2d6(for total 3d6) if take 5hpdmg(per atk?) NOSR
http://therafimrpg.wikidot.com/thin-air
http://www.d20srd.org/srd/spells/causeFear.htm
http://www.d20srd.org/srd/spells/command.htm
http://www.d20srd.org/srd/spells/deathwatch.htm
http://www.d20srd.org/srd/spells/endureElements.htm
http://www.d20srd.org/srd/spells/obscuringMist.htm
http://www.d20srd.org/srd/spells/removeFear.htm
http://www.d20srd.org/srd/spells/undetectableAlignment.htm
http://www.d20srd.org/srd/spells/shieldOfFaith.htm
http://therafimrpg.wikidot.com/vision-of-heaven
SECOND
Aura Against Flame(SPC p.19): Put out fire/Give Fire Resist/Counterpspell+dispel Fire spells as dispel magic
Avoid Planar Effects (SPC p. 19)
Body Blades (SPC p. 36): body gains blades; 1d6+5dmg; bonus to escape grapple/entange/etc
Close Wounds (SPC p. 48): Heals 1d4+5 as Imediate Action even preventing dmg against someone -10'd;Verbal
Divine Interdiction (SPC p. 71): Emantion causes others to lose ability to turn/rebuke and domain powers
Frost Breath (SPC 101): 30ft cone 5d4 cold ref for 1/2; failed save=dazed 1 round
Fuse Arms (SPC p. 101): Fuse subjects arms together giving str bonus
Ghost Touch Armor (SPC p. 103) Armor Gains Ghost Touch property
Healing Lorecall (SPC p. 111):Healing(conjuration)spells can remove status ailments;substitute heal ranks for clvl
Inky Cloud (SPC p. 124): Black coud underwater obscures sight, even dark vision, even your vision
Stone Bones (SPC p. 209): Undead Creature with skeleton gains +3nat AC; 10min/lvl
Protection From Negative/Positive Energy (SPCp. 164): -10dmg from Positive/Negative energy; 10min/lvl
Shroud of Undeath:undead to mindless, maybe to intelligent;-treated as undead for all effects. Turn/Reb' might end.
Spell Immunity Lesser (SPC p.200): immunity to 1 first or 2nd lvl spell/spell like effect that allows SR. Only have 1 at a time
Spider Legs
http://therafimrpg.wikidot.com/spider-legs
Veil of Shadow (SPC p. 229): gain 20% miss even against dark vision; 3rd lvl+ light dispells; True Seeing sees; personal
Animalistic Power(PHBII 101): subject gains +2 Str/Dex/Con; 1min/lvl
Cloud of Knives(PHBII 107):NOSR; conjure knives FREE action ranged melee (Clvl+WisMod+1d20) 1d6dmg +1/3lvl(mx5);1round/lvl[22gp Material=Magic/Silver/-1dmg] 30FT RANGE/19-20crit
Black Karma Curse(PHBII 103):target takes dmg as = strongest weapon or natural weapon by attacking itself (no roll) Will negates
3rd
Blade Brothers(PHBII 103): 1min/lvl; ONE (1) time during duration- 2 creatures linked by this spell when one rolls save BOTH roll and use higher. If both fail, both are affected.
Master's Touch(PHBII 119): IMMEDIATE target gains +4 on a skill check; 1 round VERBAL; only works on checks that take 1 round of effort.
Share Talents(PHBII 124): 10min/lvl; 2 subjects; both gain +2 on any skill check as long as at least 1 of them has ranks in the skill. If one has ranks in a trained skill, the other can roll that skill untrained (i.e. tumble).
Stay the Hand(PHBII 126): IMMEDIATE medrange; VERBAL target 1 Humanoid; Will negs; Mind-Affecting; on failed enemy cant attack or target you that round. If cast when enemy announces attack, on failed save it can choose a new target and attack at -4Penal; if it was casting a spell it must choose a new target with a DC 15+SpelLvl concentration or spell is wasted.
Augury (SRD)-Dream Domain
http://www.d20srd.org/srd/spells/cureModerateWounds.htm
http://www.d20srd.org/srd/spells/enthrall.htm
http://www.d20srd.org/srd/spells/findTraps.htm
http://www.d20srd.org/srd/spells/inflictModerateWounds.htm
http://www.d20srd.org/srd/spells/makeWhole.htm
http://www.d20srd.org/srd/spells/removeParalysis.htm
http://www.d20srd.org/srd/spells/restorationLesser.htm
http://www.d20srd.org/srd/spells/silence.htm
http://www.d20srd.org/srd/spells/shieldOther.htm
http://www.d20srd.org/srd/spells/status.htm
THIRD
Blindsight (SPC p. 32): Blindsight 30ft
Chain of Eyes (SPC. 46): Use targets vision, sensor transfers each time contacts physically; Touch
Circle Dance(SPC p. 47):1minute; tell if creature is alive, and on same plane, and condition/Dead, another plane
Cloak of Bravery (SPC p. 48): 60ft emanation; targets get +10 to save vs Fear
Curse of Arrow Attraction(PHBII 109):med range;1rnd/lvl target takes -5AC vs all rangeg protectile or ranged touch spells, all ranged crits are auto confirmed; WILL negs
Conviction MASS (SPC p. 53): Morale bonus to saves; 20ft radius burst
Darkfire (SPC p. 60): For duration throw fireballs visible only to darkvision 5d6dmg
Downdraft (SPC p. 73): 20ftx100ft wind cylinder downs flying creatures; long range
Energy Vortex (SPC p. 82): 20ft burst radius on you 1d8 +1/lvl (max +20); does 2x if you dmg self also; enemies get reflex you dont
Favorable Sacrifice (SPC p. 89)
Fell The Greatest Foe (SPC p. 91): target deals extra damage against larger enemy
Flame of Faith (SPC p. 96): Weapon gains flaming
Ghost Touch Weapon (SPC p. 103) Weapon or Ammo Gains Ghost Touch property
Girallon's Blessing (SPC p. 107): Gain extra set of arms; 4 claw +rend attacks
Glowing Orb (SPC p. 107): semi-Permanently enchant a glass orb (50gp) that can be dimmed or lit a 60ft radius by thought
Hamatula Barbs: glowing hellish barbs protect target; enemies attacking take 1d8 slash/pierce unless reach weapons
Hesitate(PHB II, 119): IMMEDIATE Will negs; 1 target 1rnd/lvl Can only take move actions. During its turns it in may swift action to attempt another save. If attacked, spell ends.
Ice Axe (SPC p. 119): create ice battle axe/gain proficiency; 2d12+10dmg melee touch (weightless; no Str mod applies)
Interplanar Messege (SPC p. 125): Touched creature can be sent a messege even across planes; 24hr/lvl until discharged.
Know Vulnerabilities (SPC p. 130) learn vulnerabilities (cold subtype,etc)/Resistances (DR/adamantine; resist fire 10,etc)
Mantle of Chaos (SPC p. 138): gain SR =12+Clvl versus Law
Mantle of Evil (SPC p. 138): gain SR =12+Clvl versus Good
Nauseating Breath (SPC p. 147): 30ft cone; fort save or be nauseated 1d6 rounds
Ring of Blades (SPC p. 178): All adjacent squares take 1d6+10 magic/silver/slashing damage; 1minute/lvl; personal
Safety(SPC p.180): Points nearest path to saftey
Shivering Touch : 3d6 dex dmg touch range http://therafimrpg.wikidot.com/shivering-touch
Skull Watch(SPC p. 192): skull becomes permanent alarm heard for 1/4mile; you instantly know if ward goes off; fort vs deaf
Slashing Darkness (SPC p. 192): Deals 1d8/2Clvls (max 5d8) of negative energy damage. Undead are healed by a like amount.
Snow Shoes Mass (SPC p. 195)
Sonorous Hum (SPC p. 197): Spell maintains concentration for you on 1 spell; allows you to even cast/conc on other spells.
Suppress Glyph (SPC p. 217): 100ft radius burst,all magic writing glows show location without trigger; dispel check for each
Vigor Lesser Mass (SPC p. 230) 1 target/2 lvls gain fast healing 1 for up to 25 rounds.
Wall of Light(SPC 235): 10ft sqr/lvl or sphere radius 5ft/2lvls; lasts 1 min/lvl (D). Creates an Opaque wall of light that does not hinder movement, attacks, or spells BUT BLOCKS LINE OF SIGHT to ALL creatures except you, you can see through it. A creature that passes through it is dazzled NO SAVE. It sheds light as bright as a Daylight spell, and counters/dispells darkness of lower lvl.
Weapon of Energy (SPC p. 237): Weapon gains flaming/acid/cold/sonic and Burst Weapon property
Weapon of Impact: (SPC p. 237): bludgeon Weapon gains double threat range
Alter Fortune(PHBII 101):VX; 1 creature;close;subject rerolls any 1 roll; NO SAVE/SR IMMEDIATE ACTION/200XP
Crown of The Grave(PHBII 107):1 hr/lvl;Uses Head Slot; Once/minute affect an undead as by if the "Command" Spell (Aprch,Halt,Fall,Flee,Drop)(will negs);(1) Rebuke can boost DC by +4; Discharge/End to gain +4 on Rebuke
Crown of Might(PHBII 108): 1hr/lvl; uses Head Slot; +2 Str; discharge as immediate action to gain +8 Str for 1 round.
Crown of Protection(PHBII 108): 1hr/lvl; uses head slot; +1 Resist all save/+1 Deflect; discharge as immediate action to gain +4Resist all save/+4Deflect
Deep Slumber (SRD)-Dream Domain
http://therafimrpg.wikidot.com/vision-of-the-omniscient-eye
http://therafimrpg.wikidot.com/energy-vulnerability
http://therafimrpg.wikidot.com/divine-retaliation
http://www.d20srd.org/srd/spells/bestowCurse.htm
http://www.d20srd.org/srd/spells/blindnessDeafness.htm
http://www.d20srd.org/srd/spells/continualFlame.htm
http://www.d20srd.org/srd/spells/createFoodAndWater.htm
http://www.d20srd.org/srd/spells/cureSeriousWounds.htm
http://www.d20srd.org/srd/spells/dispelMagic.htm
http://www.d20srd.org/srd/spells/glyphOfWarding.htm
http://www.d20srd.org/srd/spells/inflictSeriousWounds.htm
http://www.d20srd.org/srd/spells/invisibilityPurge.htm
http://www.d20srd.org/srd/spells/removeBlindnessDeafness.htm
http://www.d20srd.org/srd/spells/removeCurse.htm
http://www.d20srd.org/srd/spells/removeDisease.htm
http://www.d20srd.org/srd/spells/searinglight.htm
FOURTH
Assay Spell Resistance (SPC p. 18): +10 to overcome SR vs 1 creature
Astral Hospice(SPC p. 18): Create Astral Shelter only you/others enter
Blindsight Greater (SPC p. 32): Blindsight 60ft
Castigate (SPC. p. 45): up 10d4 Sonic in 10ft radius based on alignment; Verbal only
Contingent Resist Energy (SPC 53): Gain resist _10 depending on what next energy dmg is.
Hypothermia__ (SPC p. 119): Target takes 10d6 cold and becomes fatigued; fort negates fatigue and 1/2dmg
Iron Bones (SPC p. 126): Undead Creature with skeleton gains +6 natAC; 10min/lvl
Make Manifest (SPC p. 138): forces ethereal creature to material plane, cant return; forced back at spells end.
Moon Bolt (SPC p. 144): target up to 2 living or undead up to 15ftapart;1d4Strdmg/3lvls(max5d4)living;1d4round helpless undead
Negative Energy Aura (SPC p. 147): 10ft emanation deals 1pt/3Clvls(max5) to all living; undead get +2hp/round
Panacea (SPC p. 153):Ends Blind/Confuse/daze/nauseate/sicken/stun|Negates Feeblemind and all poison. +1d8+ClvlHP
Planar Tolerance(SPC p. 160): As Resist Planar Effects but 1hr/lvl
Shadow Blast (SPC p. 187): Closes portals to shadow plane, shadow natives are stunned, take damage, or lose SLAs.
Sound Lance (SPC 197): 1d8/clvl (max 10d8) Sonic ray; cannot enter a silenced area.
Spark of Unlife (SPC 197): undead loses some undead immunities, as if it were alive.
Spell Vulnerability (SPC p. 201): Enemy SR gets a -1/Clvl penalty (max -15) bringing it as low as 0. Fort Negates; 1min/lvl
Channeled Divine Health(PHBII 106): Swift[Touch]1d8/Standard[Clos]1d8+Clvl(10mx)/FullR[Med]2d8+Clvl(15mx)/2FulR[Long]4d8+Clvl(20mx) heal/dmg undead.
Renewed Vigor(PHBII 123): 30ft range; 30ft radius burts; Exhausted become fatigued, and removes fatigued; affected creatures get +2 Con for 1round/lvl
Stifle Spell(PHBII 126): IMMEDIATE; VERBAL; closRange; target creature casting a spell with magical distraction, it must roll concentration DC 14+WisMod+Spell Level or lose the spell. NO SAVE.
Phantasmal Killer (SRD)-Dream Domain
Enervation (SRD)-Suffering Domain
Divination (SRD)-Knowledge Domain
http://www.d20srd.org/srd/spells/cureCriticalWounds.htm
http://www.d20srd.org/srd/spells/dimensionalAnchor.htm
http://www.d20srd.org/srd/spells/divination.htm
http://www.d20srd.org/srd/spells/inflictCriticalWounds.htm
http://www.d20srd.org/srd/spells/restoration.htm
FIFTH
Charnel Fire
http://therafimrpg.wikidot.com/charnel-fire
False Sending
http://therafimrpg.wikidot.com/false-sending
Blistering Radiance(SPC 34):long range/50ftRadi;1rnd/lvl;in area are dazld NO save and 2d6/round fort half. RTA ONLY if sent through narrow area.
Contagion MASS(SPC 54): as contagion;20ft raius spread;medrange
Divine Agility(SPC 70): 1rnd/lvl; +10 enhancement to Dex
Earth Reaver(SPC 76): Ground explodes. Range med; 20ft spread; Object/creature take 4d6 bludgeon and 3d6 fire-NO SAVE againt damage. Creatures are knocked prone-REFLEX prevents.
Incorporeal Nova (SPC 122): medrange; 50ft Burst; Will negates;
affects 1d4HD/lvl of Incorporeal creatures affecting those closest to the point of origin first, then those with fewest, and so on. NO creature with 9 OR more HD is affected -and HD remaining ot sufficient to affect a creature are wasted. Creatures that fail WILL are DESTROYED. Affects all incorporeal creatures, including those in gaseous form.
Reviviy(SPC 177): Dead creature that died within (1) ROUND if TOUCHED is revived as raise dead with NO lvl loss, NO con loss, and NO loss of spells-except they are at -1HP and STABLE. Requires 1000GP of Diamonds.
Symbol of Spell Loss(SPC 219)
Vigor GREATER(SPC 230): target gains fast healing 4 for 10+1/lvl rounds.
Vulnerability(SPC 2233):TOUCH, 1rnd/lvl; subjects DR is reduced by 5 to a minimum of 5. Will negates. For every 4 caster lvls beyond the 9th DR may be reduced by another 5.
Zone of Respite(SPC 245): 2round cast time; 1 minute/lvl;20ft emanation. The area centered on you is protected from interplanar intrusion, including summoning and calling spells,Gate spells, portals, dimension door, plane shift, teleport, travel through the astral/ethereal/shadow planes. Creatures on coterminous or coexistant planes (i.e. unmanifested ghost, ethereals) must retreat to the edge of the zone and cannot enter the corresponding area on the coterminous or coexistant plane.
Condemnation(PHBII 108): Outsider on failed will is stunned and has SR reduced by 10 for ONE round.
Etherealness Swift(SPC 114): SWIFT ACTION subject becomes ethereal UNTIL the END of its next turn. If it rematerializes in an occupie space its moved into an open one ant takes 1d6/5ft shunted
Magic Convalescence (PHBII 119):20ft emanation centered on YOU. Whenever a spell is cast in the radiance, including by you, you heal 1hp/lvl of the spell. Each spell effect is resolved before you gain hp.
Mana Flux(PHBII 120): med range; 1rnd/lvl; 20ft emanation NO SR; NO SAVE. Anyone casting spell/spell like ability/ supernat ability has 20% fail chance. If it has fail chance from some other source roll it seperately. Magic items not affected. Fail chance cant be reduced by feats/abilities.
http://therafimrpg.wikidot.com/convert-wand
http://therafimrpg.wikidot.com/meteoric-strike
http://therafimrpg.wikidot.com/telepathy-block
http://therafimrpg.wikidot.com/warding-gems
http://www.d20srd.org/srd/spells/breakEnchantment.htm
http://www.d20srd.org/srd/spells/commandGreater.htm
http://www.d20srd.org/srd/spells/planeShift.htm
http://www.d20srd.org/srd/spells/slayLiving.htm
SIXTH
Cold Snap: Casting Time 1 MINUTE; range 1 MILE; area 1 Mile Radius centered on you. NO SAVE/NO SR. Duration 2d4 hours. The temperature is lowered by 5 degreesF/caster lvl (maximum change 50degrees to a maximum low of -20). Spells with cold description deal 1pt/die extra damage in the area.
Cometfall(SPC p.51): DF ; 5ft burst radias, Reflex half, NO SR. must have 40ft clearance above. Conjure a comet that deals 1d6/lvl (max 5d6). Those that pass reflex take half damage and are NOT knocked down.
Energy Immunity(SPC 81): touch; 24 hours; creature AND its equipment gain immunity to one of the 5 energy types. The immunity overlaps with portection and resistance, the other spells absorb no damage.
Ghost Trap(SPC 103): range 5ft/lvl emanation centered on you NO SAVE/NO SR; 1min/lvl; creatures cannot turn ethereal in this area, nor can ethereal creautes affect the plane in the area. Incorporeal creatures lose corporeality.
Ice Flowers (SPC 120): range 400ft, 20ft radius burst, reflex half NO SR; ground errups with ice and rock. 1d6/lvl (max 15d6) Half is cold half bludgeon, must be cast on the ground. NO EFFECT in desert terrain or on solid ston.
Lucent Lance(SPC 135): range close, RAY, NO SAVE; ranged touch attack blinds for 1rnd and dazzles for 1 rnd/lvl those sensitive to light (drow, duergar, kuo toa) react as if exposed to full daylight for 1 rnd if struck. In bright light 1d6/lvl (max 15d6), in shadowy 1d4/lvl (max 15d4). Cannot be cast if there is no light in your square.
Mass Make Manefest(SPC 138): 25ft emanation, NO SAVE; close range. As make manifest, except all creatures and unattended objects and coterminous and coexistant planes are brought to your plane. For the duration, creatures affected retain all abilities except those that allow them to enter other planes. At the end of the spell they return.
Mantle of Icy Soul(SPC 139): touch, 1hr/lvl, will negates. Creature gains the cold subtype, gaining immunity cold and vulnerability fire (takes 50% more. A Fire creature does not gain the cold subtype, but does lose the Fire Subtype (which grants fire immunity)
Rejection(SPC 173): range 60ft cone burst, Fort negates; creatures in the area are pushed back 5ft/caster lvl. If a creature hits a surface they take 1d6/10ft traveled. Movement forced by the spell can take a creature beyond the spells range.
Snare Astral Traveler:
http://therafimrpg.wikidot.com/snare-astral-traveler
Stone Body(SPC 207): 1 minute/lvl PERSONAL; transform body to stone, gain DR 10/adamantine, IMMUNE: Blindness, critical hits, ability damage, deafness, disease, drowning, poison, stunning, all spells or attacks that affect physiology or trspiration. Gain +4 Str, -4 Dex (minimum 1), 1/2 speed, 3x weight. Transmute Rock to mud slows for 2d6 rounds as the spell, no save. Stone To Flesh ends the spell.
Superior Resistance(175): 24hrs, +6 resistance bonus on saves.
Vigorous Circle(SPC 230): creature touched gains fast healing 3 for 10 rounds+1rnd/lvl (maximum 40 rounds)
http://therafimrpg.wikidot.com/touch-of-adamantine
http://therafimrpg.wikidot.com/chasing-perfection
http://www.d20srd.org/srd/spells/animateObjects.htm
http://www.d20srd.org/srd/spells/antilifeShell.htm
http://www.d20srd.org/srd/spells/banishment.htm
http://www.d20srd.org/srd/spells/bladeBarrier.htm
http://www.d20srd.org/srd/spells/dispelMagicGreater.htm
http://www.d20srd.org/srd/spells/undeathToDeath.htm
SEVENTH
Greater Bestow Curse(SPC p. 28): One score becomes 1 or two take -6; or -8 on atk/save/skill/ability check; or 25% chance to act normally otherwise no action. Removable with Miracle, Wish, or remove curse by +17thlvl caster.
Blood to Water(SPC p. 34): save for half; 2d6 con dmg to living; up to 5 tagets in 30ft radius. No effect on fire or water subtype.
Brilliant Blade (SPC 41): 1 melee, thrown, or 50 projectiles gain Brilliant Energy for 1min/lvl (Shuriken are treated as projectiles for this purpose)
Fortunate Fate(SPC 100): 1 min casting; duration 10min/lvl or until discharged. If subject to an effect that would reduce it to -10 or below hp they immediately revieve a Heal Spell.
Planar Bubble(SPC 159): 10ft radius emanation touch, 10min/lvl; creates ana rea around the creature that emulates their native environment, including gravity, temperature, alignment, and magic.
Greater Plane Shift(SPC 160): As plane shift, except that if you have visited the location before you arrive at the exact location, rather than 5-500 miles away.
Radiant Assault (SPC 165): long range (400ft +40/lvl); 20ft radius burst; 1d6/lvl (Max 15d6) creatures in the burst are dazed for 1d6 rounds. A will save halves damage and negates dazing.
Renewal Pact (SPC 174): This spell remains dormant until the subject is subjected to one or more of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. One round after the subject is affected by a condition that triggers the renewal pact, the subject receives a Panacea spell at a caster level equal to that of the caster of the renewal pact. A creature can be subject to only one renewal pact at a time. Casting renewal pact on a subject who already has an untriggered renewal pact voids the earlier pact.
Restoration Mass (SPC 175): As restoration except 1 creature/lvl no more than 30ft apart. 1 rnd casting time.
Spell Resistance Mass(SPC 200): as spell resitance, except 1 creature /lvl, no more than 30ft apart.
Symphonic Nightmare
http://therafimrpg.wikidot.com/symphonic-nightmare
Withering Palm (SPC 242): MELEE Touch attack deals 1 Str AND Con dmg/2 lvls (Max 10 @ 20th lvl); a critical hit does not double dmg bu makes it ability drain instead. Fortidude NEGATES.
http://www.d20srd.org/srd/spells/controlWeather.htm
http://www.d20srd.org/srd/spells/cureSeriousWoundsMass.htm
http://www.d20srd.org/srd/spells/destruction.htm
http://www.d20srd.org/srd/spells/etherealJaunt.htm
http://www.d20srd.org/srd/spells/inflictSeriousWoundsMass.htm
http://www.d20srd.org/srd/spells/refuge.htm
http://www.d20srd.org/srd/spells/restorationGreater.htm
http://www.d20srd.org/srd/spells/scryingGreater.htm
http://www.d20srd.org/srd/spells/symbolOfStunning.htm
http://www.d20srd.org/srd/spells/symbolOfWeakness.htm
http://www.d20srd.org/srd/spells/wordOfChaos.htm
[[collapsible]]
EIGHTH
[[collapsible]]
Brilliant Aura(SPC 40): weaps carried by 1 creature/2lvls gain the Brilliant energy property; no more than 30ft apart; 1rnd/lvl
Death Pact(SPC 61): 10min; permanent until triggered; lose 2 con; if slain you gain a True Ressurection; the points are not regained upon return to life nor if the spell is DISPELLED. Wish or Miracle ONLY can restore lost points and ONLY after the spell has been triggered or dispelled. Requires a diamond worth 1000gp.
Death Ward Mass (SPC 62): As death ward; 1 creature/lvl within 30ft of one another.
Heatdrain(SPC 113): 20ft burst centered on you; fort negates; all living creatures take 1d6/lvl (Max 20d6); for each creature damaged you gain 2hp temporary that last up to 1 min/lvl. Fortitude NEGATES.
Lion's Roar(SPC 134): 120ft burst centered on you; enemies take 1d8/2lvls (max 10d8) Sonic and are stunned for 1 rnd. A succesful save halves dmg and negates stunning. ALLIES gain a +1 morale bonus on atk rolls and saves against fear AND temporary HP = 1d8+Caster level (max +20) that lasts for 1min/lvl
Greater Planar Exchange (SPC 160): the same as planar exchange, except you may choose a Hezrou.
Storm Rage(SPC 211): Duration 1 min/lvl; you gain a fly speed of 40ft; immunity to thrown and rangeg projectile attacks; you are completely unaffected by natural or magical wind and are not subject to other effects of extreme wind and easily hold your position. ONCE per round you can shoot a bolt of lightning as a Standard Action that does NOT provoke attacks of opportunity and has a range of 100ft, and requires a ranged TOUCH attack. You gain a +3 on these rolls if your opponent is wearing metal armor or caryying lots of metal. It does 1d6/2caster levels (Max 10d6 @ lvl 20) with no saving throw.
Wall of Greater Dispel Magic(SPC 235): As wall of dispel magic, but greater dispel magic.
http://therafimrpg.wikidot.com/chain-dispel
http://therafimrpg.wikidot.com/visions-of-the-future
http://www.d20srd.org/srd/spells/cloakOfChaos.htm
http://www.d20srd.org/srd/spells/cureCriticalWoundsMass.htm
http://www.d20srd.org/srd/spells/dimensionalLock.htm
http://www.d20srd.org/srd/spells/inflictCriticalWoundsMass.htm
http://www.d20srd.org/srd/spells/fireStorm.htm
NINTH
Awaken Construct(SPC p. 22): 8hr casting; human shaped construct gains 3d6 Int/Cha/Wis. Independent, initially friendly. Require humanoid brain that died no more than 8 hours ago. (subtle…)
Summon Elemental Monolith (SPC 215): 1rnd casting; duration is concentration up to 1 rnd/lvl. Conjures an Elemental Monolith (Complete Arcane p. 156)
http://therafimrpg.wikidot.com/sublime-revelry
http://therafimrpg.wikidot.com/end-to-strife
http://www.d20srd.org/srd/spells/astralProjection.htm
http://www.d20srd.org/srd/spells/energyDrain.htm
http://www.d20srd.org/srd/spells/etherealness.htm
http://www.d20srd.org/srd/spells/gate.htm
http://www.d20srd.org/srd/spells/healMass.htm
http://www.d20srd.org/srd/spells/implosion.htm
http://www.d20srd.org/srd/spells/miracle.htm
http://www.d20srd.org/srd/spells/soulBind.htm
http://www.d20srd.org/srd/spells/trueResurrection.htm
EDF
1
Foundation of Stone (SPC p. 100): +2AC; +4 vs Bull/Trip if unmoving; 1targ/lvl 30ft; 1round/lvl; +6 mountain
Resurgence: (SPC p. 175): 2nd save against ongoing (permanent/continuous NOT instant) spell/super/SLA
2
Dark Way (SPC p. 59): bridge 5ft wide/1inthick; 20ft/lvl long.1 round/lvl;Only Those over 200lb/Clvl fall (SR)
Deific Vengeance (SPC p. 63): 5d6 living/10d6 undead; will for 1/2
Delay Disease (SPC p. 64): halt nonmagical disease for 24hrs; skip save. Incubation does not begin.
Divine Insight (SPC p. 71): 1hr/lvl; Clvl+5 bonus on skillcheck
Spawn Screen (SPC p. 198)
Weapon of The Deity (SPC p. 237): Must be holding deities favored weapon. 1rnd/lvl gains +5 Enhancement Bonus and caster lvl 18th; you can use it with proficiency even if you dont normally have it. It ALSO gains 1 special ability (sample ones in list cost a +1 bonus). (Suggestion "+X Net of Distance" doubling its range increment.)
http://www.d20srd.org/srd/spells/spiritualweapon.htm
3
Blade of Pain & Fear (SPC p. 31): 1 round/lvl; creates swordlike mass of gnashing teeth, deal 1d6+(1/2lvls max 10); If dealt damage, will save or Frighten 1d4 rounds. Touch attacks with no str Mod
Demon Dirge (SPC p. 64): 2d6 for 1d6 rounds to ChaoticandEvil subtypes; Tanari are also stunned on fort
Devil Blight (SPC p. 65): 2d6 for 1d6 rounds to LawandEvil subtypes; Tanari are also stunned on fort
Resist Energy MASS(SPC p. 175): 1 target/lvl
Resurgance Mass(SPC 176): 1 creature/lvl gets a new save against an ongoing effect.
Tremor (SPC p. 224): 40ft radius; reflex or prone 1round/3lvls; affects casting/skillchecks NO SR
Visage of The Deity Lesser: +4 cha, resist 10 cold/fire (PERSONAL)
Sink (SPC p. 190): target in liquid sinks 100ft or to the bottom Will Negates; target 1/3lvls
Energy Aegis(PHBII 112): IMMEDIATE; duration 1 round; choose Energy (Fire/Cold/Acid/Sonic/Elec);target gains Resist20 against that type
Energy Vulnerability(PHBII 112): 10ft radius burst; med range; Will negs up to Clvlx2 HD of creatures in area gain +50%dmg from chosen energy type
Mark of Doom(PHBII 119):Medrange;NO SAVE/NO SR; mark targ as enemy of your faith; deity passes judgment deal 1d6 when they attack, use SLA/supernat to harm/disable/dmg creatures. Must have opp align on at least 1 axis.True Neutral can use against any. 1Round/lvl
Mark of Judgment (PHBII; 119): Will negates; 1creature/3lvls, no two more than 30ft apart. They are marked visibly to alliies, and you/them know that for each attack of theirs that hits, they will heal 2HP. Enemies MUST oppose you on at least 1 Axis. (good/evil;law/chaos). True neutral is immune.
http://www.d20srd.org/srd/spells/helpingHand.htm
http://www.d20srd.org/srd/spells/meldIntoStone.htm
http://www.d20srd.org/srd/spells/obscureObject.htm
http://www.d20srd.org/srd/spells/locateObject.htm
http://www.d20srd.org/srd/spells/magicVestment.htm
http://www.d20srd.org/srd/spells/protectionFromEnergy.htm
http://www.d20srd.org/srd/spells/speakWithDead.htm
http://www.d20srd.org/srd/spells/stoneShape.htm
http://www.d20srd.org/srd/spells/waterBreathing.htm
http://www.d20srd.org/srd/spells/waterWalk.htm
http://www.d20srd.org/srd/spells/windWall.htm
4
Delay Death(SPC 64): Subject cant die from negative hitpoints and continues well below -9; they are still unconcious. At the end of duration if they are -10 or lower they die instantly.1rounf/lvlImmediate Action
Recitation: Allies in a 60ft burst get a +2 Luck bonus on AC, Atk rolls, and saves. This increases to +3 if they are of the same religion. (Also reqiures holy text as focus from which you recite a passage). Lasts 1 rnd/lvl
Revenance(SPC176): Subject dead for up to 1round/lvl is affected as if by Raise Dead; can be healed normally, but ALWAYS dies at the spells end. +1 on all rolls, saves, checks against the creature that killed them. They do not lose a lvl from this spell. TOUCH.
Sheltered Vitality (SPC 189): 1 minute/lvl; subject is immune to fatigue/exhaustion and ability damage AND drain regardless of source.
Wall of Chaos/Evil(SPC 234): wall 10ft/lvl or sphere 5ft/2lvls; for 10min/lvl; summoned of opposite align cant pass, others must Will Save; failed save cant take any other actions that round.
Wall of Sand(SPC 236): 10ft thick wall; 10ft/lvl; creature Str checks as a full round to pass and moves 5ft for every 5pts above 10 rolled. No verbals inside, conc DC 20+spell lvl blinded and deafened inside, cant breath; range stopped, reach is concealed. Lasts Conc +1round/lvl; NO SR
Mystic Aegis(PHBII 120): IMMEDIATE When you are the target of a (1) hostile spell, you gain 12+Clvl SR against that spell.
http://www.d20srd.org/srd/spells/airWalk.htm
http://www.d20srd.org/srd/spells/controlWater.htm
http://www.d20srd.org/srd/spells/planarAllyLesser.htm
http://www.d20srd.org/srd/spells/deathWard.htm
http://www.d20srd.org/srd/spells/discernLies.htm
http://www.d20srd.org/srd/spells/dismissal.htm
http://www.d20srd.org/srd/spells/freedomOfMovement.htm
http://www.d20srd.org/srd/spells/giantVermin.htm
http://www.d20srd.org/srd/spells/imbueWithSpellAbility.htm
http://www.d20srd.org/srd/spells/repelVermin.htm
http://www.d20srd.org/srd/spells/tongues.htm
http://www.d20srd.org/srd/spells/sending.htm
http://www.d20srd.org/srd/spells/spellImmunity.htm
Life Ward(SPC 132): creature gains immunity to positive energy affects, including magical healing, channeled positie energy from turning, and other effects that derive from positive energy including the blinding effect of the Positive Energy plane-warded creatures gain no temporary hitpoints there. 1Min/lvl; touch range.
5
Crawling Darkness(SPC 56): 1min/lvl; 1rnd cast time gain concealment; completely hide features; +4on grap/climb/escape; WHEN attacked, darkness tentacles on your body attack with BAB+wismod for 1d12
Curse of Ill-Fortune MASS(SPC 57): as CoIF; but enemies in 20ft burst take -3 on atk/ability checks/saves/skill checks for 1 min/lvl. Will negates.
Doomtide (SPC 71): 1rnd/lvl 810ft cubes in a straight line; those in area/entering/ or starting turn in area, WILL save or daze. All have concealment, those 5ft+ away have total conealment. Area is stationary OR moves away at 10ft/rnd. Moderate wind disperses 4 rnds; strong wind 1rnd.
Life's Grace(SPC 132):Living creature touched by Holy Symbol becomes immune to all death spells/magic death effects/negative energy effects AND undead special attacks that deal ability damage, drain, or magic disease(mummyrot) EVEN if it does not have a magic source (like a poison bite)-BUT NOT spells cast, magic items, and class abilities only those of the base creature AND Armor and clothing becomes ghost touch. Negative lvls already gained are not affected, nor are the saves to remove them. Lasts 1min/lvl
Righteous Wrath of The Faithful(SPC 178): allies in a 30ft burst gain a divine madness or fury; they gain 1 extra attack per round at their highest BAB when full attacking (DOES NOT stack with Haste) and gain a +3 morale bonus on Atk rolls (THIS BONUS DOES STACK with Haste). Lasts 1rnd/lvl.
Sanctuary MASS(SPC 180): As sanctuary, except it affects 1creature/lvl no two of which can be 30ft apart; rage close.
Stalwart Pact(SPC 205): Duration PERMANENT until triggered; then 1 rnd/lvl. When reduced to half or less than half of full normal HP, you gain 5temporary hp/2vls (max +35 at 14thlvl); DR 5/Magic; +2 Luck Bous on saves. These benefits last until the spell ends.
Stone Shape GREATER(SPC 209): As stone shape, except affects 10cu ft +10cu/lvl.
Subvert Planar Essence(SPC 212): med range; 20ft emanation; 1rnd/lvl. Outsiders that fail save have their DR and SR reduced by 10. FORT negates. If it SUCCEEDS on Fort or SR then it is thereafter not affected and can enter or leave. Those who fail save are affected within AND while reentering.
Wall of Dispel Magic(SPC 234): close range; 10ft square/lvl; 1min/lvl NO SR; anything passing through is subject to a dispel magic at your caster lvl.
Zone of Revalation(SPC 245): 5ft/lvl radius emanation. All creatures and objects in the area become visible INCLUDING those that are ethereal or on coexistant or coterminous planes. The Zone suppresses but does not dispel invisibility, ethererealness and other spells. Ethereal creatures become non-etheral until they move beyond the spells range.
http://www.d20srd.org/srd/spells/flameStrike.htm
http://www.d20srd.org/srd/spells/insectPlague.htm
http://www.d20srd.org/srd/spells/raiseDead.htm
http://www.d20srd.org/srd/spells/righteousMight.htm
http://www.d20srd.org/srd/spells/scrying.htm
http://www.d20srd.org/srd/spells/spellResistance.htm
http://www.d20srd.org/srd/spells/wallOfStone.htm
6
Planar Exchange(SPC 160): Like lesser planar exchange, except a Babau demon if you are chaotic evil.
Revive Outsider(SPC 176): 1 minute cast 5000gp diamonds, restores outsider up to lvl in HD to life. Much touch dead outsiders body.
Sarcophagus of Stone(SPC 181): Conjuration 1 medium or smaller creature; Reflex Negates NO SR; close range; creates air tight stone coffin, 1in thick, hardness 8, 15hp of damage to break through. It is always just large enough to hold the subject, but a smaller coffin does not have a greater or lesser thickness. It is completely impervious to air or gas, and has 1 hour of air inside. A creature inside can attack the coffin with a light or natural weapon. The coffin can be broken with a DC26 str check.
Spider Plague(SPC 202): casting time 1 round, duration 1rnd/lvl NO SAVE/NO SR; summon 5 Fiendish Large Monstrous Spiders. If you can communicate with them, you can direct them not to attack enemies or to take other actions. DR 5/magic, Resistance Acid/Fire 5, spell resistance 9, Smite Good with +4dmg roll.
Summon Babau(SPC 207):Concentration up to 1rnd/lvl +1 rnd you summon a Babau that acts immediately on your turn, and understands your speech. It follows commands to the best of its ability. You must concentrate, but commanding it is a free action. It cannot teleport nor use sumoning abilities. NO SAVE/NO SR
Visage of The Deity(SPC 231): Take on fearsome visage; smite good 1/day =+Cha mod to atk roll and +character lvl to damage; dark vision 60; Resist Cold/Fire 20; DR 10/Magic; Spell Resistance 20 (your creature type does NOT change). Duration 1rnd/lvl.
Zealot Pact(SPC 245): casting time 10 minutes, touched willing creatures, permanent until triggered then 1 rnd/lvl. Spell remains dormant until the subject hits a subject with the exact opposite alignment of your deity. The subjects melee attacks gain a +4 bonus and do double damage. The subject must attack foes of opposite alignment each round OR THE SPELL ENDS. The subject knows what creatures in 60ft are of opposite alignment. (IF YOU CREATE a ZEALOT PACT with a TRUE NEUTRAL NN deity, choose LG, LE, CE, or CG alignment for enemies). A creature can only have 1 Zealot Pact at a time. 500XP
7
http://www.d20srd.org/srd/spells/regenerate.htm
http://www.d20srd.org/srd/spells/repulsion.htm
http://www.d20srd.org/srd/spells/resurrection.htm
http://www.d20srd.org/srd/spells/summonMonsterVII.htm
http://www.d20srd.org/srd/spells/summonMonsterIX.htm
8
http://www.d20srd.org/srd/spells/antimagicField.htm
http://www.d20srd.org/srd/spells/discernLocation.htm
http://www.d20srd.org/srd/spells/earthquake.htm
http://www.d20srd.org/srd/spells/planarAllyGreater.htm
http://www.d20srd.org/srd/spells/spellImmunityGreater.htm
http://www.d20srd.org/srd/spells/summonMonsterVIII.htm
http://www.d20srd.org/srd/spells/symbolOfDeath.htm
http://www.d20srd.org/srd/spells/symbolOfInsanity.htm
BLACK MAGIC
0th
Preserve Organ DF
http://therafimrpg.wikidot.com/preserve-organ
Slash Tongue
http://therafimrpg.wikidot.com/slash-tongue
No Light
http://therafimrpg.wikidot.com/no-light
1st
Angry Ache
http://therafimrpg.wikidot.com/angry-ache
Drug Resistance
http://therafimrpg.wikidot.com/drug-resistance
Extract Drug
http://therafimrpg.wikidot.com/extract-drug
Bone Blast
http://therafimrpg.wikidot.com/boneblast
Heartache DF
http://therafimrpg.wikidot.com/heartache
Slow Consumption L
http://therafimrpg.wikidot.com/slow-consumption
Spider Hand
http://therafimrpg.wikidot.com/spider-hand
Stupor
http://therafimrpg.wikidot.com/stupor
Sorrow
http://therafimrpg.wikidot.com/sorrow
Tongue of Baalzebul Dr(Baccarran)
http://therafimrpg.wikidot.com/tongue-of-baalzebul
2nd
Addiction
http://therafimrpg.wikidot.com/addiction
Dance of Ruin
http://therafimrpg.wikidot.com/dance-of-ruin
Death Knell
http://www.d20srd.org/srd/spells/deathKnell.htm
Infernal Wound (SPC p. 123): targets weapon, enemies damaged by weapon lose 2hp for duration (1 round/lvl)
Sap Strength
http://therafimrpg.wikidot.com/sap-strength
Wave of Grief
http://therafimrpg.wikidot.com/wave-of-grief
Wither Limb, Lesser
http://therafimrpg.wikidot.com/lesser-wither-limb
3rd
Circle of Nausea
http://therafimrpg.wikidot.com/circle-of-nausea
Clutch of Orcus
http://therafimrpg.wikidot.com/clutch-of-orcus
Contagion
http://www.d20srd.org/srd/spells/contagion.htm
Eyes of The Zombie
http://therafimrpg.wikidot.com/eyes-of-the-zombie
Flesh Ripper
http://therafimrpg.wikidot.com/flesh-ripper
Masochism/Sadism
http://therafimrpg.wikidot.com/masochism
http://therafimrpg.wikidot.com/sadism
Rejuvanate Corpse(SPC 173):DF charge a Humanoid corpse (dead within 1 week) with negative energy that lasts 24 hours until discharged. Undead can eat from it (a medium undead taking 10mins; a med creature can feed any 10undead) to gain fast healing 1 for 5minutes. Eating from it discharges the spell. An undead taking multiple meals cannot gain while the first is still in effect. A living creature eating from it must Fort save or catch Filth Fever immediately with no incubation.
Shriveling
http://therafimrpg.wikidot.com/shriveling
Suspend Disease
http://therafimrpg.wikidot.com/suspend-disease
Unliving Weapon
http://therafimrpg.wikidot.com/unliving-weapon
Vile Lance DF
http://therafimrpg.wikidot.com/vile-lance
4th
Bleakness(PHBII 104):DF 20ft radius;1round/lvl; live in area take 1d6 NegEndmg each round; Undead Turn resist+4/fastheal3
Claws of The Savage
http://therafimrpg.wikidot.com/claws-of-the-savage
Consumptive Field (SPC p. 52): 30ft emanation kills those 0hp or less; gain str, CLvl boost
Stop Heart Dr(Baccaran)
http://therafimrpg.wikidot.com/stop-heart
Damning Darkness DF
http://therafimrpg.wikidot.com/damning-darkness
Identify Transgressor Dr(Vodare), L
http://therafimrpg.wikidot.com/identify-transgressor
Infernal Transformation(SPC 123): DF Change to baatezu, +2Str/Con;Darkvision60; beard does 1d8+st and DC10+1/2HD+con fort vs Devil chills
Planar Exchange Lesser(SPC 159): DF Exchange with a fiendish Dire Ape or Fiendish Tiger; have complete control; 1 round cast
Psychic Poison
http://therafimrpg.wikidot.com/psychic-poison
Wrack (SPC 244): 1 touch humanoid Falls Prone and becomes Blind/Helpless for 1 round/lvl; shaken for next 3d10min
5
Dragon Breath(SPC 74): DF; NO SR; 1rnd/lvl use breath weapon as standard action; deals damage of 1d8/2lvls BLACK 30ftlineAcid;BLUE 30ftlineElec;GREEN 15ftconeAcid;RED 15ftcone fire; WHITE 15ft conecold. REF SAVE for HALF. You MUST wait 1d4 rounds between use.
Heartclutch D
http://therafimrpg.wikidot.com/heartclutch
Morality Undone
http://therafimrpg.wikidot.com/morality-undone
Wall of Ooze NOSR; DF
http://therafimrpg.wikidot.com/wall-of-ooze
http://therafimrpg.wikidot.com/morality-undone
6
Barghest Feast(SPC 25): touch; diamonds turn to coal, dust sprinkles on corpse, which is consumed by black flames. Dead cannot be brought to life, only Wish, Miracle, or True Ressurection might work and there is a 50% it wont. If the % roll fails, the creature cannot be restored by mortal magic. 5000gp in Diamond Component 1 ROUND Casting.
Cloud of Achaierai:
http://therafimrpg.wikidot.com/cloud-of-the-achaierai
Thousand Needles:
http://therafimrpg.wikidot.com/thousand-needles
7
Fiendish Clarity
http://therafimrpg.wikidot.com/fiendish-clarity
Imprison Soul
http://therafimrpg.wikidot.com/imprison-soul
Wretched Blight
http://therafimrpg.wikidot.com/wretched-blight
Greater Consumptive Field(SPC 52): As consumptive field but it affects all creatures with 9hp or less.
Death Dragon(SPC 61): 1rnd Casting (D); gain a dragon shaped cocoon of bones and energy; +4 Enhancement bonus Nat Armor/+4 Deflection; treated as armed and attack as if using short swords and can make offhand attacks as if TWF without penalties; cannot cast spells with material, somatic, or foci (except divine). As a STANDARD Action you can cast Fear OR make a touch attack to use Inflict Critical Wounds, they have the samd DC as this spell.
Energy Ebb(SPC 81): fires a Ray like Enervation, except the target gains 1 negative level each round for up to 1nrd/lvl, the creature may make a Fort save each round to end the effect. It can also be stopped by a Heal, Restoration, or Greater Restoration, or DC 23 heal check. Undead gain 4d4x5 HP temoporary that last up to an hour.
Evil Glare(SPC 86): a living creature in 30ft is paralyzed with fear for 1d8 rounds; you must be able to see it and it must be able to see you (though it need not meet your gaze). Once per round after that you may target a different creature as a STANDARD action; you cant target the same creature twice reguardless of the outcome of its Will Save.
http://www.d20srd.org/srd/spells/blasphemy.htm
http://therafimrpg.wikidot.com/imprison-soul
http://therafimrpg.wikidot.com/plague
http://therafimrpg.wikidot.com/pulse-of-hate
8
Bodak Glare(SPC p. 35): target 1 creature in 30ft that can see you(need not meet your gaze); save or die. In 24 hours it transforms into a Bodak unless ressurected. It can be controlled with a Rebuke Check.
Befoul
http://therafimrpg.wikidot.com/befoul
Bodak Birth
http://therafimrpg.wikidot.com/bodak-birth
Pestilence
http://therafimrpg.wikidot.com/pestilence
General of Undeath(SPC 103): Increases the # of HD of undead you can control by an ammount = your caster level. After the end of the spell you lose control of them as if you had done it voluntarily.
Veil of Undeath (SPC 230): Range PERSONAL. You gain many traits of undead. Duration 10min/lvl; IMMUNE to mind affecting spells/abilities, poison, sleep, paralysis, stunning, disease, death effects, extra damage from critical hits, non lethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect that requires a fortitude save UNLESS it is harmless or affects objets. You do NOT need to breath, eat or sleep. You are damaged by cure spells and healed by inflict spells. YOU DONT actually gain the undead type from this spell.
http://www.d20srd.org/srd/spells/createGreaterUndead.htm
http://www.d20srd.org/srd/spells/unholyAura.htm
http://therafimrpg.wikidot.com/pestilence
9
Abyssal Army(SPC p.8): summons 2d4dretches, 1d5Babaus, and a vrock in 20minutes with max HD that remain for 10min/lvl -20. They obey and never attack you even if controlled by others.
Despoil
http://therafimrpg.wikidot.com/despoil
Spread of Savagery
http://therafimrpg.wikidot.com/spread-of-savagery
Weredoom
http://therafimrpg.wikidot.com/were-doom
Plague of Undead(SPC): Casting time is 1 STANDARD Action; turns corpses or bones into zombies or skeletons within range (25ft +5/2lvls) which remain animated until destroyed. Regardless of specific number or kinds, you cannot raise more HD than 4x your caster level. The undead you create remain under your control, but regardless of multiple castings you cannot control more than 4hd/caster level. This limit is the same as Animate Dead and the HD of undead controlled by either one count against this limit. If you exceed this number all newly created creatures fall under your command and older ones from prievious castings of this spell OR Animate Dead become uncontrolled. Any time you must release undead you controlled you may choose which ones are released.
Greater Visage of The Deity (SPC 232): as lesser visage, except your type changes to outsider, except you can be brought back if killed in this form. You gain a fly speed equal to your move speed (average), +1 Nat Armor, Bite and Claw attacks (1d6/1d4), Darkvision (60ft), Immunity to poison, Resistance 10 Acic/Cold/Electricity/Fire; DR 10 Magic; SR 25 AND +4Str/ +4Dex/+2Con/+4Int/+2Cha
Vile Death(SPC231): Bodak, Devourer, Ghast, Ghoul, Mohrg, Mummy, Nightshade, Skeleton, Vampire, Wight, or Zombie gains the fiendish template as you bind a demon or devil spirit into it. The resulting creature is independent of you and can act on its own. Its initial attitude is indifferent. (100xp/500gp).
_Hunters of Hades_: Grab a Retriever
http://therafimrpg.wikidot.com/hunters-of-hades
Work
The Isle of Leng
70,884 /11,750 Realestate Invested
(See disc of that page for complete details)
Home
The Talwar Kadath Townhouse
A well appointed home in The Trades
41,000 /11,750gp Realestate Invested
- Morgue of Preservation (SBG p. 80 3000gp)
The room is permanently enchanted with a //Gentle Repose that keeps things fresh.
- Bed of Restoration (SBG p. 71; 38,000gp): This bed casts Restoration on any person that lies on it for 3 consecutive rounds. It can only function on 1 creature at a time, so if more than one creature lies on the bed, nothing happens. If the subject does not want to be affected they can make a DC 16 will save.
Journal Entries
tammuz-s-journal
life-in-shimin
Personal Documents
the-mysterie-of-darke-cultes
Known Copies In Circulation
1 Bound volume w/Illuminated Text (Bound by Servia Cassius; Given to Dakheel)
1 Unbound volume w/Illuminated Text protected by a leather case/folder (Given to Dahlia by The Author)
1 Unbound volume w/Illuminated Text protected by a leather case/folder (Borrowed by Telsia from The Author)
1 Unbound volume w/Illuminated Text protected by a leather case/folder (Given to Lady Blacktree by The Author)
1 Unbound volume w/Illuminated Text protected by a leather case/folder (Donated to The Great Library w/ 500gp gift from The Author) [The fact its unbound makes it easy to put in a binding they like, or opt to add it to an existing religous Anthology]
1 Bound volume w/Illuminated Text (Rests on the lectern in the Library of The Talwar-Kadath Townhouse)
6 Unbound copies w/Illuminated Text (Still Owned by The Author; Locked away in a vault…somewere…)
The Music
1. Warlock Rock cover by Between The Zones
http://www.youtube.com/watch?v=fL8CfAjO520
2. Tammuz's Vision by Nox Arcana
http://www.youtube.com/watch?v=G3XAgoL8vs0
3. Eldritch Divine Disciple by Information Society
http://www.youtube.com/watch?v=cAObKFsaK54
4. Ruined by Information Society
http://www.youtube.com/watch?v=9Eh108OkYcs
5. Nameless City by Nox Arcana
http://www.youtube.com/watch?v=8V46zOZnsdY
6. The Water God
http://www.youtube.com/watch?v=ghoYhmaEiP8&feature=related
7. GO Into The Water
http://www.youtube.com/watch?v=yyw0xeOwVd0
8. Hell Below The Water
http://www.youtube.com/watch?v=q6N-YPS5yeQ&feature=channel_video_title
9. "We're face to face. Loyalty is what I need to see from you. You're insecure, I can see the FEAR that breeds in your heart. Where will you run, where will you hide, I see the blood drip from your eyes.I need the rush. There's nowhere you can you can hide before you die. Why wont you look at me?"
- http://www.youtube.com/watch?v=c436AdCv_3I
10. " Hey oh, HEY Mr. backstabbin' sonuva bitch! You're livin' inna world that'll soon be dyin'. And I Know everybody knows you try to be like me. But even at your best you're not even half of me. You! You're another shit talkin' punk to me, you're living inspiration for I never wanna be. Simple decision took too much time-CHECKMATE!"
- http://www.youtube.com/watch?v=uQZNf80VbMk
11. "What happens when you're in the night…and the demons come for you? You should have seen, how fucked up my life used to be. Then everything starts to change, supposedly healing my pain. I never thought I'd see the day when I'd run away from anywhere, or anything, or anyone. Its all these demons haunting me, all these little things trapped in me, releasing me from all my sins! Its taken me all of my anger and taken all of my hatred, to learn how my life came together-releasing the demons again! And I look through my minds eye, and see where my past needs to rest, its always disturbed by these voices that echo in my head. Facing these days, lovings and hatings the same. It comes back with laughter, over and over again!"
-http://www.youtube.com/watch?v=4HO2_QDGph8
12. "Everyone will come to my funeral to make sure I stay dead."
http://www.youtube.com/watch?v=gR8U5pY24_M#t=1m40s
NPC's that might be drawn from my character's background. (See Questionnaire for more info)
Ishtara, his mother, former(?) cultist. She would be about in her 40's now. Although his caretaker and adoptive grandfather Midrashim knew, Tammuz himself has never seen what she looks like. Neelam might remember. Although she was very young, Ishtara would have visited Midrashim's household several times before she left the city. He has no memento's, save an ivory dagger whose handle is carved in the shape of the torso of a nude figure raising a knife above her head; Her upper arms intertwined with snakes. The hilt is carved in the form of a jawless skull with two thigh bones, from which extends a wavy, flammard blade with distinctive patterns of banding and mottling reminiscent of flowing water, characteristic of Damascene steel, overlayed with alchemical silver.
Neelam, his adoptive grandfathers grand-niece. She is older than Tammuz by about 6-8 years; living in the same house hold, she became something like an elder sister to him. When they were both adults, she lived with her husband, Ozar who for nearly a decade before (since Tammuz was about 12) was a friend of Tammuz. She alone is the only living person (as far as Tammuz knows) that witnessed the events that drove him from his homeland. Ozar is dead, Midrashim is also dead (albeit, he didnt appear to die as bloodily). The last look on her face Tammuz saw as he fled, was a look of abject horror that from Tammuz's perspective, was focused directly on him.
What did she see that night? What does she believe happened? She was bleeding severely under her dress, who could have dealt her such a perverse wound? What did she tell the authorities, and what did they tell her? Why were they looking to arrest Tammuz even before they were aware of the scene?
Adventuring is not something she had ever entertained doing at least up until that point, but might she have become such in the meantime with all those she cared about gone? (Its been about 2 months since the incident) And if so-what is she searching for? The man who was like a little brother to her? Why? For answers? For some kind of percieved revenge?
http://tvtropes.org/pmwiki/pmwiki.php/Main/EvilVirtues
http://tvtropes.org/pmwiki/pmwiki.php/Main/GentlemanAdventurer
http://tvtropes.org/pmwiki/pmwiki.php/Main/TokenEvilTeammate
http://tvtropes.org/pmwiki/pmwiki.php/Main/DreamingOfThingsToCome
(See 1st Journal)
http://tvtropes.org/pmwiki/pmwiki.php/Main/BigDamnVillains
http://tvtropes.org/pmwiki/pmwiki.php/Main/AntiHero
http://tvtropes.org/pmwiki/pmwiki.php/Main/NobleDemon
http://tvtropes.org/pmwiki/pmwiki.php/Main/BadPowersBadPeople
http://tvtropes.org/pmwiki/pmwiki.php/Main/NightmareFetishist
http://tvtropes.org/pmwiki/pmwiki.php/Main/TomeOfEldritchLore
http://tvtropes.org/pmwiki/pmwiki.php/Main/SmugSnake
http://tvtropes.org/pmwiki/pmwiki.php/Main/Backstory (see below)
http://tvtropes.org/pmwiki/pmwiki.php/Main/TheExile
http://tvtropes.org/pmwiki/pmwiki.php/Main/IAmWhatIAm (Mother was a Whore and Cultist; He is a Warlock in a society where they are the lowest caste; Abyssal Heritor)
http://tvtropes.org/pmwiki/pmwiki.php/Main/SonOfAWhore
http://tvtropes.org/pmwiki/pmwiki.php/Main/DarkAndTroubledPast
http://tvtropes.org/pmwiki/pmwiki.php/Main/MysteriousParent
http://tvtropes.org/pmwiki/pmwiki.php/Main/ParentalAbandonment
http://tvtropes.org/pmwiki/pmwiki.php/Main/DangerousSixteenthBirthday
http://tvtropes.org/pmwiki/pmwiki.php/Main/FourIsDeath
http://tvtropes.org/pmwiki/pmwiki.php/Main/IHaveMyWays
http://tvtropes.org/pmwiki/pmwiki.php/Main/UnholyMatrimony
http://tvtropes.org/pmwiki/pmwiki.php/Main/FromNobodyToNightmare
http://tvtropes.org/pmwiki/pmwiki.php/Main/SecretLegacy ??? (see below)
http://tvtropes.org/pmwiki/pmwiki.php/Main/SecretCircleOfSecrets
http://tvtropes.org/pmwiki/pmwiki.php/Main/DarkIsNotEvil
http://tvtropes.org/pmwiki/pmwiki.php/Main/BestServedCold
http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterTics (Hissing unintentionally, Smirking excessively, chuckling darkly, beard stroking)
http://tvtropes.org/pmwiki/pmwiki.php/Main/HeroicSociopath
http://tvtropes.org/pmwiki/pmwiki.php/Main/PsychoticSmirk
http://tvtropes.org/pmwiki/pmwiki.php/Main/StrokeTheBeard
http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodHairEvilHair (Unkempt beard, wild hair tamed only by turban; sign of chaotic nature or foreshadowing?)
http://tvtropes.org/pmwiki/pmwiki.php/Main/GreenEyes
http://tvtropes.org/pmwiki/pmwiki.php/Main/YoungerThanTheyLook (Is only 20, visage seems much older-always has all his life,)
He has six tattoos, grouped into three distinct pairs. They appear to use a method of scale tattooing that originates from the various reptile civilizations. Each one depicts in tarot like fashion, a different scene in remarkable detail with a small caption in an old common dialect below.
The first pair is located on his shoulders.
Silence is Golden
Wasted Breath Keeps A Secret
On the Left "Silence is Golden" -depicts a Knight traveling up a road on horseback to a castle gate on a grassy hillside. The castle has three turrets, all different. The knight turns to someone unseen and draws an index finger across his lips with a right hand. There is a distinct, mark, a '?' like mark drawn deliberately in a tree up the road, hanging from a branch. It may be a snake.
On the Right "Wasted Breath Keeps A Secret" -depicts a common man traveling up a road on foot to a bridge with large gate houses on either side. The two halves of the bridge they protect meet in a sharp peak. The man is oblivious, but birds from the far gate house scatter as the cloud cover parts above. In the sky a man reaveals himself and knocks his last arrow.
Who does the Knight wish to keep silent? What does he know?
Is the Knight going to the castle, or does he lie in wait like a knave?
Where is the commoner going?
Was the Knight's secret given up by the commoner? And if so-who seeks to kill him?
Why is the assassin god like, and why does he have an empty quiver?
The second pair is located on his back, below his shoulder blades and wings. The two are on either side of his spine.
On the Left "Open The Closed" -depicts an old bearded man in long robes that trail on the ground approaching the door to a building; he has two keys in his left hand, his opposite hand is empty and seems poised to open the door. A lamp sits on the ground at his feet, indicating it is night. A black dog accompany's him.
On the Right "In Vain" -depicts a middle aged bearded man on the other side of a door with a huge sack of coins at his feet. The floor has a checkered pattern. He counts them, stacking them on a stool, unaware that a robed skeleton looks over his shoulder. The skeleton carries a pitchfork in his right hand, and an hourglass in his left. All of the sand has run out.
What is behind each door?
Is this door the same door the old man will open, or is it different?
Does death wait for an old man to be killed perhaps by a rogue, or does he wait for a thief to be killed by a dog or a wizard?
Who is the robber and who is the thief? Does holding the keys make one innocent?
What is all in vain, and why is it all for nothing?
The third set is located on his back, below the second. The two are on either side of his spine.
Fortune Is Not The Same For All
The Disciple Outshines The Master
On the Left "Fortune Is Not the Same For Everyone" -depicts a mummer, a fool wearing a motley and carrying a cane in his right hand. The shape of the crook could easily evoke the imagery of a serpent. Before the fool lies an open air labyrinth at the bottom of a hillside. The door is closed, but on the far side there is an archway that is open. There doesnt seem to be anything forcing one to pass through the maze. On his left on the ground are three dice , each with three faces visible, each depicting the numbers 1, 2, and 3. They have rolled exactly one 1, 2, and 3, so it would seem he has rolled 5.
On the Right "The Disciple Outshines The Master" -depicts a poorly dressed man and a king playing chess. A window shows an arrogant moon in the heavens, indicating it is night. Below the window, the two dogs fight, a black one leaping upon a white one. The two men dont seem to notice, completely absorbed in their own struggle. There is a closed door behind the king.
Is the fool contemplating entering the maze-or is he looking back after he has already found his way out?
What is the maze for when anyone can go around it?
Looking at the maze, is there a really a way through it at all?
Can the moon outshine the sun?
Why does the board have only white squares?
Who is the Master and who is the Apprentice? Does having the move make one the victor?
http://therafim.wikidot.com/sorrowdusk
Jim Frost's Winter Challenge
The Dreadwood
The Laboratory
Ogre Marauders
Abolishing The Plague
Bee Cave/The Hive
Den Mother
Demonic Baby Thieves
Ankheg Extermination
Burning Avalon
Bloodforge
The Unicorn Altar
Morgan's Mind
Slaads in Ambush
Against The Syndicate
The Steel Escape
Shimmerscale
Egg Hunt
The Sunken Cave
Elder Madness 1
Reclaiming Arcanaethall
Tears 1
Tiers 2
Tears 3
Mockery
This Is Avalon
The Fall of The House of D.
Zulmat (Paragon Quest Reward)
Tammuz acquired a strange puzzle-box like disc, The Wages of Sin from Devil Prince Abigor in their dealings. As written in his journals, this item was key in opening the way into the Delacourte Estate and finally put an end to the rituals going on therein which had darkened the heavens for two days. The way into the building was sealed by a terrible power and a great mass of demonic flesh, but when the puzzle-disc opened up like a flower or a starburst, tendrils reached out of it and forced it open.
When the disc was on his person it was in his spell component pouch. After the possesed nobleman was exorcised all the flesh that covered the walls and everything of the cavern below the estate turned to stone-except one small part. The Wages of Sin was still alive and merged with him before it would have died.
Before it merged with him, it ATE his unholy symbol which is now as much apart of him as the demon is. The amorphous piece of flesh and tentacles became the wizened humanoid face of an evil old man. Now he can cast all the spells he knows, without a Divine Focus. The face is usually hidden, except when turning undead, in which case it is presented the instead of an unholy symbol.
This ability is mechanically equivalent to:
Worldly Focus [General]
Your belief in the omnipresence of the gods is so strong, you can channel your spells through the environment rather than a holy symbol.
Prerequisite: Worshiper of the Sovereign Host
Benefit: You can cast cleric spells without the need of a divine focus.
Normal: Many cleric spells require a divine focus to cast.
Rulebook: Eberron: Faiths of Eberron (p. 148)
Edition: Eberron (3.5)
The face is gravely silent except for the very rare bit of sardonic wit and when used to perform divinations-in which case it cryptically whispers the answers. Otherwise if has anything say at all, it communicates only telepathically.
Tammuz felt those many hair like tendrils dig into him, branching and spreading when it bonded. Like a weed, it would seem its roots go deep. He is not sure, but it may be possible that it has so merged with his Demonic Skin that the Fiendish Symbiote might even regenerate in time if cut off. Whether this is truth, remains to be seen. The Wages of Sin was the name he gave to the disc when he believed it was just a minor artifact. Now he has come to call the symbiote "Zulmat", which means darkness, affliction, or infection.
BUFFS
I have a number of spells in effect. Some are continuous, others are cast each day IF I am not adventuring that day. My standard spell loadout is listed under my Cleric tab. ON a NON-ADVENTURING DAY my spells remaining per day is as follows.
4[ZERO] (6-1)+1[FIRST] (6-4)+1[SECOND] (6-1)+1[THIRD] (5-2)+1[FOURTH] 5+1 [FIFTH] (5-2)+1 [SIXTH] (5-1)+1 [SEVENTH] (4-1)+1 [EIGHTH] 4+1 [NINTH]
Clone Instantaneous
I have a clone hidden in my secret lair, which provides a 2nd body in the event I die, my soul will enter it immediately. This clone body is protected by Wondrous Architecture, a Morgue of Preservation preventing ALL decay.
Death Pact Permanent
Buff allows me to return as True Resurrection (this does not invalidate the Clone spell. The clone is instantaneous, whatever magic involved is already gone, whereas Death Pact activates ONLY once and is permanent until discharged. This allows me to use the Death Pact, and the clone which is still a clone of my body is still usable.
Detect Scrying (Caster lvl 19th) 24 hours
If I am not traveling that day-I always use a 4th lvl slot to cast Detect Scrying on myself. (I get it as an additional spell from my Cloistered Cleric class variant)
http://www.d20srd.org/srd/spells/detectScrying.htm
Divine Insight (Caster lvl 19th) 1hr/lvl
This spell lasts 1hr/level and allows me to expend it as an immediate action to gain a +15 on any one skill check. Using it ends the spell and I must decide to use it before making the roll.
Psychic Poison (Caster lvl 19th) 1hr/lvl
Estradach; 1d8wis/1d8wis Will DC 24. Anyone casting a mind-affecting or divination spell at me is subject to a psychic poison. This spell also affects anyone manifesting psionics at the creature
http://therafimrpg.wikidot.com/psychic-poison
Renewal Pact (Caster lvl 19th) Permanent until trigger
Calling upon your deity to aid your ally, you bind a protective spell to your friend, leaving a tattoolike mark of your deity’s holy symbol on his skin.
This spell remains dormant until the subject is subjected to one or more of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. One round after the subject is affected by a condition that triggers the renewal pact, the subject receives a Panacea spell at a caster level equal to that of the caster of the renewal pact. A creature can be subject to only one renewal pact at a time. Casting renewal pact on a subject who already has an untriggered renewal pact voids the earlier pact.
Stalwart Pact (Caster lvl 19th) Permanent until trigger
When reduced to half or less than half my normal hp I gain +5/2lvls temporary HP (max +35 at 14th); DR5/Magic; and a +2 Luck Bonus on saves. This spell is permanent until triggered. These benefits last 1 round/lvl after the spell is triggered.
Superior Resistance (Caster lvl 19th) 24 hours
This 6th lvl spell gives me +6 on all of my saves. It normally lasts 24 hours, but before a planned adventuring day it will be Extended with a Metamagic Rod to 48 hours, otherwise it is cast normally.
Suspend Disease (Caster lvl 19th) Cast every day
As listed on my sheet, this spell is cast everyday using a 1st lvl slot. I do not have to make saves against my Soul Rot each day, but in no way am I cured of my disease. I use this every single day.
Visions of The Future (Caster lvl 19th) 1hr/lvl
http://therafimrpg.wikidot.com/visions-of-the-future
You gain a +2 sacred bonus on all saving throws and +2 dodge bonus to Armor Class. Once during the spell’s duration,
as an immediate action, you can choose to discharge the spell to gain a greater bonus. When you discharge the
spell in this manner, you gain a sacred bonus on all saving throws and a dodge bonus to your Armor Class equal to 1/2
your caster level (maximum +25). This bonus lasts until the beginning of your next turn. The spell lasts 1hr/lvl.
Wind Walk (Caster lvl 19th)
This spell lasts an hour per level; I can affect 1 target per 3 lvls, or 5. I include myself, my wife, and my 3 non-combat trained servants servants.
http://www.d20srd.org/srd/spells/windWalk.htm
Ring of Counterspelling
My Ring of Counterspells is imbued with Dispel Magic, and automatically counterspells that spell as per counterspelling rules.
Non-Spell Buffs
Lilitu's Gift (Su): grants a character a +2 Profane Bonus to Charisma and a +2 Profane bonus to saves for 24hrs; weapons and natural weapons become chaos aligned for the purpose of damage reduction. The creator can monitor the receivers condition and location (as if by a status spell) even across planes and see what they do by concentrating. The lilitu may communicate telepathically with them at all times. They bear the lilitu's name as a tatoo like mark on their body, that is invisible to them.
Transcendance (Su): As a free action I can ward myself with a protection from Good. This provides a Resistance bonus on saves and Deflection bonus to AC vs Good Creatures. Good Summoned creatures cannot attack me with Natural weapons. ANY creature or force (__regardless of alignment) blocks any attempt to possess me (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). Anyone who shares the my divine patron, including outsider servants of my patron, immediately recognize my transcendent nature, and I gain a +2 bonus on all Charisma based skill and ability checks in regard to these creatures.
Nightmare Gate: A character who passes through a Nightmare Gate can thereafter blur the line between dreams and reality. Once per day, he can manifest False Sensory Input (EPH 106) as a psi-like ability with a manifester level equal to his character level. A creature that does not dream cannot be targeted with this power.
False Sensory Input
Manifester level 18th
Save DC = 10+PowerLvl 3rd + 4ChaMod = 17
Cost: 5pts
Effective Points Spent: Always =Manifester lvl
Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
+6 additional targets beyond the first.
All creatures with psi-like abilities are assigned a manifester level, which indicates how difficult it is to dispel their psi-like effects and determines all level-dependent variables (such as range or duration) the abilities might have. When a creature uses a psi-like ability, the power is manifested as if the creature had spent a number of power points equal to its manifester level, which may augment the power to improve its damage or save DC. However, the creature does not actually spend power points for its psi-like abilities, even if it has a power point reserve due to racial abilities, class levels, or some other psionic ability.
The DC of a saving throw (if applicable) against a creature’s psi-like ability is 10 + the level of the power or spell the ability duplicates + the creature’s Cha modifier. Remember to check the power’s Augment entry to see if the creature’s manifester level (and thus the effective power point expenditure) increases the DC of the saving throw. Changes to the effect’s save DC, damage, and so on are noted in the psi-like ability entry.
Home Buffs
My Status spell can affect 6 targets at a time. Two castings of it can affect my 5 guards + My 3 Servants, Consort, Child and Havoc (The Dog). I cast these once a day and it keeps me updated for 18 hours Extended with a Metamagic Rod to 36. One of my guards (see page) is also buffed with Extended Magic Vestment.
http://www.d20srd.org/srd/spells/status.htm
http://www.d20srd.org/srd/spells/magicVestment.htm
Worn Items
These minimum items are worn even while not adventuring.
- King's Hand amulet (allows a 3rd ring slot)
- Snake Blood Fang
- Gloves of Object Reading
- Spell Component Pouch
- Infinite Scroll Case
- Ring of Anticipation
- Ring of Evasion
- Ring of Counterspells
- Humbaba's Bracers
- Humbaba's Belt
- Humbaba's Boots
- Cloak of The Manta Ray