peacenlove
2009-04-30, 02:19 AM
Here are 2 paths of mysteries. The first one deals with the element of cold and the other is based actually on some spells in the spell compendium but i wanted to recieve critisism whether they are in line with other mysteries.
As a fan of the Descent of Shadows project (http://www.giantitp.com/forums/showthread.php?t=74519) i have included in the spoiler blocks the relevant path masteries for those that are interested.
Note: I am using Pathfinder terminology in general. If any questions arise though i will be willing to answer them and clarify my mysteries in 3.5 terminology.
Note 2: more mysteries will come if those 2 paths are polished.
Grasp of Ice
Master, Darkness Borealis
Level/School: 7th/Evocation / Transmutation [Cold]
Range: Close (25 ft+5 ft/2 levels)
Target: 1 creature
Duration: 1 round / level
Saving Throw: Fortitude Partial, see text
Spell Resistance: Yes
Freezing shadows of the coldest reigns reach forth to grab your opponent.
Target creature suffers each round 1d6 / 2 caster levels cold damage (max 10d6) and 2 dexterity damage (a successful fortitude save negates the dexterity damage for that round only, the target must make a new save at the start of each of his turns).
In addition if the target fails on his fortitude save, he loses his move action for that round. If the affected creature reaches 0 or less hit points, or 0 dexterity he is turned into ice (treat as the flesh to stone spell, but ice instead of stone).
Frost Armor
Master, Darkness Borealis
Level/School: 8th/Evocation [Cold]
Range: Personal
Target: You
Duration: 24 hours
Your skin takes on a pale reflection while you wade into combat. Confident on the protection that the hardest of ice grants you, you fear no blade, for those that harm you will be injured by a storm of ice shards.
You take half damage from fire effects (rounded down, minimum 0) and you gain an enchantment bonus to your natural armor equal to your caster level / 3 (maximum +7 at 21 caster level).
In addition you add your caster level to the DC of performing combat maneuvers against you (maximum of +20 bonus). This bonus doesn't stack with that granted from the freedom of movement spell or similar effects
Absolute Zero
Master, Darkness Borealis
Level/School: 9th/Transmutation (cold)
Range: Medium (100 ft+10 ft/level)
Area and Effect: 30 ft burst
Duration: 1 round / level
Saving Throw: No
Spell Resistance: No
You summon a cold force in the chosen area so strong, that even the very air freezes.
The selected area freezes over and the air solidifies filling it instantly with ice. This has the following effects:
1)Creatures inside the area become encased in ice and begin to suffocate due to the lack of air. In addition they take 5d6 cold damage each round and are able to hack away at the ice surrounding them (see below). Creatures immune to cold are immune to this damage but not to the other effects of the spell.
2)Any sense, spell or effect requiring smell or sound cannot be used inside the area of the spell. Similarly creatures outside the effect cannot track or affect creatures within with these senses and vice versa. Furthermore they cannot cast spells with verbal components and are deafened while inside the area.
3)The area is filled with glacial ice so line of effect (but not line of sight) is blocked to those inside the glacial dome.
4)Due to the cramped spaces creatures inside lose their bonus (if any) to dexterity. Furthermore the ground is slippery ice forcing the creatures to make appropriate Acrobatics checks for movement.
5)In order to get free, creatures must hack away the ice surrounding them. The ice has 5 hit points per foot of thickness. Creatures can hit the ice in the area automatically. A 10-foot section of the area whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + (1/2 * caster level), maximum 28.
However if they breach the outer layer of the area they must make a reflex save in order to escape to an adjacent square or the surrounding air freezes and seals the hole (creating a 10-foot thick barrier) and they must again hack it apart.
Path Mastery (Darkness Borealis) (Master)
Embrace the Frost
You become as cold as the freezing darkness, as sturdy as the oldest ice.
Benefit: You completely ignore any damage or negative effects created by spells or effects with the cold descriptor.
You are similarly immune to the adverse planar effects of the Plane of Cold, Plane of Air and Plane of Water and can survive without trouble at any cold environment.
Furthermore you don't need to breathe and you become immune to stunning effects.
Magic Denial
Master, Shadow Arcana
Level/School: 7th/Abjuration
Shadows block any attempts of the target to affect or be affected by magic.
As per the Anti magic Ray spell (Spell Compendium).
Umbral Disruption
Master, Shadow Arcana
Level/School: 8th/Abjuration
Range: Close (25 ft+5 ft/2 levels)
Area and Effect: 1 creature
Duration: 1 round / 2 levels
Saving Throw: Will Negates
Spell Resistance: No
You dampen your opponent's ability to utilize magic.
Target takes a penalty to his caster level to all his spells, powers and spell like abilities equal to your caster level / 4 (maximum -5, minimum of 0 caster level, where the target loses the ability to cast spells altogether for the duration of the mystery), and a -2 penalty to the save DC of their spells, powers and spell like and supernatural abilities.
True Shadows Fade
Master, Shadow Arcana
Level/School: 9th/Abjuration
Calling on the ultimate power of shadows you rob from your target all traces of magic.
As per the Reaving Dispel spell (Spell Compendium) but the limit on the dispel check is +25 rather than +20.
In addition you may use this mystery with the counter spell action in order to counter spell spell like abilities in addition to spells. For that purpose treat them as arcane spells of a level equal to their normal spell level.
The normal rules for Reaving Dispel apply if the affected spell like ability is successfully countered.
Path Mastery (Shadow Arcana) (Master)
Something more than Arcanist
Magic becomes a liability rather than an advantage when opposed to your might.
Benefit: Whenever you successfully counter a spell or spell like ability you may choose to reflect it back to the caster. Only effects that can be affected by the spell turning spell can be reflected in this way.
In addition you may use a counter spell as an immediate action rather than a readied standard action. All other requirements must be met. This ability can be used a number of times equal to your Intelligence modifier.
Lastly you can qualify for the epic counter spell epic feat (Found in Players guide to faerun) by meeting only the minimum Spell craft skill ranks requirement and the Quicken Mystery and Combat Reflexes feats.
As a fan of the Descent of Shadows project (http://www.giantitp.com/forums/showthread.php?t=74519) i have included in the spoiler blocks the relevant path masteries for those that are interested.
Note: I am using Pathfinder terminology in general. If any questions arise though i will be willing to answer them and clarify my mysteries in 3.5 terminology.
Note 2: more mysteries will come if those 2 paths are polished.
Grasp of Ice
Master, Darkness Borealis
Level/School: 7th/Evocation / Transmutation [Cold]
Range: Close (25 ft+5 ft/2 levels)
Target: 1 creature
Duration: 1 round / level
Saving Throw: Fortitude Partial, see text
Spell Resistance: Yes
Freezing shadows of the coldest reigns reach forth to grab your opponent.
Target creature suffers each round 1d6 / 2 caster levels cold damage (max 10d6) and 2 dexterity damage (a successful fortitude save negates the dexterity damage for that round only, the target must make a new save at the start of each of his turns).
In addition if the target fails on his fortitude save, he loses his move action for that round. If the affected creature reaches 0 or less hit points, or 0 dexterity he is turned into ice (treat as the flesh to stone spell, but ice instead of stone).
Frost Armor
Master, Darkness Borealis
Level/School: 8th/Evocation [Cold]
Range: Personal
Target: You
Duration: 24 hours
Your skin takes on a pale reflection while you wade into combat. Confident on the protection that the hardest of ice grants you, you fear no blade, for those that harm you will be injured by a storm of ice shards.
You take half damage from fire effects (rounded down, minimum 0) and you gain an enchantment bonus to your natural armor equal to your caster level / 3 (maximum +7 at 21 caster level).
In addition you add your caster level to the DC of performing combat maneuvers against you (maximum of +20 bonus). This bonus doesn't stack with that granted from the freedom of movement spell or similar effects
Absolute Zero
Master, Darkness Borealis
Level/School: 9th/Transmutation (cold)
Range: Medium (100 ft+10 ft/level)
Area and Effect: 30 ft burst
Duration: 1 round / level
Saving Throw: No
Spell Resistance: No
You summon a cold force in the chosen area so strong, that even the very air freezes.
The selected area freezes over and the air solidifies filling it instantly with ice. This has the following effects:
1)Creatures inside the area become encased in ice and begin to suffocate due to the lack of air. In addition they take 5d6 cold damage each round and are able to hack away at the ice surrounding them (see below). Creatures immune to cold are immune to this damage but not to the other effects of the spell.
2)Any sense, spell or effect requiring smell or sound cannot be used inside the area of the spell. Similarly creatures outside the effect cannot track or affect creatures within with these senses and vice versa. Furthermore they cannot cast spells with verbal components and are deafened while inside the area.
3)The area is filled with glacial ice so line of effect (but not line of sight) is blocked to those inside the glacial dome.
4)Due to the cramped spaces creatures inside lose their bonus (if any) to dexterity. Furthermore the ground is slippery ice forcing the creatures to make appropriate Acrobatics checks for movement.
5)In order to get free, creatures must hack away the ice surrounding them. The ice has 5 hit points per foot of thickness. Creatures can hit the ice in the area automatically. A 10-foot section of the area whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + (1/2 * caster level), maximum 28.
However if they breach the outer layer of the area they must make a reflex save in order to escape to an adjacent square or the surrounding air freezes and seals the hole (creating a 10-foot thick barrier) and they must again hack it apart.
Path Mastery (Darkness Borealis) (Master)
Embrace the Frost
You become as cold as the freezing darkness, as sturdy as the oldest ice.
Benefit: You completely ignore any damage or negative effects created by spells or effects with the cold descriptor.
You are similarly immune to the adverse planar effects of the Plane of Cold, Plane of Air and Plane of Water and can survive without trouble at any cold environment.
Furthermore you don't need to breathe and you become immune to stunning effects.
Magic Denial
Master, Shadow Arcana
Level/School: 7th/Abjuration
Shadows block any attempts of the target to affect or be affected by magic.
As per the Anti magic Ray spell (Spell Compendium).
Umbral Disruption
Master, Shadow Arcana
Level/School: 8th/Abjuration
Range: Close (25 ft+5 ft/2 levels)
Area and Effect: 1 creature
Duration: 1 round / 2 levels
Saving Throw: Will Negates
Spell Resistance: No
You dampen your opponent's ability to utilize magic.
Target takes a penalty to his caster level to all his spells, powers and spell like abilities equal to your caster level / 4 (maximum -5, minimum of 0 caster level, where the target loses the ability to cast spells altogether for the duration of the mystery), and a -2 penalty to the save DC of their spells, powers and spell like and supernatural abilities.
True Shadows Fade
Master, Shadow Arcana
Level/School: 9th/Abjuration
Calling on the ultimate power of shadows you rob from your target all traces of magic.
As per the Reaving Dispel spell (Spell Compendium) but the limit on the dispel check is +25 rather than +20.
In addition you may use this mystery with the counter spell action in order to counter spell spell like abilities in addition to spells. For that purpose treat them as arcane spells of a level equal to their normal spell level.
The normal rules for Reaving Dispel apply if the affected spell like ability is successfully countered.
Path Mastery (Shadow Arcana) (Master)
Something more than Arcanist
Magic becomes a liability rather than an advantage when opposed to your might.
Benefit: Whenever you successfully counter a spell or spell like ability you may choose to reflect it back to the caster. Only effects that can be affected by the spell turning spell can be reflected in this way.
In addition you may use a counter spell as an immediate action rather than a readied standard action. All other requirements must be met. This ability can be used a number of times equal to your Intelligence modifier.
Lastly you can qualify for the epic counter spell epic feat (Found in Players guide to faerun) by meeting only the minimum Spell craft skill ranks requirement and the Quicken Mystery and Combat Reflexes feats.