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DaTedinator
2010-07-30, 11:29 PM
Salazar's Spellbook Supreme

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The contest is over.
Playground Favorite: Thrice Dead Cat's The Bookkeeper's Spellbook (http://www.giantitp.com/forums/showpost.php?p=9080744&postcount=8)!

Best Characterization: PId6's On the Life and Times of Edward the Sly (http://www.giantitp.com/forums/showpost.php?p=9136706&postcount=10)!

Wish I'd Thought of That: Glimbur's Gideon the Free's Spellbook (http://www.giantitp.com/forums/showpost.php?p=9071034&postcount=7)!

Honorable Mention: Zagan's Kuthar of Ironhame's Spellbook (http://www.giantitp.com/forums/showpost.php?p=9051661&postcount=5)!
Zagan tied for first in both Playground Favorite and Wish I'd Thought of That!

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"Tenser, for the last time! I don't care what your strength score is, quit asking me to carry everything for you!"

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Potpourri Creation Contest III: Custom Spells

The contest begins with the posting of this thread and will run through 11:59 EST of August 31st.

Soon after a poll will be opened for voting that will last through September 14th.

Rules

1) You will be creating at least five, but no more than ten 'original' spells, and a backstory to match. They can be for any class and at any levels, but they must all be 'named' spells (Mordenkainen's Magnificent Mansion, Bigby's Crushing Fist, etc.), and they must all share the same name.

2) Entries must include names and descriptions of at least five spells. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5, and should probably be using the standard format below. The format isn't required, but it makes everybody's life easier, especially voters.

4) Post all entries in this thread. Post all conversation, questions, etc in the chat thread (http://www.giantitp.com/forums/showthread.php?t=151136).

5) Maximum of one entry per participant.

6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted work will be accepted. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your creation, but the initial post must include the basics.

Voting

There will be three categories for voting: Playground Favorite, Best Connection, and Wish I'd Thought of That! Entrants are allowed to vote for themselves, but that's usually poor form, and you're encouraged not to unless you truly believe yours is far and away superior.

Playground Favorite: This is the basic one. Any member of the playground who wishes to will vote for whichever entry they like the best. Whoever gets the most votes wins.

Best Characterization: For this category, voters are to vote for whichever entry they think has the most distinct characterization of the spellcaster who invented the spells. Anybody can make a set of themed spells - like Otiluke's spheres - but through the variety of spells he left us with, we can really understand that Mordenkainen was a mage who enjoyed luxury, safety, and seclusion, with a penchant for conjuration. While backstory can (and should) be a factor for this category, it should mostly be based on what the spells alone tell us about the caster.

Wish I'd Thought of That!: Only the entrants are allowed to vote in this category. Entrants will PM me their vote for whichever entry they wish they had made themselves. Maybe you really liked the fluff behind it and wish you'd thought it up; maybe you think the fluff is dumb, but one of the mechanics really caught your fancy and you wish you could've used it in your own creation. Whatever! Pick the one you most wish you'd thought of!


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DaTedinator
2010-07-30, 11:36 PM
SPELL COLLECTION FORMAT

[SPELLCASTER'S NAME]'S SPELLBOOK

Description goes here. I.e., "[Spellcaster] was an [adjective] sort of [gender], and made these spells because [reason]."

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Spell One
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Description of the spell being cast.

Description of the spell's effects.

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Spell Two and Et Cetera
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Description of the spell being cast.

Description of the spell's effects.

Hyooz
2010-07-31, 10:57 AM
JACEN MAKSIM'S SPELLBOOK

Jacen Maksim was, long ago, a necromancer of great power. It is said he once commanded magic a legion of undead said to rival that of the ancient Nekron, but somewhere along the way something... happened. Rumor has it one day, while patrolling his ranks, he came across the face of a woman he had loved, tortured, decayed, and now trapped in an undead shell. Rumors, of course, are just that, but whatever actually happened, he forsook his legions and his power over death and turned, instead, to life. While he worked tirelessly to redeem himself for his past misdeeds, the people of Adonia never entirely forgave him. His spellbook was discovered many years after his death, however, and careful study by the High Mages revealed a number of spells; some of which are commonly taught in arcane schools to this day, named with his name, in an act of retroactive forgiveness by the people.

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Sidebar: Blood Component
A spell with a Blood Component (designated with a capital B in the component section) can be augmented in ways detailed in the spell description. A blood component is not necessary to cast the spell (unless otherwise indicated) but typically serves to add power or additional effects to a spell.

To pay a Blood Component, a caster lets out a little bit of his blood as a free action that becomes a normal part of casting the spell. By dealing HP damage to himself equal to the minimum caster level necessary to cast the spell, he adds one 'blood point' to his casting of the spell. The caster can choose to add as many blood points to the casting of a spell with this free action as he wants, up to a maximum of 10.

Maksim's Lesser Invigoration
Necromancy (Healing)
Level: Wizard/Sorceror/Dread Necromancer Cantrip
Components: V, S, B
Casting Time: 1 Standard Action
Range: Touch
Target: Touched Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

The caster subtly manipulates the body's natural processes to bring healing, adding his own blood to boost the healing power.

The touched creature is healed 1 point of damage. This healing does not use positive energy, but instead uses the body's natural healing ability to restore vitality, so undead are not harmed by this spell as they would be by a Cure spell. Since an undead's body processes have halted, however, this spell fails if cast on an undead.

Blood Component: For every blood point spent casting the spell, heal an additional point of damage.

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Maksim's Lesser Communion
Necromancy
Level: Wizard/Sorceror/Dread Necromancer 1
Components: V, M, S, B
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

A necromancer sits, pouring several odd components into a small bowl, topped off with his own blood. Lighting the mixture ablaze, he enters a trance, and the latent spirits of the world speak to him, revealing secrets only they could know.

As Bardic Knowledge, but use your Caster Level as a bonus to the knowledge check.

Blood Component: For every blood point spent casting the spell, gain a +1 bonus to this knowledge check.

Material Component: A small bowl, some incense, and wine.

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Maksim's Vicious Upwelling
Necromancy
Level: Wizard/Sorceror/Dread Necromancer 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 CL)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: No

Not all of Maksim's spells were benign. Stretching out a hand, he reached his magic into the body of a foe, and drew out with it, their blood.

Aggressive magic pours into the enemy's flesh, and forces its way back out through the pores, causing a profuse bleeding all over the creature's body. This sudden blood loss deals 1d6 points of damage per caster level (maximum 10d6).

Damage done this way can be used as a blood component, along with the caster's own blood, on the caster's next turn. Any blood not used by the end of the caster's next turn is lost.

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Maksim's Crimson Ruby
Necromancy
Level: Wizard/Sorceror/Dread Necromancer 3
Components: S, M
Casting Time: Full round action (see text)
Range: Personal (see text)
Target: You (see text)
Duration: 1 minute/level

Pricking his palm, the caster presses his hands together, and a blood-red ruby appears as he pulls them apart. A drow plunges a dagger into his side, drawing quite a bit of blood. Instead of falling to the ground, however, the ruby glows, and draws the blood into itself.

While Maksim's Crimson Ruby is active, anytime you take slashing, bludgeoning, or piercing damage, that much damage is 'stored' in the ruby. When later casting a spell with a blood component, instead of doing damage to yourself, you may draw upon the blood in the ruby, as a free action, to pay the blood component. The ruby can 'store' damage up to your CL x 5.

Additionally, the caster may shatter the ruby as a standard action, ending the spell, and heal a touched creature HP damage equal to the amount of damage stored in the ruby.

Material Component: A pinch of powdered carbon.

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Maksim's Palsy
Necromancy
Level: Wizard/Sorceror/Dread Necromancer 4
Components: S, B
Casting Time: 1 standard action
Range: 30ft
Area: Cone-shaped Burst
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Spell Resistance: No

Maksim may have forsaken undead, but he showed time and again it did not make him weak. Spewing crimson cone from his own body, his enemies are infested with a corrosive based on his own blood.

All creatures in the spells area are covered in a fine mist of magically-enhanced blood. This blood seeps in through every possible avenue, attempting to eat away at the creature it falls upon.

Affected creatures must make a successful fortitude save every round, at the beginning of their turn for 1d2 rounds or suffer 1d4 Str and 1d4 Dex damage. A Neutralize Poison or Remove Disease spell can end the effect early.

Blood Component: For every blood point spent in the casting of this spell, extend the duration by 1 round.

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Maksim's Revivification
Necromancy (Healing)
Level: Wizard/Sorceror/Dread Necromancer 5
Components: V, M, S, B
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

Magical energies surge into the recently fallen creature, knitting its wounds and seizing hold of its heart, jump-starting it back to life.

As Revivify, except for the blood component ability.

Blood Component: For every blood point spent casting this spell, the target creature can have been dead for an additional round, and the spell will still function. (Example: A creature has been dead for 4 rounds, so Jacen Maksim must spend 3 blood points, doing 27 HP damage to himself, to bring it back to life.)

Material Component: A needle.

Zaydos
2010-07-31, 02:48 PM
Zantar the Green Clad's Spellbook:
Born during an eclipse of the harvest moon, Zantar Elomere would become one of the preeminent mages on his world. One of the great heroes of the Age of Heroes, and one of the Four Heroes who to large extent defined the Age of Heroes (their longest lived member’s life actually marks its boundaries).
Zantar was the son of farmers in the south of Ralxia, but he grew up on stories from his grandfather a retired wizard. At the age of 16 he traveled, alongside his best friend Marcus Finhart, to the Wizard’s Academy of Montyr capitol of Ralxia. Zantar was sent home, deemed unable to perform even the simplest acts of wizardry. He studied under the Druidical Order of the Lunar Oak which guarded the area and was still doing so when Marcus returned a year later the quickest graduate in the history of the Wizard’s Academy. Three years later the two began a life of adventuring together, Marcus slowly teaching Zantar of the arcane arts.
The two journeyed together for several years performing random acts of “heroism”. Then one year, when Zantar returned to his order for the Rite of the Summer Solstice, they found Vandale a ghost town. Beneath the city a great illithid hive had been built. Together they tried to rescue the captured citizens, setting them free while Zantar, Marcus, and a few members of the Order of the Lunar Oak tried to hold back the overflowing aberrations. Marcus told Zantar to guard the civilians and then valiantly called up a wall of energy between them. In this battle Zantar lost his sister, his brother-in-law, and his best friend.
He found then a group of mages, warriors, and others searching for the illithid position. They were the Knights of the Seal, founded by the elven mage Losfydis after the abuse of bale magic during the first Torivil-Havalik War led to the defeat of the elven forces by rending reality and unleashing aberrant hordes. Their purpose was to prevent aberration incursions like the one that was happening in Vandale. Zantar joined whole heartedly, leading their forces back into the mazes beneath Vandale and saw as Losfydis gave his life to slay the Elder Brain beneath the village.
Zantar would not return to Vandale for the next three years. He took Marcus’s younger sister, like him without any living relatives, as his apprentice and left off his role in the almost destroyed druidic order. He would likely have left Ralxia completely and delved into a mad war against the otherworldly aberrations except the orcs from the eastern mountains swept into southern Ralxia and he stayed to help push them back. Zantar led the loose resistance put up by the natives for one year before King Hadon finally authorized the Ralxian army to aid in the fight. The marshal of the Ralxian army rewarded Zantar for his distinction in battle with the gift of the tiger Rhine who would become Zantar’s faithful familiar for years to come.
It was his work for the order that would bring Zantar back to Vandale. Alongside his partner Professor Ardaylismortis, who himself is amongst the most interesting personalities of the Age of Heroes (a warlock who would go on to found a college of wizardry that would become famous throughout the three worlds), and the last minute addition of the other two man team Ruji Kaiton ex-ninja and banished priest of Amaterasu, and Sir Hinrich Ironkeep, usurped prince, he was sent back to Vandale to investigate strange rumors.
He found Vandale once more in the grips of the illithids. Those who had survived of the Order of the Lunar Oak were slain, all save one who was nearing the end of his life. They also found Sir Valkus, Marshal of the Order of the Seal, who had been captured in the no-man’s lands of Alli-ur. Sir Valkus was currently a captive of the new leader of the illithid forces, an ullitharid cerebromancer named Marcus.
The next two years were spent in intermittent battles with the aberrant forces led by Marcus. In one of these battles an avatar of the godslayer Tindos, once a god himself but stripped of his immortality and divine powers save one during the God War 20000 years earlier, was brought forth and slain by the heroes. Zantar took from the corpse of the avatar its skin making from it his cloak for which he would become known as Zantar the Green-Clad.
At the end of the two years, the Four Heroes had their final battle with Marcus. A battle on which the fate of the world was gambled by the gods, a battle they narrowly won due to the contributions of each of the Four Heroes.
After that battle Zantar retired with his ex-apprentice, now wife, and their infant daughter. He took up his duties as last druid of the Lunar Oak and rebuilt Vandale. He only rarely left to quest during this time, devoting himself instead into researching the intricacies of magic and the secrets of the Lunar Oak.
His retirement came to a crashing end only two years later. In the Badlands to the far north an ancient tomb stirred. Ragnos, long-dead emperor of the Nakostic Empire, rose from the grave once more. Bodiless he went to his descendants to enlist their service. Amongst those he visited were the heroes Ardaylismortis and Zantar Elomere. Rejecting his offers of alliance they chose instead to oppose his quest for the elusive power of godhood found by his grandfather many years before.
It was during this time that Zantar made many of his spells, although he had already made a few. While traveling to the four elemental fortresses made to seal the key to Nakost’s final fortress, Zantar had the opportunity to read through the tomes left behind by Nakost the greatest mage the Three Worlds had known since the God War.
They would finally defeat Ragnos, and from there the Four Heroes would go on to repulse demonic hordes, as a 10,000 year old prophecy finally fell due in Ralxia, and would even defeat the mighty Gilgash Consort of Tiamat before they would finally retire.


Spells (in chronological order):

Zantar’s Singing Flower
Transmutation
Level: Bard 0, Dru 0, Ran 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25-ft +5-ft/2 levels)
Target: 1 flower
Duration: 1 round/level
Saving Throw: None
SR: None.
He cupped the flower in his hands and whispered the words of the spell. He handed it to Clarissa as the flower began to sing. Her eyes widened in wonder and she smiled, “This is what a druid can do?”
Zantar grinned back. “Well someday I’ll be able to do so much more,” he dreamed.
This spell causes an ordinary flower (it cannot be sentient for example) to begins to whistle a tune, play a tune as if on a lyre, or make a bird call. The caster only has rudimentary control of the tune and may not perform a complex tune, nor may this spell replicate words or voices and is limited to a volume of noise roughly equal to that of one lute, lyre, or song bird.
This spell has no effect on plant creatures or magical/enchanted/intelligent plants of any sort.

Zantar’s Lightning Net:
Evocation (Electric)
Level: Sorcerer/Wizard 4
Components: V, S, F.
Casting Time: 1 standard action
Range: Medium (100-ft +10-ft/level)
Area: 15-ft.-radius burst.
Duration: 1 round.
Saving Throw: Reflex half and partial.
SR: Yes.
His fingers spread out interlaced about a piece of metal. He said the words of power and lightning spread out from his hands. Those of the orcs that survived were disoriented and entangled, slow to move and react.
Deals 1d6 electricity damage/level (max 10d6) to all creatures in the area and they get -2 to attack rolls, AC and Reflex saves and - 10-ft speed to all movement modes (minimum of 5-ft) until the end of its next turn at which point it also takes half as much damage the next round. An affected creature may spend a move action end this effect and prevent the additional damage. A creature that succeeds on its Reflex save takes half damage and does not suffer any penalties to attack rolls, AC, Reflex saves, or speed.
Focus: A piece of ferrous metal.

Zantar’s Thunderous Claws:
Evocation (Electric)
Level: Sor/Wiz 4.
Components: V, S.
Casting Time: 1 standard action or 1 full-round action see below.
Range: Touch.
Duration: Instantaneous.
Save: None.
SR: Yes.
He finished his spell, his hand resting in Rhine’s fur. He could see the demon’s eyes on him as he whispered, “get him.” Rhine leapt forward, his powerful muscles propelling him, lightning wrapped around his claws.
Claws of crackling lightning form around your hands. You gain the ability to make 2 melee touch attacks each dealing 1d4 electricity damage per caster level (maximum 15d4). Each charge is held in a different hand. You may use a full-round action to cast this spell if you do you can make both touches as part of the same action.

Zantar’s Rune Blade:
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action.
Range: Touch
Target: 1 weapon.
Duration: 10 minutes/level or until expended
Save: Will negates (harmless)
SR: Yes (harmless)
Spreading adamantine dust across his palms, he laid his hands upon the sword, lightning arcing from them onto the metal blade. The lightning crawled across the metal working runes into it. The runes glew with a pure white light and he smiled as the swordsman flourished the blade. It seemed to move more fluidly than before, maybe this time the spell wouldn’t fail within the next five minutes.
Glowing mystic runes appear on the target weapon. These runes provide light as a torch, but this light is suppressed in the area of magical darkness of any level. The target weapon gains a +1 enhancement bonus to attack and damage, this bonus increases by +1 per 4 caster levels (maximum +10 at level 36).
The weapon’s wielder may, as a swift action, end this spells effect to immediately gain a +3 enhancement bonus to attack and damage +1 per 4 caster levels (maximum +10 at 36) until the end of the round.
Material Component: A pinch of adamantine dust.

Zantar’s Rune Claws:
Transmutation
Level: Dru 5
Components: V, S, M
Casting Time: 1 standard action.
Range: Touch
Target: 1 creature
Duration: 10 minutes/level or until expended
Save: Will negates (harmless)
SR: Yes (harmless)
He placed his hand upon Rhine’s flank. Runes of light flew out from beneath his hands slithering through the tiger’s fur till they found its claws and mouth. The orcs standing before him didn’t even bother to fight, they dropped their weapons and begged.
Glowing mystic runes appear on the target. These runes provide light as a torch, but this light is suppressed in the area of magical darkness of any level. One of the target’s natural weapons gains a +1 enhancement bonus to attack and damage, this bonus increases by +1 per 4 caster levels (maximum +10 at level 36). Alternatively you may choose to instead grant all of the target’s natural weapons a +2 enhancement bonus to attack and damage for the duration.
The target may, as a swift action, end this spell effect to increase the bonus on all natural weapons affected by 2 until the end of the round.
Material Component: An oak leaf and a piece of stone.

Zantar’s Eldritch Augmentation
Transmutation
Level: Sor/Wiz 2
Components: S
Casting Time: 1 full-round action.
Range: Touch.
Target: 1 creature capable of using eldritch blast.
Duration: 10 minutes/level
Save: Will negates (harmless)
SR: Yes (harmless).
He laid his hand gently on Ardaylis’s shoulder. They were both quite for a moment as green light flickered from his hand into the warlock’s body. Then it was over.
The target selects one invocation they possess. During the duration of this spell they become unable to use the selected invocation but may increase the damage they deal with their eldritch blast by 1d6. This bonus counts as an eldritch essence applied to the blast and they may not use both it and an eldritch essence at the same time. If they choose a Greater or Dark Invocation with this ability it instead increases their damage dealt by 3d6.

Zantar’s Sphere of Electric Devastation
Evocation (Electricity)
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action.
Range: Medium 100-ft +10-ft/caster level.
Area: 15-ft radius burst.
Duration: Instantaneous.
Save: None.
SR: Yes.
Tindos was still coming. Through the anti-magic field he could no longer sense it but he knew the beast was on its way. He smiled even as it appeared stepping into the bubble of antimagic around him, and then he raised his rod up and with words like thunder lowered his arms once more. Before him a dome of lightning appeared, not exploding from a central point but immediately filling the area. The lightning faded and there was the boom of thunder, but Tindos stood almost uninjured.
You evoke a burst of electricity that instantly fills the entire area. Any creature within the area takes 1d4 electricity damage per caster level (max 25d4).
Focus: A rod made of meteoric iron worth at least 100 GP.

Zantar’s Soul of the Storm
Transmutation (Electricity)
Level: Dru 4, Ran 4
Components: S, V
Casting Time: 1 standard action
Range: Close (25-ft +5-ft/2 levels)
Target: 1 animal
Duration: 1 round/level
Saving Throw: Fort partial
SR: Yes
An arrow pierced deep into Rhine’s hide. Zantar’s face reddened with anger and with a shouted word like the stroke of thunder he invoked the spirits about him. Rhine’s fur stood up on end as lightning surged across it, his eyes turned a solid, glowing yellow, and electricity arced between his fangs. Without waiting for a command the tiger leapt, ready for battle.
With a word like roaring thunder you invoke a spirit of the storm into the body of your animal companion or other animal ally. For the duration of the spell the target gains an enhancement bonus to their natural armor equal to ½ your caster level (max +10 at Lv 20), a +10-ft enhancement bonus to their land speed and +30-ft enhancement bonus to any fly speed they may have. The target also gains electricity resistance 20 and deals +1d6 electricity damage with all natural weapons it has for the duration of the spell.

Zantar’s Wall of Thunder
Evocation (Electricity, Sonic)
Level: Sor/Wiz 5
Components: S
Casting Time: 1 full round action
Range: Medium (100-ft + 10-ft/level)
Effect: 1 wall of electricity and sound
Duration: 1 round/level
Saving Throw: Fort partial, see below
SR: See below
Illithids filled his vision, they were coming from within the cave and there was nothing he could do any longer. He heard a voice screaming at him to run, and he turned thinking Marcus was running beside him. Suddenly he heard the crash of thunder and behind him was just a titanic wall of blue force. Suddenly he woke up; he smiled wryly, and remembered this is why he doesn’t fall asleep in the lab.
You create a wall of semi-solid sound and electricity 5-ft thick, 10-ft tall, and 10-ft long per caster level. The wall produces powerful noise which makes it extremely hard to hear while near the wall, imposing a -20 on listen checks within 20-ft of it. The wall provides total cover and concealment like a solid wall and has a hardness of 10 with 5 hp/caster level per 5-ft square. The wall can be broken with a DC 26 Str check. Entering the wall takes 4 squares of movement and requires a DC 18 Str check, in addition to the effects described below.
Any creature adjacent to the wall takes 2d6 sonic damage each round and is deafened for as long as it is adjacent to the wall and 1d4 rounds afterwards; they are allowed a Fortitude save to half the damage and negate the deafening effect, SR has no affect against this part of the spell’s effect.
Any creature actually trying to pass through the wall or starting its turn in the wall must make a Fortitude save. If they fail they take 2d6 sonic damage and 2d6 + caster level electric damage and are pushed back outside of the wall in the direction of the caster’s choice. If they succeed they take half damage and may move normally.
Any creature attacking the wall with natural or melee weapons takes 2d6 sonic damage and 2d6 electric damage and are pushed back 5-ft. A fortitude save halves the damage and prevents the push back.

zagan
2010-08-01, 12:27 PM
http://www.wizards.com/dnd/images/tob_gallery/99693.jpg
Credit to Beth Trott

KUTHAR OF IRONHAME'S SPELLBOOK

"Kuthar of the Ironhame was a Jade phoenix mage, a group of thirteen people who constantly reincarnate to keep an ancient evil creature contained, they combine arcane mastery and martial prowess. Kuthar was a particularly brilliant reincarnation and made these spells in an effort to even better combine the two art. His researches were long but fruitful, they result in spell that allow him an all other member of his order to even better use their combine talent. Across the year other have learn of these spell but few can use them as well as a Jade phoenix mage."

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Kuthar’s Martial Enhancer
Transmutations
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

You feel your body adjusting to a training you hadn’t undergone yet and knowledge fill your mind on how to strike just a little better.

You gain a +1 insight bonus to your initiator level plus 1 per four caster level for a total of +6 at 20th level. This increase in effective initiator level does not grant you access to more maneuvers but only augment the effect of your maneuver. For example a Wizard 5/Swordsage 2/Crusader 1 has an initiator level of 5 as a Swordsage and 4 as a Crusader with Martial Enhancer active his initiator level would increase to 7 as a Swordsage and 6 as a Crusader. When using Burning blade (a Swordsage maneuver) he would deal 1d6+7 bonus fire damage instead of 1d6+5. When using Crusader’s strike (a Crusader maneuver) he would heal 1d6+6 instead of 1d6+4.

Material component: A drop of blood from a foe you killed personally.
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Kuthar’s Martial Support
Transmutations
Level: Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until expanded
Saving Throw: None
Spell Resistance: Yes

As you strike you can feel your magic suffuse your movement allowing you to retain your form allowing you to strike again soon after.

For the duration of this spell you can ready one more maneuver than normal. If you are a crusader you also gain one more granted maneuver at the start of an encounter. If you have level in more than one martial adept class chose one to gain the benefit of this spell when casting it. When this spell end, by any mean, chose either one of your readied maneuver in this case the maneuver is non longer readied or chose an expanded maneuver in this case you can ready it anymore.
As a free action when using a maneuver instead of expanding it you can chose to end this spell. The maneuver stay readied as if you didn’t use it.

Material component: A small granite pebble.

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Kuthar’s Martial Extension
Transmutations
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until expanded
Saving Throw: None
Spell Resistance: Yes

At the same time as you summon you energy to augment your attack you also call on your magic to extend the effect.

For the duration of this spell you gain a +2 insight bonus on all skill check made as part of using a maneuver.
As a free action when using a boost maneuver you can chose to end this spell, if the duration of the boost is 1 round it increase to two rounds instead, if the duration of the boost is end of turn it become end of next turn instead, if the boost as another duration this spell as no effect.

Material component: A chain link

---

Kuthar’s Martial Projection
Transmutations
Level: Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until expanded
Saving Throw: None
Spell Resistance: Yes

As you strike you concentrate on your foe and suddenly a ghostly copy of your weapon strike him.

For the duration of this spell you gain a +2 bonus on save made against maneuver.
As a free action when using a strike maneuver with an initiation action of 1 standard action and a range of melee attack you can chose to end this spell, if you do so the range change to 25ft + 5ft per caster level. You resolve your attack roll, if any, as normal for a melee attack but you can strike any viable target in range.

Material component: A pieces from a broken mirror

---

Kuthar’s Martial Preparation
Transmutations
Level: Sorcerer/Wizard 4
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With but a word you suddenly change fighting style completely to better fight your foe.

When you cast this spell you can change what maneuver you have readied up to your normal maximum, this allow you to either regain expanded maneuver, exchange them with other maneuver you know or a combination of both. If you are a crusader, your current grant maneuvers are lost and you gain new granted maneuvers as if you had just readied your maneuvers for the day.

---

Kuthar’s Martial Linking
Transmutations
Level: Sorcerer/Wizard 5
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes

As you utter a word of power you can feel your movement become smother.

For the duration of this spell you can substitute the first attack made during a full-attack action with a standard action strike. All the attack that follow must be against the same target.

playswithfire
2010-08-03, 03:25 PM
BIBBULUH'S SPELLBOOK

Bibbuluh was an outgoing sort of guy, and made these spells because he often found himself in need of a way to enhance, survive, or recover from a night at his local ale house.

_/ _/ _/ _/ _/

Bibbuluh's Iron Guts
Abjuration
Level: Bard 1, Ranger 1
Components: V, F
Casting Time: 1 standard action
Range: personal
Target: You
Duration: 10 min./level
Saving Throw: None

You quietly mumble the names of various intoxicating substances in the draconic language and feel your insides becoming more resilient.

You may ignore all effects of alcohol and gain a +1 bonus on saves against poisons and to resist addictions. For every four caster levels beyond 1st, you gain an additional +1 bonus on these checks -- +2 at 5th, +3 at 9th, +4 at 13th, and the maximum of +5 at 17th. If a poison or drug has a lesser effect on a successful save, you instead suffer no ill effect on a successful save.
If your caster level is at least 9th you gain the positive effects of a drug or alcohol without experiencing the negative ones (see BoVD 41-43 for examples), and, if you fail a Fortitude or Will save against a poison or drug that allows for a lesser effect on a successful save, you suffer the lesser effect instead of the full effect.
Focus: small vial or flask

Bibbuluh's Memory Aid
Divination
Level: Bard 2, Sorc/Wiz 3
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: One object, one creature; see text
Duration: 1 hour/level / 1 day; see text
Saving Throw: see text
Spell Resistance: No

You inscribe the held object with a small representation of two eyes and one ear, speak the appropriate words and watch the eyes blink once and fade, with the ear, into the object's surface.

The object touched creates an records events out to 30 ft with the standard sight and sound senses of a human for 1 hour/level and retains that record until one day has passed from the time of casting. Touching the object while it retains memories allows that creature to absorb the recordings at a rate of one hour per round as if they were its own memories. (A creature other than the caster must succeed on a Will save to absorb the memories. If he fails, he instead loses his memories of the area for the same time period, if any.) Only one creature may successfully absorb the memories and the same creature may not attempt to absorb the same set of memories twice. If the creature successfully absorbs the memories from the object and has memories of the same area recorded by the object at the same time, these new memories supplement, rather than replace, those memories.
Material Component: ink or black paint/dye

Bibbuluh's Rosy Haze
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft + 5 ft/2 levels)
Targets: One willing living creature per three levels, no two of which may be more than 15 ft. apart
Duration: Concentration + 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You appear to do a slow dance in place while mumbling a series of percussive noises and a faint pink mist appears briefly in front of those targeted before fading into their heads.

Each affected creature gains a +2 morale bonus to Strength and Charisma, and an additional +2 bonus on Charisma-based skill checks, but takes a -2 penalty on Reflex saves and has a 5% miss chance against any non-adjacent enemy.
If your caster level is at least 14th, each creature instead gains a +4 morale bonus to Strength and Charisma and an additional +4 bonus on Charisma-based skill checks and has a 10% miss chance against non-adjacent enemies, but still only takes a -2 penalty to Reflex saves.

Bibbuluh's Cold Shower
Conjuration (Healing) [Cold]
Level: Bard 4, Druid 5
Components: S
Casting Time: 1 round
Range: 5 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes (harmless)

You summon and toss a small burst of cold water at an adjacent creature, refreshing them in various ways.

The spell immediately ends any and all of the following adverse conditions affecting the target: exhausted, fatigued, nauseated, and sickened. The target also wakes from both natural and supernatural sleep and is allowed a new saving throw against each mind-affecting effect he is under. If the target is inebriated, that also ends. The creature takes 1 point of cold damage per caster level; a successful Fortitude saving throw negates this damage.

Bibbuluh's Fire Water
Evocation [Fire]
Level: Bard 5, Trickery 7
Components: S, F
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One or more containers of potable liquid up to a total volume of 2 gallons/level
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

You roll the flint and steel between your hands and then gesture with one or both at each container.

A creature who drinks any amount of the liquid while the spell is actively affecting that liquid must make a Fortitude save. If he fails the save, he immediately deals 5d6 fire damage in a 15ft cone in a random direction (roll d8 and apply clockwise; 1 is up, 3 is right, 5 is down, 7 is left, etc) as a free action, also taking the damage himself. On a successful save, he may reduce the size of the cone to 5ft or 10ft, choose the direction of the cone, and takes no damage himself.
While the spell is active, each container may also be used as a splash weapon which deals 5d6 fire damage in a burst of a size based on the volume of affected liquid remaining within it, as described below.
{table=head]Volume|Range Increment|Burst Diameter
.5 to 1 gallon|20ft|5ft
1-4 gallons |15ft|10ft
4-8 gallons |10ft|15ft
over 8 gallons| 5ft|20ft
[/table]
Focus: flint and steel

Glimbur
2010-08-03, 08:08 PM
Gideon the Free was a paladin of some renown. He had the unusual habit of more introspection than others in his order. Standing on the ground swinging your sword and smiting evil is what paladins should do, but sometimes it is not enough. After a particularly close battle with skeletons, Gideon offered a heartfelt prayer and heard a small answer. The next time he prepared spells, he knew he had another choice of spell. As he grew in experience he found other foes and had the audacity to suggest different spells to his god. Because Good is better at team work, soon these spells were shared with other gods and other paladins. As a result, the forces of justice have a few more tricks. As for Gideon... the last anyone saw of him was when he passed through a gate to Limbo with a new spell idea.

Gideon's Tomb Strike
Evocation
Level: Paladin 1
Components: V, DF
Casting Time: Swift Action
Range: Personal
Target: Self
Duration: 1 round
You wrap your weapon in energy normally used for healing. This allows it to deal extra damage to the undead.
You may use your Lay on Hands ability on a target you strike with your weapon(melee, ranged, or natural). This works as Lay on Hands normally does: you may use any amount of your Lay on Hands pool and do not have to declare how much you are using until the attack lands. Undead get a will save to half the damage inflicted by Lay on Hands on them. Beings healed by positive energy are affected by both your Lay on Hands and the weapon attack which delivers it as normal.

Gideon's Grasp
Level: Paladin 2
Components: V, S, DF
Casting Time: Standard Action
Range: Personal
Duration: 1 Minute/Level
No matter the size of your foe, it is still smaller than your faith.
You ignore size bonuses that your opponents have to bull rush, disarm, grapple, sunder, and trip checks in excess of your size bonus. You still are unable to initiate a grapple with enemies two or more size categories larger than you are.

Gideon's Purge
Transmutation
Level: Paladin 2
Components: V, S, DF
Casting Time: Standard Action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)
You twist and augment the powers you hold to heal disease, allowing you to remove a wider range of conditions.
As an additional cost to cast this spell, spend one Remove Disease use. If you have no Remove Disease uses remaining, the spell fizzles without effect. You remove all conditions that a Heal spell could remove (ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.) This does not restore any hit points or undo any previous effects of any of those conditions (ability damage or drain already inflicted by poison remains, for example).
Remove Disease per week? That's dumb, it makes more sense as a per day ability.

Gideon's Trumpet
Enchantment, [Sonic]
Level: Paladin 2
Components: V, S, DF
Casting Time: Standard Action
Range: 30' spherical spread
Target: Self
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a sound of heavenly trumpets you shake the grip of fear on those around you.
All creatures within the area affected that can hear gain a second save against any fear effects they are currently suffering from. If the effect did not allow a save, this new save's DC is 10+half hit dice of originator+originator's Cha modifier. If there is no originator and no original save DC, or the origin has no hit dice and no original save DC (it comes from an ancient cursed drum, for example), the DC is equal to the affected person's will save+10.
This means they should have a 55% chance of shaking off a fear effect which normally allows no save. This would be more troublesome if there were many fear effects that offered no save.

Gideon's Wings of Wrath
Transmutation
Level: Paladin 2
Components: V, DF,
Casting Time: Swift Action
Range: Personal
Target: Self
Duration: See Text
Taking to the skies will not save Evil from your wrath.
You gain a fly speed of 60' with good maneuverability until the end of your turn. If you are under the effect of this spell and you use a Smite Evil attempt, whether it succeeds or fails, the spell lasts for another round. This means you can fly indefinitely as long as you have Smite Evil attempts left.
Also, smites should totally be per encounter instead of per day.

Thrice Dead Cat
2010-08-04, 10:43 PM
THE BOOKKEEPER'S SPELLBOOK

http://i1023.photobucket.com/albums/af355/Thrice_Dead_Cat/Bookkeeper.jpg?t=1280973263

In life, the Bookkeeper was much like any archeologist. Throughout his career, he spanned numerous worlds looking for all manner of ruins and the documents therein. It wasn't until he was nearly on his deathbed that he stopped to catalog all of his findings did he stop his search. Secreted away at the edge of existence, he locked everything he had discovered into one apparently blank book before his passing.

However, sometime after his death unmarked books and scrolls wound fine their way into all manners of libraries, detailing some of the Bookkeeper's early works and findings. Some say that he somehow managed to transcend death with what he complied. Today, he is recognized as a demigod of magic by a small number of wizards and archivists but, the truth was that his expertise expanded into multiple forms of mystical energies.
_/ _/ _/ _/ _/
Sidebar: Multiple Sourced Spells and Powers
Much like the dual school spells (see Player's Handbook 2 for details), some of the Bookkeeper's spells require the use of Psionics, Incarnum or Binding to operate.

In the case of the Psionics, the character must have a power point reserve, although he need not necessarily be able to manifest powers. Some of these spells may also be manifested as powers. In such a case, the manifester must also be able to cast spells of that level.

In the case of Incarnum, the character must also have the "Incarnum Spellshaping feat" to use Incarnum-based spells. (See Magic of Incarnum for details).

In the case of Vestige-bound spells, the caster must simply be able to bind a vestige.

The Bookkeeper's Bane
Enchantment [mind-affecting]
Level: Wizard/Sorcerer 3, Cleric 4, Atheneum 2
Components: V, S, M/DF
Casting Time: 1 full-round action
Range: Touch
Target: One creature touched
Duration: 1 day/caster level
Saving Throw: None
Spell Resistance: Yes

Through the creation of elaborate equations and sesquipedalian loquaciousness, you managed to overload the touched creature's mind, preventing them from ever reading again.

One of the Bookkeeper's ugly secrets from his earlier adventuring days, this spell prevents creatures that prepare spells from a spellbook, prayerbook, spellshards, or similar such inscriptions from doing so. Targeted creatures with the Spell Mastery feat may still prepare the spells chosen with that feat, but not those that he still requires a spellbook to prepare.

Creatures unable to prepare spells from a spellbook-like device instead become illiterate. If a creature under the effect of this spell who has lost his ability to prepare spells is targeted again by this spell, he becomes illiterate in addition to the previous effects.

The effects of this spell cannot be dispelled, but they can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Material Component: An ink vial, which is drained during the casting of the spell.

---

The Bookkeeper's Mind Reader
Divination/Clairsentience (Multiple Sourced) [mind-affecting, psionic]
Level: Wizard/Sorcerer 4, Psion/Wilder 4, Atheneum 4
Components: V, S, F, Auditory
Casting/Manifesting Time: 1 minute
Range: One psionic creature touched and one object touched
Target: Touch
Duration: 1 day/caster level or 1 day/manifestor level; see text
Saving Throw: Will negates (harmless)
Spell/Power Resistance: Yes (harmless)

By simultaneously touching both the head of your psionic companion and the book before you, you manage to convert one of the powers within your companion's mind into an arcane equivalent.

During the execution of this spell or power, you must remain in contact with both the creature's mind you are reading and the book below upon which you are transcribing the information.

This spell allows you to store one power of third level or lower that the targeted creature knows within the book touched as an arcane spell of equal level as the power copied for up to one day per caster level or manifestor level you possess, depending on whether you cast or manifested this spell or power, respectively. After this time, the arcane formula containing the power fades away. Powers copied this way cannot be used in the creation of items or copied for use in another spellbook or prayerbook. While functional, anyone who can prepare spells may prepare the converted power as a spell of equal level.

When prepared, the converted power functions at its minimum manifestor level and the caster casting it must have a power point reserve, but need not spend power points to cast the converted power. The converted power may be augmented normally, assuming the caster has enough power points to do so, up to a maximum number of points equal to the caster's caster level - the minimum manifestor level needed to manifest the power.

Augment: For every three extra power points spent during the casting or manifesting of this ability, you may copy a power one level higher than third level from the target's mind.

Focus: A book with at least nine blank pages.

Special: Powers converted are treated as also being of a certain spell school, depending on the discipline. Telepathy powers become Enchantment spells, Metacreativity powers become Conjuration spells, Clairsentience powers become Divination spells, Psychometabolism powers become Transmutation spells, Psychoportation powers become Conjuration spells with the teleportation subschool, and Psychokinesis powers become Evocation spells.
---

The Bookkeeper's Infusion
Transmutation (Multiple-Sourced Spell)
Level: Wizard/Sorcerer 4, Cleric 4
Components: V, S, F/DF
Casting Time: 1 Standard action
Range: Touch
Target: One Creature Touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

[i]By ripping the knowledge of spells from your own mind you manage to temporarily invigorate a creature with the proto-souls of essentia.

When casting this spell, you may sacrifice a number of spells slots or spell prepared up to a number of spell levels equal to your caster level. Cantrips and orisons cannot be used to fuel this spell. The creature touched gains a number of temporary essentia equal to half the total number of spell levels sacrificed during the casting of this spell.

In addition to the temporary essentia, one of that creature's incarnum-receptacles also has its capped increase by one per five caster levels, up to a maximum of four extra essentia at 20th level.

Focus: One spellbook.

---

The Bookkeeper's Focus
Enchantment (Multiple-Sourced) [mind-affecting, psionic]
Level: Wizard/Sorcerer 2, Atheneum 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged

Once finished with casting this spell, you lock away a portion of your mind, mimicking the function of a psionic focus.

For the duration of this spell, you may maintain a secondary psionic focus. Whenever you manifest a power that would require you to expend your psionic focus, you may instead discharge this spell.

Feats, powers, class features, items, and other abilities with effects dependent upon you being psionicly focused treat you as having your psionic focus for the duration of this spell. For example, if a character with the Speed of Thought feat had this spell active on him, and he used his psionic focus to manifest a Quicken Energy Missile would still have his base land speed increased by Speed of Thought for as long as The Bookkeeper's Focus remained active and/or until he regained his psionic focus normally.

Focus: A crystal worth at least 100 GP.

---

The Bookkeeper's Bound Soul
Transmutation (Multiple-Sourced Spell)
Level: Wizard/Sorcerer 2, Cleric 2, Atheneum 1
Components: V, S, M/DF
Casting Time: 1 Standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

After binding the soul of otherwordly beings to yourself, you offer up your own blood to help resonant its soul with your own.

After casting this spell, the targeted creature chooses one of the vestiges it has bound with at least one ability with a recharge time of one round or more. For the duration of this spell, the recharge time of that vestige's abilities is decreased by one round. For example, an 8th level Binder with Amon and Andras bound could use Amon's Fire Breath once every 4 rounds instead of 5. If that same Binder choose Andras and had Rapid Recovery (Andras), he could instead use Smite Good or Evil and Sow Discord once every 3 rounds instead.

Material Component: A vial of blood from the touched creature.

---

The Bookkeeper's Expanded Soul
Abjuration (Multiple-Sourced Spell) [Binding]
Level: Wizard/Sorcerer 7, Cleric 7, Atheneum 6
Components: V, F/DF
Casting Time: 1 minute; see text
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As the regal figure of Malphas stands before you ready to make its demands, a formally coaked hand bearing a golden ring lands upon the Turnfeather's shoulder. Although shocked both the apparent treachery, both figures realize that this is their only chance to regain some sibilance of life.

While summoning a vestige to bind to the touched creature's soul, you may chant the words of this spell causing a second circle to layer itself in glowing runes onto the first. Once the circles are finished, instead of only one vestige appearing, two do.

For the duration of this spell, the touched creature may have one extra vestige bound of any level of vestiges that the touched creature could normally bind to the touched creature's soul past the normal limits for the touched creature's effective soul binding level. However, doing so upsets both vestiges, increasing the DC of each of their binding check DC by 10. If this spell is dispelled, the touched creature may choose which vestige is lost, but the touched creature does not lose any such connections if it is only temporarily dispelled.

If the creature touched does not have the ability to bind vestiges, he instead gains Bind Vestige feat (Tome of Magic) for the duration of this spell.

The timing of this spell is however long it takes the character drawing the inscription needed to summon a vestige.

Special: A character may only be under the effect of one casting of The Bookkeeper's Expanded Soul at any one time.

Focus: The symbol of one of the vestiges you are planning on summoning with this spell.

---

The Bookkeeper's Imprinted Mind
Divination/Clairsentience (Multiple Sourced) [mind-affecting, psionic]
Level: Wizard/Sorcerer 5, Psion/Wilder 5, Atheneum 5
Components: V, S, F, Auditory
Casting/Manifesting Time: 1 minute
Range: One psionic creature touched and one spellcaster touch
Target: Touch
Duration: 1 day/caster level or 1 day/manifestor level; see text
Saving Throw: Will negates (harmless)
Spell/Power Resistance: Yes (harmless)

By placing your hand upon the head of a psionic creature, you manage imprint the knowledge of the spells you know into the subject's mind as psionic powers.

During the execution of this spell or power, you must remain in contact with both the creature's mind you upon which you are imprinting and the spellcaster who is donating the knowledge of the spells to be converted.

This spell allows you to store one spell of third level or lower that the targeted creature knows or has prepared within the mind of the touched manifestor as a power of equal level as the spell copied for up to one day per caster level or manifestor level you possess, depending on whether you cast or manifested this spell or power, respectively. After this time, the knowledge of the converted spell fades gently from the mind of the targeted creature. Spells copied this way cannot be used in the creation of items or copied from the mind of the manifestor for use by another manifestor. While functional, anyone who can manifest powers may attempt to manifest the converted spell from the imprinted creature's mind just as if it were any other unknown power.

When manifested, the converted spell functions as normal, treating the psionic creature's manifestor level as the caster level for the converted spell. The converted spell may not be augmented.

Augment: For every three extra power points spent during the casting or manifesting of this ability, you may copy a spell one level higher than third level from the targeted spellcaster's mind.

Focus: A spellbook, prayerbook, or holy symbol.

Special: Spells converted are treated as also being of a certain power discipline, depending on the school. Enchantment and Illusion spells become Telepathy powers, Conjuration spells without the teleportation sub-school become Metacreativity powers, Psychoportation powers become Conjuration spells with the teleportation subschool, Divination spells become Clairsentience powers, Transmutation and Necromancy spells become Psychometabolism powers, and Evocation spells become Psychokinesis powers.
---



Whether or not this is kosher for the contest, I may as well drop this here for sake of my own memory.

{table="head"][b]Deity|Alignment|Portfolios|Domains|Favored Weapon
The Bookkeeper|True Neutral| Incarnum, Knowledge, Libraries | Atheneum, Knowledge, Magic, Mind, Patience| Quarterstaff[/table]
New Domain: Atheneum
Deities: The Bookkeeper. Clerics of deities with both the Knowledge and Magic domains may instead opt to take the Atheneum domain but may not take either the Knowledge or Magic domain with their one remaining domain known from their cleric level. If a cleric who took the Atheneum domain from a deity who is not The Bookkeeper later gained access to either the Knowledge or Magic domain via a feat, prestige class, or spell, they could then use such normally.
Granted Power: You may cast spells with the multiple-source subschool even if you do not have a power point reserve, ability to bind a vestige, and/or the Incarnum Spellshaping feat. You also gain 3 power points and 1 point of essentia.

Atheneum Domain Spells
1st: The Bookkeeper's Bound Soul
2nd: The Bookkeeper's Bane
3rd: The Bookkeeper's Focus
4th: The Bookkeeper's Mind Reader
5th: The Bookkeeper's Imprinted Mind
6th: The Bookkeeper's Expanded Soul
7th: Mage's Magnificent Mansion
8th:
9th: Moment of Prescience

BladeofOblivion
2010-08-05, 02:35 AM
BELROR'S SPELLBOOK

Belror Milner was a cunning, cruel, and atrociously evil Sorcerer. He had a strange fascination with the Humanoid Skeletal Structure, and created multiple spells for Abusing this feature of the body in the most painful ways imaginable. He was also very intelligent and manipulative by nature and also created spells literally designed to use his opponents' resources against them. His combat style usually involved using Belror's Ironic Death to play mind games with his opponents, mixing it with actual Baleful Transposition to keep his enemies guessing. Once they had expended spells and resources against themselves, he would have some fun with Belror's Rude Awakening, likely causing another party member to die. In the middle of that Debacle, he would cast Belror's Uncontrolled Rage on another party member, likely resulting in his or another party member's death. At this point, it is unlikely that more than one party member is alive, in which case he would cast Belror's Skeletal Stiffness at the survivor in order to debilitate and likely paralyze. He would then apply Belror's Bone Breaking to agonize and further weaken the opponent. He would then, quite likely, stab them with a poisoned dagger and leave them to die. Anyway, This sorcerer of Legend was also famous for hating wizards and desired to prevent his spells from ever getting into the wrong... ...To be fair, they were already in the wrong hands. In any case, he taught his Unique spells to a relatively friendly Great Red Wyrm to be sure that his spells did not die with him. Thanks to the Generosity of that Wyrm, We have some of his rather unique spells for you today.

_/ _/ _/ _/ _/

Belror's Rude Awakening
Necromancy [Evil]
Level: Sor 5
Components: V, S
Casting Time: 1 full-round action
Range: Close (25ft + 5ft/2 levels)
Target: One Living Creature
Duration: 1 round/level
Saving Throw: Fort partial
Spell Resistance: Yes

The Valiant Paladin had thwarted the evil Necromancer's plan with the aid of his allies. The seemingly defeated Sorcerer suddenly flicked his wrist and spoke some dark incantation. The paladin felt his limbs moving without any effort on his part. He suddenly turned around and began violently flailing at his allies, who fell beneath his powerful blows despite his objection. He was fully aware of what was happening and even retained control of his speech, but the Necromancer was using him like a puppet. Finally, he died by his own hand.

The target of the spell must have a skeleton. If the target lacks a skeleton, the spell fails. The target of the spell loses control as its skeleton is animated while still inside its body. For the duration of the spell, the target is treated as a skeleton with the target's creature type as the base type, though the creature retains its intelligence and constitution scores, its current hit point total, and its base attack bonus. A spellcasting target cannot be manipulated into casting spells, nor can a Psionic or Initiating Target be manipulated into using Psionics or Maneuvers. The target may take a purely mental or verbal action once per round at the same time as their body acts. In addition to the above effects, the target must make a fortitude save each round or suffer 1 Constitution damage. If the target dies while under the effect of this spell, its flesh collapses and the target becomes a skeleton under the control of the caster, ending the spell.

---

Belror's Uncontrolled Rage
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor 5
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One Living Creature
Duration: One round/level
Saving Throw: Will Negates
Spell Resistance: Yes

The adventuring party had prepared for this moment, when they were to fight this scheming mastermind who had drawn the city to the brink of ruin. He opened with some kind of ray at the barbarian and then ran. The rogue wondered what he had done as the Barbarian flew into a rage. She figured it out as the Barbarian attacked THEM.

The spell's target attacks a random character as determined by a D6 roll.

1: The target attacks the caster.
2: The target attacks the caster's allies. If the caster has no allies, Reroll.
3-5: The target Creature acts normally.
6: The target attacks the nearest Creature.
7: The target attacks itself.
8: The target attacks its allies. If the target has no allies, Reroll.

Arcane Focus: A Medallion with a Frowny-Face on it.

---

Belror's Bone Breaking
Necromancy [Evil]
Level: Sor 3
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: Yes

The Assassin aimed his bow at his target, intending a quick kill. He suddenly felt a light touch to his shoulder and his forearm shattered instantly. The sorcerer standing behind him laughed at his pain as he struggled to take his shot, knowing he likely would not survive his escape.

This spell fails if the target lacks a skeleton. The target suffers one of the following effects chosen by the caster:

Arm: The target suffers a 25% chance of automatically missing when attempting to attack.
Leg: The target's movement speed is reduced by 5ft.
Spine: 50% chance of paralysis for 1d4 rounds.

With the exception of the spine, these penalties are permanent until magical healing is received or the bone is repaired by a heal check with a DC equal to 13 + Caster's CHA Modifier.

---

Belror's Skeletal Stiffness
Necromancy [Evil]
Level: Sor 3
Components: V
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One Creature
Duration: One Minute/Level
Saving Throw: None
Spell Resistance: Yes

The thief followed the Black-Robed Man down the alley. The man stopped, turned around, and politely asked the thief to stop following him. Suddenly, the thief found that he could barely move, as all of his joints felt like they had steel bars rammed through them.

The target suffers 2 Dexterity damage for every four caster levels if the caster succeeds on a ranged touch attack. One minute later, the joints relax and half the ability damage simply goes away. The rest heals at the normal rate.

---

Belror's Ironic Death
Illusion (Figment)
Level: Sor 2
Components: V
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: One Creature
Duration: One Minute/Level
Saving Throw: Will disbelief
Spell Resistance: No

The Party's Barbarian is whisked across the room and the evil Sorcerer is standing where he was. The Wizard recognized the Sorcerer's spell as a Baleful Transposition, so this was not unexpected. He disintegrated his perceived enemy as the Cleric casts Slay Living on him. As he falls to the ground, the Illusion disappears, revealing their close friend's dead body to them as the Evil Sorcerer, still disguised as the Barbarian, laughed maniacally.

An Illusion is created around the target to appear as the caster and an illusion is created around the caster to appear as the target. A successful will saving throw by a viewer of the Illusion will allow disbelief. In addition, a successful Spellcraft check on this spell identifies it as "Baleful Transposition,"
a spell that differs by only one syllable. If the Spellcraft check succeeds by more than ten, the spell is correctly identified.

PId6
2010-08-13, 03:29 PM
On the Life and Times of Edward the Sly

http://www.wizards.com/dnd/images/compscoundrel_gallery/102041.jpg
"Edward? What I wouldn't give to be him! He's not just fortune's friend, he's fortune's friend with benefits!" - Sar Pios, acquaintance of Edward the Sly.

"Within these pages lies a scholarly account of the amazing life of Edward the Sly, an unexceptional lad from obscure origins whose mercurial rise to prominence was as expedient as it was shocking. He had no training, little education, and few real talents, yet his actions and his existence forever changed the face of Caveria. Whether it was luck or fate that brought about his greatness, to say that fortune favored him would be a grievous understatement..." - Introduction by Vincente Durante, royal historian of Caveria.


Luck Components

A spell with a Luck component requires the expenditure of a luck reroll (see [Luck] feats in Complete Scoundrel) in order to use. Rerolls expended in this fashion act as if used, and are returned normally once a new day begins (or through effects such as Edward's Replenshing Luck). Spellcasters without luck rerolls may not cast these spells. You may spend temporary luck rerolls to fuel the Luck components of spells unless the spell itself says otherwise.


Edward's Lucky Break
Conjuration [Teleportation] / Divination
Level: Bard 1, favored soul 1, sorcerer 1
Components: V, S, Luck
Casting Time: 1 immediate action
Range: 5 ft, 10 ft, or 15 ft; see text
Target: You
Duration: Instantaneous

"...By all accounts, Edward was never a great fighter. He had no combat training, and rarely bothered with protective gear or spells. Yet, when enemies tried to pierce him with weapons or blast him with spells, he had a tendency to be exactly where he needed to be to avoid the attack..."

You teleport to any location within 5 ft of where you are, as long as you have line of sight and line of effect to that location. If an enemy was attacking you with a melee or ranged attack (including touch spells and effects), you may cast this after it is rolled and knowing if that attack would hit, and the attack automatically fails (though aftereffects, such as splash weapons' splash damage, may still work on you). If an enemy was targeting you with a targeted spell or ability, that fails only if you go outside the spell or ability's range or receive total cover or concealment. If an enemy was using an area of effect spell or ability, you are unaffected as long as you manage to go outside the spell or ability's area.

The range of this spell improves to 10 ft at caster level 6, and 15 ft at caster level 12.


Edward's Lucky Charm
Divination / Transmutation
Level: Bard 5, favored soul 5, sorcerer 5
Components: V, S, F, Luck
Casting Time: 10 minutes
Range: Touch
Target: One object; see text
Duration: 1 day/level or until expended
Saving Throw: No
Spell Resistance: No

"...Edward loved to bestow emeralds to those close to him, claiming that it would bring them good luck. The truth of these claims is debatable, but perhaps a bit of his luck really have rubbed off on those he deemed his friends..."

You infuse a bit of your own luck into a gemstone. For the duration of this spell, the bearer of the stone gains a +1 luck bonus to all d20 rolls. This luck bonus is added to the actual die roll, to a maximum of 20 on any one roll (so a +1 luck bonus on an attack roll of 1 would change the result to 2, negating the critical fumble).

In addition, the stone's bearer may choose to expend the stone's magic to reroll a single d20 roll. This does not require an action. If he does so, this spell ends and the stone becomes nonmagical as before.

While this spell is in effect, you lose access to the luck reroll spent to cast the spell, not regaining it even after a day passes (nor through an effect such as Edward's Replenishing Luck). Unlike other spells, you may not spend a temporary luck reroll for the luck component of the spell. If the spell ends for some reason (such as the duration ending, getting dispelled, or being spent to reroll a die roll), you gain the ability to get the luck reroll back, though you do not actually regain it immediately but rather at the beginning of the next day when you regain all of your luck rerolls.

Focus: A nonmagical gemstone (worth at least 100 gp).


Edward's Lucky Moment
Divination
Level: Bard 4, favored soul 4, sorcerer 4
Components: V, Luck
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

"...Edward always had a knack for performing great feats of the extraordinary whenever they are most needed. A whispered wish for good luck always seemed to cause the most unlikely shot or haphazard stunt to succeed..."

Cast this spell after rolling a d20 roll and seeing the result, but before knowing whether it's a success or failure. You may treat the roll as if you had rolled a 20 rather than the actual result of the roll.


Edward's Lucky Streak
Divination
Level: Bard 2, favored soul 2, sorcerer 2
Components: V, S, F
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 min/level (D)

"...Edward's luck tended to come in spectacular bursts. At one moment he might be in a bad spot, but as soon as one thing changes in his favor, everything inevitably tumbles into place..."

Whenever you roll a d20 roll and receive a result of 11 or greater, you gain a cumulative +1 luck bonus to all d20 rolls for the duration of this spell. This luck bonus is added to the actual die roll, to a maximum of 20 on any one roll (so a +2 luck bonus on an attack roll of 19 would change the result to 20, inducing an automatic hit, critical threat, an increase in this spell's luck bonus, and so on). You may have a maximum luck bonus of 2 + 1 per 5 caster levels (capping at +5 at caster level 15) from this spell.

Whenever you roll a d20 roll and receive a result of 10 or less, this spell ends. For all d20 die rolls, luck bonuses from this spell do count towards calculating whether the result is over or under 10, and if you reroll the roll (such as via a Luck feat) or change its result (such as via Edward's Lucky Moment), only the final result counts towards this spell (so if you roll a 4 on a save and reroll it via Survivor's Luck to 17, you gain a +1 luck bonus and this spell does not end). Spending an Action Point to improve the roll counts as changing the result this way.

Focus: A golden pair of dice worth at least 50 gp.


Edward's Purloined Fortune
Divination
Level: Bard 3, favored soul 3, sorcerer 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous or 1 hour; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

"...While Edward was not a thief in the conventional sense, some speculate that he may have had a way to 'borrow' luck from his enemies, if their meteoric falls and amazing fumbles are to be believed..."

Target creature loses one luck reroll for the day, plus an additional one per 5 caster levels (capping at 4 rerolls at caster level 15). A successful Will save halves the number lost. If the creature does not have enough luck rerolls, it gains a -1 luck penalty to all d20 rolls for each luck reroll it would lose but does not have, lasting for 1 hour. This penalty is subtracted from the actual die roll, to a minimum of 1 on any one roll (so a -3 luck penalty to an attack roll of 3 would change the result to 1, inducing an automatic miss).

For each luck reroll a creature loses because of this and for each point of luck penalty it takes, you gain a temporary luck reroll that lasts for 1 hour. If you would gain additional temporary luck rerolls from another casting of this spell while the previous rerolls are still available, you lose those previous rerolls, even if you would gain fewer new ones.


Edward's Replenishing Luck
Divination
Level: Bard 4, favored soul 4, sorcerer 4
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

"...Whenever Edward seemed down on his luck, he flipped a coin until it came up heads. Inevitably, his fortune would rise again soon after, though whether he truly changed it with a coin toss, only the gods know..."

You regain all of your luck rerolls for the day, even if they are spent.

Material Component: A golden coin (worth at least 1 gp, obviously).

PairO'Dice Lost
2010-08-31, 10:27 PM
The Subtle and Sneaky Spells of Synosto Septimus

Synosto Septimus, a seventh son of a seventh son, was seldom satisfied with such spurious pursuits as saving societies from secret schemes; subterfuge was his stock in trade. While his several siblings sought stardom by slaughtering swaths of skeletal soldiers and slaying sinister soul-sucking sorcerers, Synosto saw sophisticated strategies to steal scads of silvers or several sculptures or stashes of stuff from secure strongholds to be substantially more satisfying.

In short, Synosto was a spellcasting scoundrel whose series of signature spells subverts security and supports stealthy stunts. Synosto's spells share something else: since Synosto successively squandered his superlative sums—seeing seizing others' spoils as superior to securing or saving his own stores—several spells need to spend some special expensive something to start strutting their stuff.

Synosto's Serpentine Saboteur
Enchantment [Mind-Affecting] and Conjuration (Creation)
Level: Bard 3, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: 0 feet
Effect: One snake formed of magical energy
Duration: 1 round/level and 1 round (see text)
Saving Throw: None
Spell Resistance: No
Always act, never react. Not letting your enemies react either is nice too.
This spell creates a Large, incorporeal snakelike magical construct made of mystical energy that moves as you direct it. Whenever the construct moves through or adjacent to a space that would trigger a trap or alarm (over a pressure plate, through a trip wire, into the vision range of a spell turret, etc.), that trap or alarm is suppressed and cannot be activated for 1 minute. (The caster gains no special knowledge of any traps or alarms so affected, or even whether any traps or alarms were encountered at all.) In addition, the construct possesses a gaze attack: Any creature affected by the gaze takes a -2 penalty on initiative checks and Reflex saves for one round and becomes unable to use or benefit from triggered actions such as readied actions, immediate actions, contingencies, and the like for the same period.

Focus: A piece of snakeskin covered with chalk and pepper, and a snake's skull whose eyes are replaced with rubies worth no less than 100gp.

Synosto's Soporific Symbol
Enchantment (Compulsion) [Mind-affecting]
Level: Bard 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Touch and 30 ft; see text
Target: Object touched
Area: 30-ft radius emanation, centered on target
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
Alert, watchful guards are often a major obstacle to pulling off heists; it's best to temporarily disable them in a way that makes the guards' lapse look like their own fault.
You inscribe a symbol of sleep and distraction on a surface or object. An aura emanates from the symbol to the extent of the spell's range that induces drowsiness in any creatures in the area. Any creature in the area feels compelled to yawn a lot and think about how very tired they are rather than paying attention to their surroundings, taking a -10 penalty on Listen, Search, Sense Motive, and Spot checks. In addition, creatures entering the area (and those in the area when the spell is first cast) must make a Will save or fall asleep; if a creature succeeds on its save, it must make a new save at the start of its turn each round it remains within the area to avoid falling asleep. Affected creatures wake up as soon as they are no longer affected by the aura, whether due to being removed from the area, the object being moved far enough away such that they are no longer in the area, or the duration lapsing; for the next hour, they don't remember feeling particularly drowsy or notice the gap in time caused by their falling asleep, though they immediately remember both if their attention is specifically drawn to it (for instance, a fellow guard remarks on finding the creature(s) asleep, the scene around them changes drastically while they sleep, or the like).

Material Component: A mixture of fine yellow sand and fairy dust, worth no less than 20 gp, used to sketch the symbol.

Synosto's Superficial Seeming
Illusion (Glamer) and Transmutation
Level: Bard 5, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
The best way to make someone believe you are who you say you are is to let them discover that you aren't who you say you are.
As part of casting this spell, you effectively cast both an alter self spell and a disguise self spell, in that order, choosing a different form for each. (You do not need to otherwise know those spells to cast them as part of this spell.) You are affected by both spells at once as if you had cast the two spells normally; however, any sort of magic which would detect illusions or shapechanging, see through illusions, force a shapechanger into its true form, or otherwise defeat a glamer or shapechanging effect only suppresses/sees through/detects/etc. the disguise self form, leaving the alter self form to be your “true” form. Effects that suppress or dispel any spell regardless of school or purpose (such as dispel magic or a dead magic zone) still affect this spell normally.

Focus: Two identical matryoshka dolls (http://en.wikipedia.org/wiki/Matryoshka_doll), one inside the other, both bearing your likeness, worth no less than 100 gp each.

Synosto's Suitability Shroud
Enchantment (Mind-Affecting) and Illusion (Glamer)
Level: Bard 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 minute/level
The best way to determine what sort of disguise an observer would believe is to simply let that observer choose a disguise for you.
This spell causes any intelligent creature viewing you to perceive you as another creature of the same size and general shape that would be most appropriate to your current environment and least likely to arouse suspicion or notice in that viewer. In a marketplace, for instance, the shoppers would most likely see you as another commoner, the nobles would see you as another noble, the thieves would see you as a poor person with nothing worth stealing, and the merchants would see you as someone not worth attempting to pitch a sale to. If you were to bend over and walk or crawl on all fours, they might see you as a large dog or a mule, perhaps, or whatever pet or beast of burden they would have the least interest in interacting with. Effectively, observers are not entitled to Spot and Listen checks to pierce this disguise unless you give them a reason to disbelieve it (see below).

This spell disguises the visual, audible, olfactory, and tactile properties of you and your equipment. Any creature with other senses who detects you with those senses (a dog who licks you and notices you don't taste like your disguise, a bulette that detects you with tremorsense, etc.) is entitled to a Will save to disbelieve the illusion. Spell resistance also applies to this effect. Should a creature save against you or should you fail to pierce its spell resistance, the creature cannot immediately see through the illusion but they do know that the illusion is false and can then attempt Spot or Listen checks against your Disguise check to determine your true form. You immediately know if a creature pierces your disguise in this manner and which creature so pierced it.

Because each disguise is drawn from the viewer's mind, a creature immune to mind-affecting effects sees a hazy, vague form around you instead of a full disguise and immediately realizes that you are under an illusion, though they do not sense your true form. As with a creature possessing special senses, you know immediately if there is a creature observing you who is not affected by the disguise due to mind-affecting immunity and which creature it is. As well, since each creature sees a different disguise, if multiple observers discuss your disguise and compare notes, each may make a Will save at a +4 bonus to pierce your disguise (DM's judgment as to whether a given group of NPCs would see the same disguise or not).

As a special use of this spell, if you remain stationary and concentrate on the spell, you can appear to be an object of your size appropriate to your surroundings rather than a creature; you can change between appearing as an object and appearing as a creature as desired throughout the spell's duration. All other parameters of the spell apply as normal.

Material Component: Two pounds of clay or putty which you mold and manipulate as you cast the spell, and a small silver mirror worth no less than 50gp.

Synosto's Split-Second Skedaddle
Illusion (Shadow) and Conjuration (Teleportation)
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Effect: Quasi-material illusory duplicate
Duration: 1 minute/level
Who says you can't be in two places at once?
Upon casting this spell, two effects occur. First, you are teleported to a destination of your choice as per the dimension door spell. Second, an illusory duplicate of you is created in your previous position and orientation as per the project image spell (though you cannot cast spells through the image and you do not need to maintain line of sight to the duplicate). You can control its actions as normal, and when you are not doing so, it follows a predetermined script (http://www.giantitp.com/comics/oots0295.html) that you set when you cast the spell (which defaults to simply acting unconscious if you do not state otherwise). Any single-target impediments affecting you at the time of casting that would impede your escape (such as manacles, a dimensional anchor effect, and so forth) simply transfer to the duplicate when you teleport away, though any area or multi-target effects (such as a dimensional lock or forbiddance) negate this spell as normal.

DaTedinator
2010-09-01, 01:26 PM
The contest is closed! Voting thread can be found here (http://www.giantitp.com/forums/showthread.php?p=9270254)!