View Full Version : [Library] Boccob's Haven

2007-06-13, 09:18 AM
The linking theme is Karsha and Atalya (See 3rd line, 2nd paragraph.)

Boccob's Temple in the city of Sareth, is the biggest in the world. The temple to the God of Knowledge is not only a place for prayer, but also for the public access of tomes, often unavailable elsewhere.

The Main Library is the largest room of the temple. Gold-gilt pillars hold up the ceiling high above, the floor is marble with many mosaic patterns and pictures from history, most noticeably, the large mosaic of the defeat of the Tainted Human Karsha, at the hands of the wizard Atalya, at the very center of the library. At the back of the library also, is a large bronze statue of Atalya. On the first level, a multitude of books can be found, including almost any book of fiction and history. In a large alcove to the left is a section with books entailing descriptions of any animal or beast found anywhere from the deserts of Kadia, to the arctic peaks of Sisha. In an alcove to the right, books detailing the laws and the lay of all the civilized lands, and many more beyond. When in this section, anyone searching for any mundane fictional or informational book can find it on the shelves, which are organized by alphabetical order, or by asking one of the many librarians. Books are available for loan, but all are magically tagged. Anybody who uses the books to take a Knowledge (Any) test gains a +2 bonus to their roll.

At the back of the library is a large, oak door, guarded by the blue robed clerics of Boccob. It opens up to a large staircase down into the magical tomes and the temples collection of items. The stairs turn into another room, directly below the Main Library. Here spellbooks and books on the fundamentals of magic can be found. In these books, almost any spell can be found by a wizard, however as the books are arranged by owner, not spells, finding the correct spell can be difficult. Any spell can be found on a DC 22 Intelligence check. If failed, that person may not search for that spell for 24 hours, but will have found many other spells by chance. In an alcove to the left, is a section containing many books on rituals, including notably "Argiletum Ciris" which contains the original text for the Ritual of Vitality*. In the alcove on the right are books detailing how to create a variety of magic items. These books are not available for loan, and are magically tagged against theft.

Down one more level, which is available only to those the clergy know and trust, are the more powerful books and magic items. The books and items in this section are tagged and any movement can bring wizards and clerics immediately. The room is also guarded by another being of supreme power.

2007-06-13, 09:20 AM
Placeholder for books.

Non-Magical Text:

Atalya and Karsha, a Narrative History

Atalya and Karsha, a Narrative History can be found in the Main Library section.

This is the most famous book detailing the story of Atalya and Karsha. Atalya was an orphan left in the care of the clergy of Boccob, she had no skill in Divine magic, however showed a lot of skill in Arcane magic. Under the training of the worshipers of Boccob, Atalya became a very skilled Wizard and Archmage.

Karsha was a Enchanter from a rich family of nobles. When his family home was burnt down and his father killed, he looked for a way to avenge the deaths. He found the Ritual of Bonding which he undertook and became an Acolyte of the Skin.* Immediately afterwards he took revenge on all of the noble families of the land, knowing not which had killed his father.

Atalya at this time was an accomplished spellcaster, still connected to the temple of Boccob in Sareth. She was renowned for saving Sareth from many threats and was the most powerful wizard in the city, and its final line of defence. She had been gifted with Boccob's Staff, the most powerful relic i the city. On the Night of the Dark Moon Karsha came upon Sareth, which was home of many noble families. Karsha believed he had the power to destroy it completely. After devastating the City Militia he entered the city, to be met by Sareth. The two wizards began their duel. They fought all night, but as day dawned it was clear that Karsha was winning. As she fell onto her knees, she activated the power of her staff. Sacrificing her own life in doing so.

Anyone who has read this book gains a +2 bonus to Knowledge (History, Local-Sareth) and gains a +2 bonus to Diplomacy when dealing with Boccob's clergy in Sareth.

Magic Text:

Karsha's Grimoire

Karsha's Grimoire is in the Restricted Section of the library.

Karsha's Grimoire is a large black leather bound book with gold and jewels decorating it. There is nothing unusual in it, but when reading for an hour, unless a Will Save (DC20) is passed, the reader is put under the effect of an insanity spell, placed there by Karsha himself.

Karsha's Grimoire is among a group of books that was barely saved from destruction under the new King Verend's order of destruction of evil spells and rituals. However Boccob's clergy moved it into the Vaults and requested that the books in the vault be excepted. The King agreed. Karsha's spell book contains the following spells:
0 - All except Illusions and Abjurations.
1 - Charm Person, Hypnotism, Mage Armor, Magic Missile, Sleep.
2 - Alter Self, Darkness, Detect Thoughts, Pyrotechnics, Tasha's Hideous Laughter.
3 - Blink, Fireball, Fly, Hold Person, Suggestion.
4 - Charm Monster, Confusion, Ice Storm, Lesser Geas, Phantasmal Killer.
5 - Dominate Person, Hold Monster, Permanency, Teleport, Wall of Force.
6 - Acid Fog, Eyebite, Geas, Mass Suggestion, Tenser's Transformation.
7 - Finger of Death, Insanity, Power Word; Stun, Prismatic Spray, Teleport Without Error.
8 - Binding, Clone, Mass Charm, Power Word; Blind, Symbol.
9 - Dominate Monster, Gate, Power Word; Kill, Weird, Wish.

As well as these spells, at the back of the book, Karsha's Grimoire has the Ritual of Binding. This binds a fiend to the flesh of the user and makes them an Acolyte of the Skin.* The ritual deals 1d4 damage per round for 10 rounds, and the skin takes on an oily sheen. As the Acolyte of the Skin grows, the skin darkens and sprouts spikes. To undertake the Ritual, all requirements for the Acolyte of the Skin prestige class.

Epic Text:

Atalya's Spellbook

Atalya's Spellbook is in the Restricted Section of the Library.

Unlike Karsha's spellbook, this is a scrappy worn wookbook, falling apart with many scraps of paper inside. Atalya however has managed to fit any spell onto 1 page meaning that a great deal more spells than usual are present.

Ever since her death Atalya's Spellbook has been in the Restricted section of the library. Atalya not only had many powerful spells in her book, but also had some of her own creations in the book.

Atalya's Spellbook contains the following spells.

0 - All
1 - Enlarge, Mage Armor, Magic Missile, Ray of Enfeeblement, Reduce.
2 - Bull's Strength, Daylight, Invisibility, Levitate, Shatter.
3 - Fireball, Fly, Major Image, Tongues, Wind Wall.
4 - Dimension Door, Ice Storm, Polymorph Other, Polymorph Self, Stoneskin.
5 - Cone of Cold, Feeblemind, Persistent Image, Telekinesis, Teleport.
6 - Antimagic Field, Chain Lightning, Globe of Invulnerability, Summon Monster VI, Tenser's Transformation.
7 - Forcecage, Insanity, Prismatic Spray, Spell Turning, Teleport Without Error.
8 - Incendiary Cloud, Mind Blank, Polymorph any Object, Prismatic Wall, Symbol.
9 - Gate, Prismatic Sphere, Shapechange, Time Stop, Wish.

In the back of the book are the following spells:

Epic Counterspell
Spellcraft DC: 69
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 621,000 gp; 13 days; 24,840 XP. Seed: dispel (DC 19). Factors: +30 to dispel check (+30 DC), 1-action casting time (+20 DC).

To use epic counterspell, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+40 against a DC of 11 + the foe’s caster level. If the check is successful, the character’s spell negates the foe’s spell.

(Epic Level Handbook)

Spellcraft DC: 90
Components: V, S, XP
Casting Time: 1 standard action
Range: 300 ft.
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 810,000 gp; 17 days; 32,400 XP. Seed: energy (DC 76). Factors: double base area (+6 DC), 1-action casting time (+20 DC). Mitigating factors: 10d6 backlash (-10 DC), burn 200 XP (-2 DC).
The Caster chooses an energy type and a large ball of this energy flies from their hands to the designated target. Deathstrike deals 40d6 damage of an energy type of the casters choice to all within the circle
XP Cost: 200

Artifact Text:

2007-06-13, 09:23 AM
Placeholder for Guardian/Item/Other Stuff